LOE Ship Armour Test: Difference between revisions

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===Armor===
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.
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.


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Ships may only have one shield upgrade '''active''' at any time, but as many protection upgrades as desired.
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.
'''HA#''' - Heavy Armor; reduces the rating of Pierce effects by the Heavy Armor rating.<br>
'''UA#''' - Unbreakable Armor; reduces the rating of Pierce and Break effects by the Unbreakable Armor rating.  Piercing effects are removed preferentially.


 
==Discussion==
====TL1====
I say we get rid of Hybrid saves. --[[User:Maloncanth|Maloncanth]] 20:20, 29 January 2009 (UTC)
==Tech Armor==
===TL1===


+1 '''Oak Boarding'''<br>
+1 '''Oak Boarding'''<br>
Armor<br>
9+ Armor Save<br>
9+ Armor Save<br>
:'+1 '''Mayope 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>


====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===
+3 '''Rolled Steel Armor'''<br>
8+ Armor Save<br>
Stack Bonus: +1 Armor Save<br>


+2 '''Rolled Steel Armor'''<br>
+3 '''Composite Armor'''<br>
Armor<br>
7+ Armor Save<br>
8+ Armor Save<br>
-25% MDP<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>


+0 '''All or Nothing Armor'''<br>
+0 '''All or Nothing Layout'''<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>
 
9+ Shield save<br>
+3 '''Dispersive Armor'''<br>
Always takes first critical strike on the ship and always suffers maximum effect (destruction)<br>
8+ Armor Save<br>
HA2 (energy)<br>
Stack Bonus: +1 Armor Save<br>


+1 '''Inflatable Decoys'''<br>
+3 '''Keratin Armor'''<br>
Shield<br>
8+ Armor Save<br>
6+ Shield save<br>
Stack Bonus: +1 Armor Save<br>
When the inflatable decoy makes a successful save it pops and offers no further protection.


+2 ''' Rigid Decoys'''<br>
+1 '''Superconductor Grid'''<br>
Shield<br>
-1 Soak Difficulty vs. Incendiary Weapons<br>
7+ Shield save<br>
HA1 vs. Incendiary Weapons<br>
The third time the Rigid Decoy fails its save it is detected and offers no further protection.  
Allows reduced DamCon save vs. Incendiary weapon damage<br>


====TL4====
+2 '''Battle Pods'''<br>
-2 MDP, Adds 3 Option Slots<br>


+2 '''Hypercomposite Armor'''<br>
===TL5===
Armor<br>
7+ Armor Save<br>
-25% base MDP<br>
Stack Bonus: +1 Armor Save<br>


+2 '''Hyperalloy Armor'''<br>
+3 '''Tensor Armor'''<br>
Armor<br>
8+ Armor Save<br>
8+ Armor Save<br>
HA1<br>
UA1<br>
Stack Bonus: +1 Armor Save<br>
Stack Bonus: +1 Armor Save<br>


+2 '''Kinetic Battle Screen'''<br>
+3 '''Intra-Hull Shielding'''<br>
Shield<br>
3 MDP<br>
8+ Shield save vs non-Energy weapons<br>
Regeneration 1/turn - may not regenerate more than the MPD gained from Intra-Hull Shielding.<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 '''Double-Hulling'''<br>
:MDP +1 (stack bonus +1)<br>
+1 '''Asbestos Armor'''<br>
:Armor +1 against Incendiary weapons<br>
:HA +1 vs. Incendiary Energy weapons<br>
+0 '''Hyperalloy''' (TL4)<br>
:HA +1, Milieu 4<br>
+1 '''Impact Weave''' (TL4)<br>
:Armor +1 vs Projectile<br>
+1 '''Superconductor Webbing''' (TL4)<br>
:Armor +1 vs Energy<br>
+0 '''Unobtainium''' (TL5)<br>
:Armor +1, HA +1, Size +1, MDP +2 (stack bonus +1), Milieu 5<br>
 
====Naval Composite Armor====
 
+1 '''Heavy Metal Inserts'''<br>
:Armor +1, Evasion -1<br>
+0 '''Hypercomposite''' (TL4)<br>
:HA +1, Milieu 4<br>
+1 '''Superconductor Webbing''' (TL4)<br>
:Armor +1 vs Energy<br>
+1 '''Impact Weave''' (TL4)<br>
:Armor +1 vs Projectile<br>
+0 '''Macromolecular''' (TL5)<br>
:Regeneration +1, Milieu 5<br>
 
====Dispersive Armor====
 
+1 '''Superconductor Webbing'''<br>
:Armor +1 vs Energy<br>
+1 '''Sensor-baffling'''<br>
:Evasion +1<br>
+1 '''Impact Weave'''<br>
:Armor +1 vs Projectile<br>
+0 '''Energy Armor''' (TL5)<br>
:Type: Shield, Milieu 5<br>
+2 '''Self-Healing''' (TL5)<br>
:Successful armor save from Type: Energy repairs 1 MDP<br>
 
====Biological Armor====
 
+1 '''Harjel'''<br>
:Regeneration +1 to max 50% MDP<br>
+0 '''Bio-Refractive Armor''' (TL5)<br>
:Armor +2 vs Energy, Milieu 5<br>
+0 '''Living Armor''' (TL5)<br>
:Regeneration +1, Milieu 5<br>
+1 '''Radiation-Absorbant''' (TL5)<br>
:Anti-RBC<br>
+1 '''Chameleon Skinning''' (TL5)<br>
:+1 Evasion<br>
 
====Biotech Integration====
 
+1 '''Harjel''' (TL4)<br>
:Regeneration +1 to max 50% MDP<br>
 
====Tensor Armor====
 
+1 '''Double-Hulling'''<br>
:MDP +1 (stack bonus +1)<br>
+1 '''Superconductor Webbing'''<br>
:Armor +1 vs Energy<br>
+1 '''Impact Weave''' (TL4)<br>
:Armor +1 vs Projectile<br>
+1 '''Adaptive Tensor'''<br>
:UA +1<br>
 
====Internal Shielding====
 
+1 '''Strengthened Fields'''<br>
:Regenerative MDP +1 (stack bonus +1)<br>
 
==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'''<br>
10+ Shield save (9+ vs missiles)<br>
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 Screen'''<br>
8+ Shield save vs Projectile type<br>
Stack Bonus: +1 Shield Save<br>
Stack Bonus: +1 Shield Save<br>


+2 '''Deflectors'''<br>
+2 '''Energy Screen'''<br>
Shield<br>
8+ Shield save vs Energy type<br>
Stack Bonus: +1 Shield Save<br>
 
+3'''Deflectors'''<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>
+3 '''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>
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+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>
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:+1 Shield save<br>
:+1 Shield save<br>


+3 '''Inteference 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>
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:Regeneration 1/turn
:Regeneration 1/turn


====TL5====
+2 '''Aggressor Shield'''<br>
 
Protection Upgrade<br>
+2 '''Macromecular Armor'''<br>
An Aggressor Shield allows a shield to be temporarily modified into a powerful offensive weapon.<br>
Armor<br>
Attack equal to shield save, range 0, Slow, AB1, SP1, MD2.
7+ Armor Save<br>
Regenerates 1 MDP/turn<br>
-25% total MDP<br>
Stack Bonus: +1 Armor Save<br>
 
+2 '''Dispersive Crystal Armor'''<br>
Armor<br>
8+ Armor Save<br>
HA2 (energy)<br>
Stack Bonus: +1 Armor Save<br>
 
+2 '''Adaptive Matrix Armor'''<br>
Armor<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>
 
+2 '''Ballenger Shields'''<br>
Shield<br>
9+ Shield Save<br>
Counts as armor, not shield for penetration purposes<br>
Stack Bonus: +1 Shield Save<br>


+3 '''Stasis Field'''<br>
+3 '''Stasis Field'''<br>
Shield<br>
2+ Shield Save<br>
2+ Shield Save<br>
Penalty:  Ship may not perform any actions or recharge weapons while field is active.  May not operate for more than 2 consecutive turns.
Penalty:  Ship may not perform any actions or recharge weapons while field is active.  May not operate for more than 2 consecutive turns.
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+4 '''Perimeter Shields'''<br>
+4 '''Perimeter Shields'''<br>
Protection upgrade<br>
8+ Shield Save<br>
8+ Shield Save<br>
Can be stacked with other shields<br>
Can be stacked with other shields<br>


+1 '''Hard Shields'''<br>
+1 '''Hard Shields'''<br>
Protection upgrade (must be applied to a shield system)<br>
HA1, brings shield up to Milieu 5<br>
HA1, brings shield up to Milieu 5<br>


====ML1====
+3(2) '''Ballenger Shields'''<br>
9+ Armor Save<br>
Stack Bonus: +1 Armor Save<br>


+2 '''Petty Infused Armour'''<br>
+3(2) '''Variable Shields'''<br>
Armour<br>
9+ Hybrid Save<br>
8+ Armour Save<br>
Stack Bonus: +1 Hybrid Save<br>


====ML2====
==Tech Decoys==
Decoy launchers always go in Option slots.


+2 '''Minor Infused Armour'''<br>
===TL3===
Armour<br>
7+ Armour Save


====ML3====
+1 '''Inflatable Decoys'''<br>
Evasion Save +1<br>
When the inflatable decoy makes a successful save it pops and offers no further protection.


+2 '''Lesser Infused Armour'''<br>
====Decoy Refinements====
Armour<br>
6+ Armour Save<br>


====ML4====
+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


+2 '''Major Infused Armour'''<br>
+1 '''Swarm Decoys'''<br>
Armour<br>
6+ Shield save<br>
5+ Armour Save<br>
After two successful armour saves, a swarm decoy is used up and provides no further defence. Unaffected by shield breaking weapons


====ML5====
+2 '''High Fidelity Decoy'''<br>
7+ Shield save<br>
After four successful armour saves, the decoy is detected and offers no further defence. Unaffected by shield breaking weapons


+2 '''Greater Infused Armour'''<br>
+2 '''Pseudomatter decoy <br>
Armour<br>
6+ Shield save<br>
4+ Armour Save<br>
After three successful armour saves the Pseudomatter decoy is destroyed and offers no further protection till the next turn.




[[LOE Ship Test Rules#Armour|Back]]
[[LOE Ship Test Rules#Armour|Back]]

Latest revision as of 00:22, 30 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 effects by the Heavy Armor rating.
UA# - Unbreakable Armor; reduces the rating of Pierce and Break effects by the Unbreakable Armor rating. Piercing effects are removed preferentially.

Discussion

I say we get rid of Hybrid saves. --Maloncanth 20:20, 29 January 2009 (UTC)

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

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

+1 Improved Bulkheads
+2 MDP

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

+1 Kevlar protection
+1 MDP, +1 DamCon

+1 Torpedo Blisters
+1 Armor Save vs Slow weapons

TL4

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

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

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

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

TL5

+3 Tensor Armor
8+ Armor Save
UA1
Stack Bonus: +1 Armor Save

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

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 Double-Hulling

MDP +1 (stack bonus +1)

+1 Asbestos Armor

Armor +1 against Incendiary weapons
HA +1 vs. Incendiary Energy weapons

+0 Hyperalloy (TL4)

HA +1, Milieu 4

+1 Impact Weave (TL4)

Armor +1 vs Projectile

+1 Superconductor Webbing (TL4)

Armor +1 vs Energy

+0 Unobtainium (TL5)

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

Naval Composite Armor

+1 Heavy Metal Inserts

Armor +1, Evasion -1

+0 Hypercomposite (TL4)

HA +1, Milieu 4

+1 Superconductor Webbing (TL4)

Armor +1 vs Energy

+1 Impact Weave (TL4)

Armor +1 vs Projectile

+0 Macromolecular (TL5)

Regeneration +1, Milieu 5

Dispersive Armor

+1 Superconductor Webbing

Armor +1 vs Energy

+1 Sensor-baffling

Evasion +1

+1 Impact Weave

Armor +1 vs Projectile

+0 Energy Armor (TL5)

Type: Shield, Milieu 5

+2 Self-Healing (TL5)

Successful armor save from Type: Energy repairs 1 MDP

Biological Armor

+1 Harjel

Regeneration +1 to max 50% MDP

+0 Bio-Refractive Armor (TL5)

Armor +2 vs Energy, Milieu 5

+0 Living Armor (TL5)

Regeneration +1, Milieu 5

+1 Radiation-Absorbant (TL5)

Anti-RBC

+1 Chameleon Skinning (TL5)

+1 Evasion

Biotech Integration

+1 Harjel (TL4)

Regeneration +1 to max 50% MDP

Tensor Armor

+1 Double-Hulling

MDP +1 (stack bonus +1)

+1 Superconductor Webbing

Armor +1 vs Energy

+1 Impact Weave (TL4)

Armor +1 vs Projectile

+1 Adaptive Tensor

UA +1

Internal Shielding

+1 Strengthened Fields

Regenerative MDP +1 (stack bonus +1)

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 Screen
8+ Shield save vs Projectile type
Stack Bonus: +1 Shield Save

+2 Energy Screen
8+ Shield save vs Energy type
Stack Bonus: +1 Shield Save

+3Deflectors
9+ Shield save
Stack Bonus: +1 Shield Save

+3 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.


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