LOE Ship Armour Test: Difference between revisions
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+1 '''Oak Boarding'''<br> | +1 '''Oak Boarding'''<br> | ||
9+ Armor Save<br> | 9+ Armor Save<br> | ||
+1 '''Bracing'''<br> | +1 '''Bracing'''<br> | ||
+1 MDP<br> | +1 MDP<br> | ||
+1 '''Fore/Aftercastle'''<br> | +1 '''Fore/Aftercastle'''<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> | ||
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===TL2=== | ===TL2=== | ||
+2 '''Ironclad'''<br> | +2 '''Ironclad'''<br> | ||
8+ Armor Save<br> | 8+ Armor Save<br> | ||
+2 '''Metal Frame'''<br> | +2 '''Metal Frame'''<br> | ||
+3 MDP | +3 MDP | ||
===TL3=== | ===TL3=== | ||
+ | +3 '''Rolled Steel 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> | ||
+2 MDP<br> | +2 MDP<br> | ||
+0 '''All or Nothing Armor'''<br> | +0 '''All or Nothing Armor'''<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 '''Torpedo Blisters'''<br> | +1 '''Torpedo Blisters'''<br> | ||
+1 Armor Save vs Slow weapons<br> | +1 Armor Save vs Slow weapons<br> | ||
+ | ===TL4=== | ||
+3 '''Hypercomposite Armor'''<br> | |||
7+ Armor Save<br> | |||
-25% base MDP<br> | |||
Stack Bonus: +1 Armor Save<br> | |||
+1 ''' | +1 '''Thermal Superconductor'''<br> | ||
-1 Soak Difficulty vs. Incendiary Weapons<br> | |||
HA1 vs. Incendiary Weapons<br> | |||
Allows reduced DamCon save vs. Incendiary weapon damage<br> | |||
+ | +3 '''Keratin Armor'''<br> | ||
8+ Armor Save<br> | |||
Stack Bonus: +1 Armor Save<br> | |||
=== | ===TL5=== | ||
+ | +3 '''Macromecular Armor'''<br> | ||
7+ Armor Save<br> | 7+ Armor Save<br> | ||
-25% | Regenerates 1 MDP/turn<br> | ||
-25% total MDP<br> | |||
Stack Bonus: +1 Armor Save<br> | Stack Bonus: +1 Armor Save<br> | ||
+ | +3 '''Dispersive Crystal 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 ''' | +4 '''Unobtainium Armor'''<br> | ||
Armor | 7+ Armor Save<br> | ||
-1 Soak Difficulty | HA1, +2 MDP<br> | ||
Stack Bonus: +1 Armor Save, +1 MDP<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> | |||
==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=== | ||
Shield<br> | +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 Battle Screen'''<br> | +2 '''Kinetic Battle Screen'''<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> | ||
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> | ||
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> | ||
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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+3 '''Interference Field'''<br> | +3 '''Interference Field'''<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> | ||
5 MDP field | 5 MDP field | ||
:+2 '''Double layer bubble'''<br> | :+2 '''Double layer bubble'''<br> | ||
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Attack equal to shield save, range 0, Slow, AB1, SP1, MD2. | Attack equal to shield save, range 0, Slow, AB1, SP1, MD2. | ||
+3 '''Stasis Field'''<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. | |||
:+2 '''Stasis Controller''' | |||
:+1 turns of consecutive operation | |||
+ | +4 '''Perimeter Shields'''<br> | ||
8+ Shield Save<br> | |||
8+ | Can be stacked with other shields<br> | ||
+1 '''Hard Shields'''<br> | |||
HA1, brings shield up to Milieu 5<br> | |||
HA1, | |||
+3(2) '''Ballenger Shields'''<br> | +3(2) '''Ballenger Shields'''<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> | ||
9+ Hybrid Save<br> | 9+ Hybrid Save<br> | ||
Stack Bonus: +1 Hybrid Save<br> | Stack Bonus: +1 Hybrid Save<br> | ||
+2 ''' | ==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 | 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> | ||
7+ Shield save<br> | |||
After four successful armour saves, the decoy is detected and offers no further defence. Unaffected by shield breaking weapons | |||
+ | +2 '''Pseudomatter decoy <br> | ||
6+ Shield 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]] |
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
+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.