LOE Ship Armour Test: Difference between revisions

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+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>
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===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>
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+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.


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