Difference between revisions of "LOE Ship Armour Test"

From Sphere
Jump to navigation Jump to search
Line 11: Line 11:
  
 
+1 '''Oak Boarding'''<br>
 
+1 '''Oak Boarding'''<br>
Armor<br>
 
 
9+ Armor Save<br>
 
9+ Armor Save<br>
:+1 '''Ironroot boarding'''<br>
 
:8+ Armor Save<br>
 
 
+1 '''Hides'''<br>
 
Armor<br>
 
8+ Armor Save vs Energy<br>
 
  
 
+1 '''Bracing'''<br>
 
+1 '''Bracing'''<br>
Structural upgrade<br>
 
 
+1 MDP<br>
 
+1 MDP<br>
  
 
+1 '''Fore/Aftercastle'''<br>
 
+1 '''Fore/Aftercastle'''<br>
Structural upgrade<br>
 
 
Extra defense vs boarding actions<br>
 
Extra defense vs boarding actions<br>
 
May be built as an Option<br>
 
May be built as an Option<br>
Line 31: Line 22:
 
===TL2===
 
===TL2===
 
+2 '''Ironclad'''<br>
 
+2 '''Ironclad'''<br>
Armor<br>
 
 
8+ Armor Save<br>
 
8+ Armor Save<br>
 
+2 '''Silvered'''<br>
 
Armor<br>
 
7+ Armor Save vs Energy<br>
 
  
 
+2 '''Metal Frame'''<br>
 
+2 '''Metal Frame'''<br>
Structural upgrade<br>
 
 
+3 MDP
 
+3 MDP
  
 
===TL3===
 
===TL3===
+2 '''Rolled Steel Armor'''<br>
+
+3 '''Rolled Steel Armor'''<br>
Armor<br>
 
 
8+ Armor Save<br>
 
8+ Armor Save<br>
 
Stack Bonus: +1 Armor Save<br>
 
Stack Bonus: +1 Armor Save<br>
  
 
+1 '''Improved Bulkheads'''<br>
 
+1 '''Improved Bulkheads'''<br>
Structural upgrade<br>
 
 
+2 MDP<br>
 
+2 MDP<br>
 
+1 '''Asbestos Armor'''<br>
 
Armor upgrade<br>
 
-1 Soak Difficulty against Incendiary weapons<br>
 
HA 1 vs. Incendiary Energy weapons<br>
 
+1 to crew's cancer rate!<br>
 
  
 
+0 '''All or Nothing Armor'''<br>
 
+0 '''All or Nothing Armor'''<br>
Structural upgrade<br>
 
 
-2 MDP, -50% Critical chance<br>
 
-2 MDP, -50% Critical chance<br>
 
:+1 '''Kevlar protection'''<br>
 
:+1 '''Kevlar protection'''<br>
 
:+1 MDP, +1 DamCon<br>
 
:+1 MDP, +1 DamCon<br>
 
+1 '''Mirrored'''<br>
 
Structural upgrade<br>
 
+1 Armor Save vs Energy weapons<br>
 
  
 
+1 '''Torpedo Blisters'''<br>
 
+1 '''Torpedo Blisters'''<br>
Structural upgrade<br>
 
 
+1 Armor Save vs Slow weapons<br>
 
+1 Armor Save vs Slow weapons<br>
  
+1 '''Reactive Armor'''<br>
+
===TL4===
Shield<br>
+
+3 '''Hypercomposite Armor'''<br>
9+ Shield save<br>
+
7+ Armor Save<br>
Always takes first critical strike on the ship and always suffers maximum effect (destruction)<br>
+
-25% base MDP<br>
If Reactive Armor ever rolls a 1, it is destroyed.<br>
+
Stack Bonus: +1 Armor Save<br>
  
+1 '''Inflatable Decoys'''<br>
+
+1 '''Thermal Superconductor'''<br>
Shield<br>
+
-1 Soak Difficulty vs. Incendiary Weapons<br>
6+ Shield save<br>
+
HA1 vs. Incendiary Weapons<br>
When the inflatable decoy makes a successful save it pops and offers no further protection. Unaffected by break weapons
+
Allows reduced DamCon save vs. Incendiary weapon damage<br>
  
+2 ''' Rigid Decoys'''<br>
+
+3 '''Keratin Armor'''<br>
Shield<br>
+
8+ Armor Save<br>
8+ Shield save<br>
+
Stack Bonus: +1 Armor Save<br>
The fourth time the Rigid Decoy fails its save it is detected and offers no further protection. Unaffected by break weapons
 
  
===TL4===
+
===TL5===
+2 '''Hypercomposite Armor'''<br>
+
+3 '''Macromecular Armor'''<br>
Armor<br>
 
 
7+ Armor Save<br>
 
7+ Armor Save<br>
-25% base MDP<br>
+
Regenerates 1 MDP/turn<br>
 +
-25% total MDP<br>
 
Stack Bonus: +1 Armor Save<br>
 
Stack Bonus: +1 Armor Save<br>
  
+2 '''Hyperalloy Armor'''<br>
+
+3 '''Dispersive Crystal Armor'''<br>
Armor<br>
 
 
8+ Armor Save<br>
 
8+ Armor Save<br>
 +
HA2 (energy)<br>
 +
Stack Bonus: +1 Armor Save<br>
 +
 +
+3 '''Adaptive Matrix Armor'''<br>
 +
8+ Hybrid Save<br>
 
HA1<br>
 
HA1<br>
 
Stack Bonus: +1 Armor Save<br>
 
Stack Bonus: +1 Armor Save<br>
  
+1 '''Thermal Superconductor'''<br>
+
+4 '''Unobtainium Armor'''<br>
Armor Upgrade<br>
+
7+ Armor Save<br>
-1 Soak Difficulty vs. Incendiary Weapons<br>
+
HA1, +2 MDP<br>
HA1 vs. Incendiary Weapons<br>
+
Stack Bonus: +1 Armor Save, +1 MDP<br>
Allows reduced DamCon save vs. Incendiary weapon damage<br>
+
 
 +
+3 '''Intra-Hull Shielding'''<br>
 +
3 MDP<br>
 +
Regeneration 1/turn - may not regenerate more than the MPD gained from Intra-Hull Shielding.<br>
 +
:+1 '''Boosted shielding'''<br>
 +
:+1 regenerative MDP<br>
 +
 
 +
+2 '''Battle Pods'''<br>
 +
-2 MDP, Adds 3 Option Slots<br>
 +
 
 +
 
 +
===Armor Refinements===
 +
===Wooden Armor===
 +
+1 '''Ironwood'''<br>
 +
:Armor +1<br>
 +
+1 '''Hides'''<br>
 +
:Armor +1 vs Energy<br>
 +
+0 '''Cross-Reinforcement''' (TL2)<br>
 +
:Armor +1, Milieu 2<br>
 +
 
 +
===Simple Metal Armor===
 +
 
 +
+1 '''Face-Hardened Steel'''<br>
 +
:Armor +1, Size +1<br>
 +
+1 '''Silvered'''<br>
 +
:Armor +1 vs Energy<br>
 +
 
 +
===Naval Steel Armor===
 +
 
 +
+1 '''Asbestos Armor'''<br>
 +
-1 Soak Difficulty against Incendiary weapons<br>
 +
HA 1 vs. Incendiary Energy weapons<br>
 +
+1 to crew's cancer rate!<br>
 +
+1 '''Silvered'''<br>
 +
:Armor +1 vs Energy<br>
 +
+0 '''Hyperalloy'' (TL4)<br>
 +
:HA +1, Milieu 4<br>
 +
+0 '''Unobtainium'' (TL5)<br>
 +
:Armor +1, HA +1, Size +1, MDP +2 (stack bonus +1), Milieu 5<br>
 +
 
 +
===Biological Armor===
 +
 
 +
+0 '''Living Armor'' (TL5)<br>
 +
:Regeneration +1, Milieu 5<br>
  
+1 '''Swarm Decoys'''<br>
+
==Tech Shields==
Shield<br>
+
Shields may be fitted in Armor or Option slots at no penalty.  However, all stacked shields must be in one ''or'' the other.
6+ Shield save<br>
 
After two successful armour saves, a swarm decoy is used up and provides no further defence. Unaffected by shield breaking weapons
 
  
+2 '''High Fidelity Decoy'''<br>
+
===TL3===
Shield<br>
+
+1 '''Reactive Armor'''<br>
7+ Shield save<br>
+
10+ Shield save (9+ vs missiles)<br>
After four successful armour saves, the decoy is detected and offers no further defence. Unaffected by shield breaking weapons
+
Always takes first critical strike on the ship and always suffers maximum effect (destruction)<br>
 +
If Reactive Armor ever rolls a 1 on a save, it is destroyed.<br>
  
 +
===TL4===
 
+2 '''Kinetic Battle Screen'''<br>
 
+2 '''Kinetic Battle Screen'''<br>
Shield<br>
 
 
8+ Shield save vs non-Energy weapons<br>
 
8+ Shield save vs non-Energy weapons<br>
 
Stack Bonus: +1 Shield Save<br>
 
Stack Bonus: +1 Shield Save<br>
  
 
+2 '''Deflectors'''<br>
 
+2 '''Deflectors'''<br>
Shield<br>
 
 
9+ Shield save<br>
 
9+ Shield save<br>
 
Stack Bonus: +1 Shield Save<br>
 
Stack Bonus: +1 Shield Save<br>
  
 
+2 '''Scattering Field'''<br>
 
+2 '''Scattering Field'''<br>
Shield<br>
 
 
7+ Shield save<br>
 
7+ Shield save<br>
 
-2 to all AA, Stealth and Sensor rolls<br>
 
-2 to all AA, Stealth and Sensor rolls<br>
Line 134: Line 148:
  
 
+2 '''Pin-Point Barriers'''<br>
 
+2 '''Pin-Point Barriers'''<br>
Shield<br>
 
 
7+ Shield save, 2 blocks/turn<br>
 
7+ Shield save, 2 blocks/turn<br>
 
Stack Bonus: +2 blocks/turn<br>
 
Stack Bonus: +2 blocks/turn<br>
Line 141: Line 154:
  
 
+3 '''Interference Field'''<br>
 
+3 '''Interference Field'''<br>
Shield<br>
 
 
3+ Shield Save<br>
 
3+ Shield Save<br>
 
Penalty:  1/2 Move, ship cannot fire or perform launch/recovery operations while shield is active.
 
Penalty:  1/2 Move, ship cannot fire or perform launch/recovery operations while shield is active.
  
 
+2 '''Bubble Field'''<br>
 
+2 '''Bubble Field'''<br>
Protection Upgrade<br>
 
 
5 MDP field
 
5 MDP field
 
:+2 '''Double layer bubble'''<br>
 
:+2 '''Double layer bubble'''<br>
Line 158: Line 169:
 
Attack equal to shield save, range 0, Slow, AB1, SP1, MD2.
 
Attack equal to shield save, range 0, Slow, AB1, SP1, MD2.
  
===TL5===
+
+3 '''Stasis Field'''<br>
+2 '''Macromecular Armor'''<br>
+
2+ Shield Save<br>
Armor<br>
+
Penalty:  Ship may not perform any actions or recharge weapons while field is active.  May not operate for more than 2 consecutive turns.
7+ Armor Save<br>
+
:+2 '''Stasis Controller'''
Regenerates 1 MDP/turn<br>
+
:+1 turns of consecutive operation
-25% total MDP<br>
 
Stack Bonus: +1 Armor Save<br>
 
  
+2 '''Dispersive Crystal Armor'''<br>
+
+4 '''Perimeter Shields'''<br>
Armor<br>
+
8+ Shield Save<br>
8+ Armor Save<br>
+
Can be stacked with other shields<br>
HA2 (energy)<br>
 
Stack Bonus: +1 Armor Save<br>
 
  
+2 '''Adaptive Matrix Armor'''<br>
+
+1 '''Hard Shields'''<br>
Armor<br>
+
HA1, brings shield up to Milieu 5<br>
8+ Hybrid Save<br>
 
HA1<br>
 
Stack Bonus: +1 Armor Save<br>
 
 
 
+3 '''Unobtainium Armor'''<br>
 
Armor<br>
 
7+ Armor Save<br>
 
HA1, +2 MDP<br>
 
Stack Bonus: +1 Armor Save, +1 MDP<br>
 
 
 
+3 '''Intra-Hull Shielding'''<br>
 
Structural upgrade<br>
 
3 MDP<br>
 
Regeneration 1/turn - may not regenerate more than the MPD gained from Intra-Hull Shielding.<br>
 
:+1 '''Boosted shielding'''<br>
 
:+1 regenerative MDP<br>
 
 
 
+2 '''Battle Pods'''<br>
 
Structural upgrade<br>
 
-2 MDP, Adds 3 Option Slots<br>
 
  
 
+3(2) '''Ballenger Shields'''<br>
 
+3(2) '''Ballenger Shields'''<br>
Shield<br>
 
 
9+ Armor Save<br>
 
9+ Armor Save<br>
 
Stack Bonus: +1 Armor Save<br>
 
Stack Bonus: +1 Armor Save<br>
  
 
+3(2) '''Variable Shields'''<br>
 
+3(2) '''Variable Shields'''<br>
Shield<br>
 
 
9+ Hybrid Save<br>
 
9+ Hybrid Save<br>
 
Stack Bonus: +1 Hybrid Save<br>
 
Stack Bonus: +1 Hybrid Save<br>
  
+2 '''Pseudomatter decoy <br>
+
==Tech Decoys==
Shield<br>
+
Decoy launchers always go in Option slots.
 +
 
 +
===TL3===
 +
 
 +
+1 '''Inflatable Decoys'''<br>
 +
Evasion Save +1<br>
 +
When the inflatable decoy makes a successful save it pops and offers no further protection.
 +
 
 +
===Decoy Refinements===
 +
 
 +
+2 ''' Rigid Decoys'''<br>
 +
8+ Shield save<br>
 +
The fourth time the Rigid Decoy fails its save it is detected and offers no further protection. Unaffected by break weapons
 +
 
 +
+1 '''Swarm Decoys'''<br>
 
6+ Shield save<br>
 
6+ Shield save<br>
After three successful armour saves the Pseudomatter decoy is destroyed and offers no further protection till the next turn.  
+
After two successful armour saves, a swarm decoy is used up and provides no further defence. Unaffected by shield breaking weapons
  
+3 '''Stasis Field'''<br>
+
+2 '''High Fidelity Decoy'''<br>
Shield<br>
+
7+ Shield save<br>
2+ Shield Save<br>
+
After four successful armour saves, the decoy is detected and offers no further defence. Unaffected by shield breaking weapons
Penalty:  Ship may not perform any actions or recharge weapons while field is active. May not operate for more than 2 consecutive turns.
 
:+2 '''Stasis Controller'''
 
:+1 turns of consecutive operation
 
  
+4 '''Perimeter Shields'''<br>
+
+2 '''Pseudomatter decoy <br>
Protection upgrade<br>
+
6+ Shield save<br>
8+ Shield Save<br>
+
After three successful armour saves the Pseudomatter decoy is destroyed and offers no further protection till the next turn.
Can be stacked with other shields<br>
 
 
 
+1 '''Hard Shields'''<br>
 
Protection upgrade (must be applied to a shield system)<br>
 
HA1, brings shield up to Milieu 5<br>
 
  
  
 
[[LOE Ship Test Rules#Armour|Back]]
 
[[LOE Ship Test Rules#Armour|Back]]

Revision as of 13:08, 29 January 2009

Ships may normally only have a single type of armor, but multiple instances of a single type may be stacked with specified benefits. Armors listed with two values such as +4(+3) would pay 4 slots for the first armor instance but only 3 for every additional instance.

Shield and protection upgrades may be fitted in Option slots without penalty, but as per normal may not be split between Armor/Option.

Ships may only have one shield upgrade active at any time, but as many protection upgrades as desired.

HA# - Heavy Armor; reduces the rating of Pierce or Break effects (as appropriate) by the Heavy Armor rating.

Tech Armor

TL1

+1 Oak Boarding
9+ Armor Save

+1 Bracing
+1 MDP

+1 Fore/Aftercastle
Extra defense vs boarding actions
May be built as an Option

TL2

+2 Ironclad
8+ Armor Save

+2 Metal Frame
+3 MDP

TL3

+3 Rolled Steel Armor
8+ Armor Save
Stack Bonus: +1 Armor Save

+1 Improved Bulkheads
+2 MDP

+0 All or Nothing Armor
-2 MDP, -50% Critical chance

+1 Kevlar protection
+1 MDP, +1 DamCon

+1 Torpedo Blisters
+1 Armor Save vs Slow weapons

TL4

+3 Hypercomposite Armor
7+ Armor Save
-25% base MDP
Stack Bonus: +1 Armor Save

+1 Thermal Superconductor
-1 Soak Difficulty vs. Incendiary Weapons
HA1 vs. Incendiary Weapons
Allows reduced DamCon save vs. Incendiary weapon damage

+3 Keratin Armor
8+ Armor Save
Stack Bonus: +1 Armor Save

TL5

+3 Macromecular Armor
7+ Armor Save
Regenerates 1 MDP/turn
-25% total MDP
Stack Bonus: +1 Armor Save

+3 Dispersive Crystal Armor
8+ Armor Save
HA2 (energy)
Stack Bonus: +1 Armor Save

+3 Adaptive Matrix Armor
8+ Hybrid Save
HA1
Stack Bonus: +1 Armor Save

+4 Unobtainium Armor
7+ Armor Save
HA1, +2 MDP
Stack Bonus: +1 Armor Save, +1 MDP

+3 Intra-Hull Shielding
3 MDP
Regeneration 1/turn - may not regenerate more than the MPD gained from Intra-Hull Shielding.

+1 Boosted shielding
+1 regenerative MDP

+2 Battle Pods
-2 MDP, Adds 3 Option Slots


Armor Refinements

Wooden Armor

+1 Ironwood

Armor +1

+1 Hides

Armor +1 vs Energy

+0 Cross-Reinforcement (TL2)

Armor +1, Milieu 2

Simple Metal Armor

+1 Face-Hardened Steel

Armor +1, Size +1

+1 Silvered

Armor +1 vs Energy

Naval Steel Armor

+1 Asbestos Armor
-1 Soak Difficulty against Incendiary weapons
HA 1 vs. Incendiary Energy weapons
+1 to crew's cancer rate!
+1 Silvered

Armor +1 vs Energy

+0 'Hyperalloy (TL4)

HA +1, Milieu 4

+0 'Unobtainium (TL5)

Armor +1, HA +1, Size +1, MDP +2 (stack bonus +1), Milieu 5

Biological Armor

+0 'Living Armor (TL5)

Regeneration +1, Milieu 5

Tech Shields

Shields may be fitted in Armor or Option slots at no penalty. However, all stacked shields must be in one or the other.

TL3

+1 Reactive Armor
10+ Shield save (9+ vs missiles)
Always takes first critical strike on the ship and always suffers maximum effect (destruction)
If Reactive Armor ever rolls a 1 on a save, it is destroyed.

TL4

+2 Kinetic Battle Screen
8+ Shield save vs non-Energy weapons
Stack Bonus: +1 Shield Save

+2 Deflectors
9+ Shield save
Stack Bonus: +1 Shield Save

+2 Scattering Field
7+ Shield save
-2 to all AA, Stealth and Sensor rolls
Stack Bonus: +1 Shield Save

+2 Pin-Point Barriers
7+ Shield save, 2 blocks/turn
Stack Bonus: +2 blocks/turn

+2 Expanded coverage
+1 Shield save

+3 Interference Field
3+ Shield Save
Penalty: 1/2 Move, ship cannot fire or perform launch/recovery operations while shield is active.

+2 Bubble Field
5 MDP field

+2 Double layer bubble
+4 Shield MDP
+2 Regenerative bubble
Regeneration 1/turn

+2 Aggressor Shield
Protection Upgrade
An Aggressor Shield allows a shield to be temporarily modified into a powerful offensive weapon.
Attack equal to shield save, range 0, Slow, AB1, SP1, MD2.

+3 Stasis Field
2+ Shield Save
Penalty: Ship may not perform any actions or recharge weapons while field is active. May not operate for more than 2 consecutive turns.

+2 Stasis Controller
+1 turns of consecutive operation

+4 Perimeter Shields
8+ Shield Save
Can be stacked with other shields

+1 Hard Shields
HA1, brings shield up to Milieu 5

+3(2) Ballenger Shields
9+ Armor Save
Stack Bonus: +1 Armor Save

+3(2) Variable Shields
9+ Hybrid Save
Stack Bonus: +1 Hybrid Save

Tech Decoys

Decoy launchers always go in Option slots.

TL3

+1 Inflatable Decoys
Evasion Save +1
When the inflatable decoy makes a successful save it pops and offers no further protection.

Decoy Refinements

+2 Rigid Decoys
8+ Shield save
The fourth time the Rigid Decoy fails its save it is detected and offers no further protection. Unaffected by break weapons

+1 Swarm Decoys
6+ Shield save
After two successful armour saves, a swarm decoy is used up and provides no further defence. Unaffected by shield breaking weapons

+2 High Fidelity Decoy
7+ Shield save
After four successful armour saves, the decoy is detected and offers no further defence. Unaffected by shield breaking weapons

+2 Pseudomatter decoy
6+ Shield save
After three successful armour saves the Pseudomatter decoy is destroyed and offers no further protection till the next turn.


Back