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Power Cost: 5 Per round of use
Since space is filled with alot of debris, stray atoms of hydrogen, micrometeoroids particuliculates, and celestrial bodies. A vessel traveling at warp or impulse speeds must be asured there path is clear. A single or repeated, collision with such objects can casue wear and tear, or even significant damage. To avoid these objects, STarfleet vessels use a device called a navigational delfector or main deflector to "push" them out of the ship's flight path.
A navigational deflector uses three redundant high-powered graviton polarity source generators to generate two effects: a series of five nested praabolic shields projected two kilometers ahead of the shp, which sweep aside stray hydrogen atoms and submicro particulates; and a deflector beam projected thousands of kilometers ahead of the ship to move larger objects out of the way. These two effectts are focused and manipulated with the main deflector dish, and prominent substrcture easily visable on the front of most ships.
The navigational deflector works in conjuction with the long-range sensors, which locate and tracks objects in the ship's projected course. Since the deflector emits a great deal of electromagnetic and subspace radation, which could interfere with long-range sensors, the long range sensor array is located behind the deflector dish so that the axis of its scans match that of the deflector projections. In addition to two deflectiing effects a ship can use its navigational deflector to emit a wide vareity of electromagnetic and subsapce radaiton effects.
At impulse speeds or up to warp 8, only one of the deflector's generators has tobe operational. From warp 8.1 - 9.1, at least two generators must be operation to ensure the safety of the sihp. If the deflector does not have enough functioning generators, or is not supplied with sufficient power, the ship may suffer wear and tear (or worst damage)