Starship Horizons
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Knowledge Base›Sciences

Sciences

Sciences answers one question, over and over: what is that? Everyone else on the bridge is acting on contacts. You are the only officer who can turn a contact into knowledge.

It is the most under‑used console on a new crew's bridge, and the one that most changes how a fight goes.

Scanning

Select a contact and its scan starts, then runs to completion in the background. Scans are queued, so you can have several in progress and work down a contact list rather than babysitting one target.

Three things govern whether a scan works:

  • Your sensors must be online. If they are not, nothing scans. That is Engineer's console, not yours — ask.
  • The target must be inside sensor range. Outside it, the scan does not run slowly; it fails and drops out of the queue, and you are told it was out of range.
  • Range sets the speed. This is the part worth internalizing: a scan at close range completes around three times faster than the same scan at the edge of sensor range. Distance is not a minor modifier, it is the dominant one.

Which makes "Flight, can you close the range" the most valuable sentence in your role. If the bridge is waiting on your scan, closing the distance is the fastest thing anyone can do about it — and a target that is running away is a scan you may simply lose.

What a scan tells you

Readings come back in categories: library (what the ship's records already know about this class of thing), energy, elements, gases and biologics. Which you get depends on what you are scanning — a warship's interesting readings are energy, a planet's are elements and gases, and a derelict's may be biological.

For a ship, your scanner panel shows its shields and hull integrity, an energy reading, the lifeforms aboard (and how many of them are on your side), its faction and any cargo it carries, with the library's description and a link to its article where there is one. For a planet it gives gravity, radius, mass and day length, with the atmosphere and the surface broken down element by element.

A scan of a shielded ship also reads its shield frequency, and your science graph shows how far your own ship's weapon frequency sits from it. That is how Tactical learns about an enemy's shield tuning — and it is how an enemy learns about yours, which is why Engineer randomizes the shield frequency.

Your displays

  • Contact list — everything sensors hold, and your scan queue.
  • Science graph — your ship's weapon frequency against the shield frequency of the last shielded ship you scanned. The two traces draw together as the frequencies converge, and lock when they are within about 25 Hz.
  • Planetary surface — surveying a body rather than a ship. Missions built around exploration live here.
  • Radar, with forward and rear relative displays. In the local view it also draws weapon blasts as expanding fronts, so you can see what a detonation is about to reach, and it has the same Labels and Search tools as Flight's.
  • Viewport, heading and target intel.
  • Drones, probes and arrays — if your vessel carries them.
  • The reference library — where a library reading sends you.

Switching the radar to its System view also runs a system‑wide scan, for surveying everything around you rather than one contact at a time.

Being good at it

  • Scan before you are asked. Every new contact, immediately. The scan you started two minutes ago is the one that is ready when the Captain asks.
  • Queue, do not wait. Several scans progress at once. Start them all and read the results as they land.
  • Report the number and what it means. "Its shields are at thirty percent, so it has already been in a fight" is worth ten times "reading 0.3".
  • Ask for range. Constantly. It is your single biggest lever.
  • Watch the library. If a contact is a known class, the records already have most of what you need and you can spend your scan time on something unfamiliar.
  • Tell Tactical where it is weak. You are the reason they can shoot the right facing of the right ship.
Last updated 19 October 2026