LOE Ship Armour Test: Difference between revisions
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9+ Shield save<br> | 9+ Shield save<br> | ||
Always takes first critical strike on the ship and always suffers maximum effect (destruction)<br> | Always takes first critical strike on the ship and always suffers maximum effect (destruction)<br> | ||
+1 '''Inflatable Decoys'''<br> | |||
Shield<br> | |||
6+ Shield save<br> | |||
When the inflatable decoy makes a successful save it pops and offers no further protection. | |||
+2 ''' Rigid Decoys'''<br> | |||
Shield<br> | |||
7+ Shield save<br> | |||
The third time the Rigid Decoy fails its save it is detected and offers no further protection. | |||
====TL4==== | ====TL4==== |
Revision as of 18:14, 24 January 2009
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.
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.
TL1
+1 Oak Boarding
Armor
9+ Armor Save
- '+1 Mayope boarding
- 8+ Armor Save
+1 Hides
Armor
8+ Armor Save vs Energy
+1 Bracing
Structural upgrade
+1 MDP
+1 Fore/Aftercastle
Structural upgrade
Extra defense vs boarding actions
May be built as an Option
TL2
+2 Ironclad
Armor
8+ Armor Save
+2 Silvered
Armor
7+ Armor Save vs Energy
+2 Metal Frame
Structural upgrade
+3 MDP
TL3
+2 Rolled Steel Armor
Armor
8+ Armor Save
Stack Bonus: +1 Armor Save
+1 Improved Bulkheads
Structural upgrade
+2 MDP
+0 All or Nothing Armor
Structural upgrade
-2 MDP, -50% Critical chance
- +1 Kevlar protection
- +1 MDP, +1 DamCon
+1 Mirrored
Structural upgrade
+1 Armor Save vs Energy weapons
+1 Torpedo Blisters
Structural upgrade
+1 Armor Save vs Slow weapons
+1 Reactive Armor
Shield
9+ Shield save
Always takes first critical strike on the ship and always suffers maximum effect (destruction)
+1 Inflatable Decoys
Shield
6+ Shield save
When the inflatable decoy makes a successful save it pops and offers no further protection.
+2 Rigid Decoys
Shield
7+ Shield save
The third time the Rigid Decoy fails its save it is detected and offers no further protection.
TL4
+2 Hypercomposite Armor
Armor
7+ Armor Save
-25% base MDP
Stack Bonus: +1 Armor Save
+2 Hyperalloy Armor
Armor
8+ Armor Save
HA1
Stack Bonus: +1 Armor Save
+2 Kinetic Battle Screen
Shield
8+ Shield save vs non-Energy weapons
Stack Bonus: +1 Shield Save
+2 Deflectors
Shield
9+ Shield save
Stack Bonus: +1 Shield Save
+2 Scattering Field
Shield
7+ Shield save
-2 to all AA, Stealth and Sensor rolls
Stack Bonus: +1 Shield Save
+2 Pin-Point Barriers
Shield
7+ Shield save, 2 blocks/turn
Stack Bonus: +2 blocks/turn
- +2 Expanded coverage
- +1 Shield save
+3 Inteference Field
Shield
3+ Shield Save
Penalty: 1/2 Move, ship cannot fire or perform launch/recovery operations while shield is active.
+2 Bubble Field
Protection Upgrade
5 MDP field
- +2 Double layer bubble
- +4 Shield MDP
- +2 Regenerative bubble
- Regeneration 1/turn
TL5
+2 Macromecular Armor
Armor
7+ Armor Save
Regenerates 1 MDP/turn
-25% total MDP
Stack Bonus: +1 Armor Save
+2 Dispersive Crystal Armor
Armor
8+ Armor Save
HA2 (energy)
Stack Bonus: +1 Armor Save
+2 Adaptive Matrix Armor
Armor
8+ Hybrid Save
HA1
Stack Bonus: +1 Armor Save
+3 Unobtainium Armor
Armor
7+ Armor Save
HA1, +2 MDP
Stack Bonus: +1 Armor Save, +1 MDP
+3 Intra-Hull Shielding
Structural upgrade
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
Structural upgrade
-2 MDP, Adds 3 Option Slots
+2 Ballenger Shields
Shield
9+ Shield Save
Counts as armor, not shield for penetration purposes
Stack Bonus: +1 Shield Save
+3 Stasis Field
Shield
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
Protection upgrade
8+ Shield Save
Can be stacked with other shields
+1 Hard Shields
Protection upgrade (must be applied to a shield system)
HA1, brings shield up to Milieu 5
ML1
+2 Petty Infused Armour
Armour
8+ Armour Save
ML2
+2 Minor Infused Armour
Armour
7+ Armour Save
ML3
+2 Lesser Infused Armour
Armour
6+ Armour Save
ML4
+2 Major Infused Armour
Armour
5+ Armour Save
ML5
+2 Greater Infused Armour
Armour
4+ Armour Save