LOE Ship Armour Test: Difference between revisions

From Sphere
Jump to navigation Jump to search
FBH (talk | contribs)
No edit summary
FBH (talk | contribs)
No edit summary
Line 77: Line 77:
+1 '''Inflatable Decoys'''<br>
+1 '''Inflatable Decoys'''<br>
Shield<br>
Shield<br>
6+ Shield save<br>
6+ Shield save<br>
When the inflatable decoy makes a successful save it pops and offers no further protection.  
When the inflatable decoy makes a successful save it pops and offers no further protection.  


+2 ''' Rigid Decoys'''<br>
+2 ''' Rigid Decoys'''<br>
Shield<br>
Shield<br>
7+ Shield save<br>
7+ Shield save<br>
The third time the Rigid Decoy fails its save it is detected and offers no further protection.  
The third time the Rigid Decoy fails its save it is detected and offers no further protection.  



Revision as of 18:15, 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


Back