The ship and the purpose.
Razor is Alan Payne’s I.S.S. Queen Victoria, a Worldrazer Temporal Juggernaut [T6-X2]. This October 18, 2026 recording shows an energy beam build with damage over time, frequent console use, and equipment that contributes to both damage and survival.
The platform has five forward and three aft weapons. Its recorded console layout is 5 Tactical + 3 Engineering + 3 Science + 2 Universal = 13. The two Universal slots are the experimental upgrades. The ship is a Temporal specialist with secondary Command seating; this is not the additional-console benefit of a full Miracle Worker ship.
| Station | Available seating |
|---|---|
| Commander | Tactical / Temporal Operative |
| Lieutenant Commander | Engineering / Command |
| Lieutenant Commander | Universal — Science officer shown |
| Lieutenant | Universal — Tactical officer shown |
| Ensign | Science |
The attraction here is the combination of a 5/3 energy platform and Temporal ability access. The recording uses lower-rank Temporal powers alongside Fire at Will III and Attack Pattern Beta III. That gives the ship more tools for a console-oriented build without using its Commander power for a Temporal attack.

Beams, auxiliary power, and damage over time.
| Position | Recorded selection | Reason |
|---|---|---|
| Fore ×5; aft ×1 | Matching Temporal Disruptor Beam Arrays, Mk XV Epic. Sample tooltip: [CrtD/Dm] [CrtD]x4. | Main beam coverage and Temporal Incision damage over time. A broadside brings the forward and aft arrays onto the same target. |
| Aft | Omni-Directional Pahvan Proton Beam Array Mk XV [Arc] [CrtD/Dm] [CrtD]x3 | 360° proton attacks and the weapon’s resonance mechanics add a separate contribution. |
| Aft | Omni-Directional Interlacing Tetryon Beam Array Mk XV [Arc] [CrtD/Dm] [CrtD]x3 | 360° coverage, Warp Crystal effects, and a two-piece pairing with the Tholian core. |
The sample Temporal Disruptor tooltip explicitly lists an auxiliary power cost. The two omni tooltips list weapon power costs. This creates a practical power-management problem: the main arrays and the supporting omnis do not all consume the same subsystem.
Temporal Incision is a Physical damage-over-time effect with an Entropy interaction. Fek’ihri Torment Engine and Sigma Stratagem provide damage-over-time support elsewhere in the build. That is a reason to assess more than the initial beam impact.
There is no equipped torpedo, cannon, or mine. A non-beam firing-mode ability may still serve as a trigger for equipment or traits, rather than as an attack from an equipped weapon.
Thirteen slots, several connected jobs.
The slot order below follows the recording, left to right within each category. Twelve console names are readable in tooltips; the Bioneural Infusion Circuits identification is explicitly provisional. Expand an entry for the reason it fits.
Universal 1 · Sigma StratagemDamage over time, critical chance, and firing haste.
The tooltip shows +30% damage over time and +5% critical chance passively. Its active supplies +20% critical chance for 30 seconds; critical hits during the effect grant a non-stacking 15% weapon firing-cycle haste effect to the ship and nearby allies. This supports both the beam layer and critical-dependent effects.
Universal 2 · Broadside Combat ModuleDamage and resistance while fighting in the broadside arc.
The passive applies +25% All Damage and +50 All Damage Resistance Rating against targets in the broadside arc. Full Broadside adds repeated Phaser attacks to the ship’s sides. Its placement fits arrays that reward keeping enemies beside the ship. The resistance is conditional, rather than a permanent ship-wide guarantee.
Engineering 1 · Custom Power MatrixIts Engineering placement supplies auxiliary power.
The recorded tooltip gives +20 auxiliary power and +5 maximum auxiliary power when the console occupies an Engineering slot. The same console has different passives in other slot categories, so its position is part of the build.
The toggles trade shield power for weapon haste, engine power for weapon critical severity, and auxiliary power for weapon critical chance. Having a mode active also grants BOFF recharge speed. The displayed recharge-speed benefit is not something to add three times. The exact modes Alan leaves enabled on Razor still need confirmation.
Engineering 2 · Dilithium TransporterPower transfer and an active window without weapon power costs.
Passive power-transfer and Drain Expertise bonuses support the power package. The active tooltip lists disabled weapon power costs, subsystem-offline immunity, energy weapon haste, and a Radiation effect for a limited window. The practical intention is to keep firing productively while power demand is high.
Alan’s earlier Temporal build uses this alongside Spirit of Sacrifice to manage the auxiliary-consuming arrays. Razor’s exact power trace and active uptime have not been measured from this equipment walkthrough.
Engineering 3 · Fleet Power Network ArrayAuxiliary-dependent energy weapon haste.
The passive supplies +5 maximum auxiliary power and Exotic Particle Generator skill. The active grants an energy weapon haste bonus that scales with auxiliary power, plus chances to provide firing modes to its recipients. That links it to Custom Power Matrix’s Engineering placement and the general auxiliary emphasis.
Razor has no hangar bays. This console should not be explained as support for an onboard Type 7 shuttle wing. The pilot’s exact activation target and intended recipients remain to be confirmed.
Science 1 · Krenim ChronophagePhysical damage over time and crowd disruption.
The passive improves Science and Temporal BOFF recharge. The active combines a nearby Physical damage-over-time effect with control, shield disruption, and movement effects. It contributes damage and control, while the BOFF recharge support helps repeat the abilities that keep the rest of the build operating.
Science 2 · You Are DismissedShield support plus an offensive active.
The tooltip lists +10% shield resistance and +7.5% shield regeneration. The active adds a nearby Proton attack and a Physical damage-over-time effect, with displacement and further conditional effects. It is a clear example of Alan’s preference for equipment that helps defense and offense at the same time.
Science 3 · Dynamic Power Redistributor ModuleA damage window that also protects and restores hull.
The passive adds directed energy damage and hull resistance rating. During the active, its +40% Bonus Damage requires hull above 80%, alongside a large resistance-rating and hull-regeneration boost. The defensive effect helps maintain the condition for the offensive benefit.
Its active duration precedes its recharge, so console cooldown reduction does not behave as though its cooldown starts immediately on activation.
Tactical 1 · Subspace Fracture Tunneling FieldPositioning, temporary hull, and universal console cooldown reduction.
The passive hull regeneration is not reduced in combat. The active teleports toward the target, disrupts nearby foes, supplies temporary hull based on enemies, and reduces universal console cooldowns by 25% according to the tooltip. This supports a build with many useful active consoles.
The teleport is also a piloting commitment: landing beside a useful target group matters. An equipment walkthrough alone does not establish Alan’s exact targeting sequence on this ship.
Tactical 2 · Bioneural Infusion CircuitsWorking identification supplied by Alan; tooltip confirmation pending.
Alan believes this console is Bioneural Infusion Circuits. This replaces the earlier tentative identification as Lorca’s Custom Fire Controls.
The recording does not open this console’s tooltip. Its exact identity, stats, and contribution remain pending that check; no Lorca console or set benefits are credited here.
Tactical 3 · Fek’ihri Torment Engine Mk XVSupports eligible damage-over-time effects and selected damage types.
The Epic tooltip shows +39.4% non-hazard damage over time and +39.4% Fire, Radiation, Plasma, and Physical damage. Eligible non-hazard damage over time can also trigger an additional Fire damage-over-time effect. This connects to the Temporal weapons and the Physical/DoT console package.
Eligibility matters. These bonuses should not be treated as a blanket multiplier for every beam and every console hit.
Tactical 4 · Shield Absorptive Frequency GeneratorThe Valdore console: recover shields while firing energy weapons.
Below 90% on a shield facing, the tooltip lists a 2.5% chance per energy-weapon shot to restore shields for 200% of outgoing damage. This is a proc-based recovery mechanism; it does not turn every incoming hit into resisted damage.
Its role is especially interesting beside Spirit of Sacrifice, which spends shields, and the Khitomer shield, whose retaliation can rearm after a facing recovers. More outgoing damage can make a successful recovery proc more valuable.
Tactical 5 · Spirit of SacrificeSpend shields to recover abilities; reduce energy weapon power drain.
The passive tooltip lists minimum energy weapon range penalty and −50% power drain when firing energy weapons. The active sacrifices current shield capacity for recharge reduction to BOFF, captain, and lance abilities, with the initial reduction scaling with the shield percentage consumed. A further recharge effect follows.
This creates a real offense–defense exchange: the shields become an ability-recharge resource, then the recovery package rebuilds them. The active is not universal-console cooldown reduction, and it should not be described as a source of shield resistance.
Core equipment and shield recovery.
| Slot | Recorded item | Contribution |
|---|---|---|
| Deflector | Elite Fleet Intervention Protomatter Deflector Array Mk XV [ColCrit] [CtrlX/DrainX] [DrainX]x2 [EPS] | Hull-dependent critical chance and severity, with mobility, transfer-rate, and penetration skills. Keeping hull healthy preserves an offensive benefit. |
| Impulse | Prevailing Innervated Impulse Engines Mk XV [SecSpd-2] [Spd] | Firing-mode activations provide a short speed/turn burst. This helps a large ship reach the next firing position. |
| Warp core | Tholian Nucleating Warp Core Mk XV [AMP] [S→W] [SCap] [SSR] [W→S] | Warp Crystals after defeats, power-related benefits, and the Tholian Crystal Harmonics two-piece with the Tetryon omni. |
| Shield | Khitomer Alliance Regenerative Shield Array Mk XV [Pla]x4 [ResB] | Plasma-oriented mitigation, regeneration, and retaliation after a facing is depleted. |
The shield is shown as one of three Khitomer set pieces. Its retaliation is an item effect; the recording does not show an active Khitomer two- or three-piece set bonus. The Tholian core and omni do show two of four pieces.
When a Khitomer facing reaches zero, the next attacker in that arc can receive an Antiproton hit and additional damage over time. Recovering that facing to at least 25% rearms it. Shield Absorptive Frequency Generator helps supply recovery while the ship continues firing.
The shield has 10% bleedthrough in the displayed tooltip. It therefore still needs hull defenses. The plasma modifier lines are not an instruction to add every displayed resistance percentage together.
![Shield tooltip at approximately 00:09.75, including [Pla]x4, [ResB], bleedthrough, and the retaliation condition.](/assets/sto-razor/shield.jpg)
Devices
Five devices are visible. SS Antares Distress Protocol is explicitly identified in its tooltip. It summons support that grants nearby allies damage, haste, and movement benefits, taunts enemies, and can provide universal console recharge reduction on departure or destruction. The taunt is relevant when assessing who is receiving incoming fire.
The other four devices are preserved in the equipment image, but their names are not opened clearly enough to make an exact inventory here. They remain a pilot-confirmation item, rather than an assumed copy of another ship’s device loadout.
Bridge officers keep the system running.

| Officer / seat | Reading from the visible icons | Role and confidence |
|---|---|---|
| Freyja · Lt Commander Universal / Science | Jam Targeting Sensors I; Scramble Sensors I; Photonic Shockwave I | Science control package. Icon reading; tooltip names are not opened. |
| Kek · Lieutenant Universal / Tactical | Kemocite-Laced Weaponry I; Mines: Dispersal Pattern Alpha I | Additional damage plus a mine firing-mode trigger despite no equipped mine. Icon reading. |
| Tardar · Commander Tactical / Temporal | Heisenberg Amplifier I; Chronometric Inversion Field I; Beams: Fire at Will III; Attack Pattern Beta III | Temporal control options, the main beam firing mode, and an offensive debuff. Icon reading. |
| Selene · Lt Commander Engineering / Command | Emergency Power to Auxiliary I; Emergency Power to Engines II; Eject Warp Plasma I | Ability names confirmed by Alan; ranks read from the recorded icons. Auxiliary power supports the main arrays and auxiliary-dependent equipment. Engine power supports mobility and the Emergency Conn Hologram interaction. Eject Warp Plasma supplies control and can trigger Unconventional Systems when that trait is equipped. |
| Tardar2 · Ensign Science | Tractor Beam I | A further control option. Icon reading. |
Interpretation: this layout fits an Unconventional Systems approach. Qualifying control BOFF abilities reduce universal console cooldowns when that personal trait is equipped. Several such controls are visible, while the ship carries a large active-console package and Subspace Fracture Tunneling Field.
The recording does not open the personal trait tooltips. The precise trait roster still needs confirmation before this becomes a complete copy-and-train checklist. Selene’s ability names are confirmed by Alan; the other icon readings above remain labeled.
A Tactical-heavy skill tree.
The displayed spend is 13 Engineering / 8 Science / 25 Tactical, with no unspent space points. The Tactical ultimate enhancer panel shows Frenzied Assault selected; Frenzied Reactions and Team Frenzy are not selected there.
This is a damage-oriented allocation with supporting Engineering and Science investment. The screenshots preserve the selected nodes rather than replacing them with another build’s skill list. Some skill-tree unlocks mention hangars; having a hangar-related unlock does not give this ship a hangar bay.


Captain primary and secondary specialization selections are not opened in this recording. The ship’s Temporal specialization is separate from the captain’s selected specializations.
Traits: preserve the equipped snapshot.
The active panel shows 11 personal space traits, 7 starship traits, and 5 passive space reputation traits. The list on the right is the available-trait library, not the equipped roster. For example, “Trait is Inactive” entries there must not be copied into Razor’s active build.

The passive reputation icons appear to be Advanced Targeting Systems, Energy Refrequencer, Tyler’s Duality, Enhanced Armor Penetration, and Precision. Their roles are critical performance, penetration, hull-linked critical chance, and healing from damage. Names and ranks are an icon reading pending confirmation.
The personal and starship trait names need a text or tooltip confirmation. Until that is supplied, the page does not silently carry over the Donnie’s seven-trait roster. In particular, a carrier trait from the other build should not be explained as benefiting a nonexistent hangar wing here.
Six active duty officers.
| Equipped officer | Visible specialization / effect | Why it matters |
|---|---|---|
| 31 of 47 ×2 | Security Officer · Strength Through Unity | Two equipped copies are visible. Their detailed trigger/buff tooltips are not opened, so exact stacking and uptime are not claimed. |
| 21 of 47 | Security Officer · Strength Through Unity | A further BOFF-activation-dependent stat effect. Exact triggers and values require its tooltip. |
| Dlyrene | Space Warfare Specialist · increased damage versus Borg | Encounter-specific damage support, consistent with the Hive/Borg context. |
| Emergency Conn Hologram | Conn Officer · Emergency Power to Engines recharges Evasive Maneuvers | Links Engineering power use to more frequent repositioning. |
| Serot | Quartermaster · battery recharge time reduced | Supports repeated battery use in the power-management package. |

This roster differs from the earlier Temporal carrier snapshot. There are no grounds to substitute its three Energy Weapons Officers or 27 of 47 into Razor’s recorded six officers.
How the pieces fit in an encounter.
- Reach a productive firing position. The Innervated engine and Evasive Maneuvers support the large platform. Align the beam broadside and keep nearby targets in reach of the short-range console effects.
- Watch actual auxiliary power while firing. The main Temporal arrays consume it, and Fleet Power Network Array scales with it. Custom Power Matrix’s Engineering placement helps supply it; its auxiliary-draining toggle is a separate tradeoff.
- Overlap useful damage windows. Fire at Will, haste, critical buffs, resistance debuffs, and damage-over-time effects work best when there are targets available for the duration.
- Recover the resources spent. Spirit of Sacrifice exchanges shields for ability recharge. Weapon-driven shield recovery, shield regeneration, and hull protection help the ship keep operating afterward.
- Repeat the useful consoles. Subspace Fracture Tunneling Field and SS Antares support console availability. Qualifying control activations add another route if Unconventional Systems is confirmed equipped.
These are analytical operating principles, not a measured activation script. The clip is an equipment walkthrough after combat, so it does not establish the complete rotation, active-buff uptime, or incoming-damage distribution.
Performance context
The visible overlay reports roughly 3.60 million DPS over 42 seconds in Hive Onslaught. That is a displayed result, not an independently audited combat log or a promise of what the build produces in other teams. Difficulty, support, target selection, and the full parse would be needed for a proper performance account.
Details to finish with Alan.
The equipment and visible roster above form the first review edition. Three confirmations will turn the remaining icon readings into an exact build checklist:
- The names of all seven equipped starship traits and eleven personal space traits.
- Confirmation of the other icon-read BOFF powers and ranks. Alan has confirmed Selene’s three ability names.
- The four remaining device names, Bioneural Infusion Circuits identification, and the Custom Power Matrix modes used in combat.
A later combat log can also establish which damage sources and recovery effects contribute most. The current page separates visible selections from inferred intentions so those additions can be made without rewriting the build around assumptions.
Related reading: Temporal Disruptor carrier build · Surviving encounters · Choosing a ship.