Difference between revisions of "LOE Ship Armour Test"

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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 effects 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.
 
'''UA#''' - Unbreakable Armor; reduces the rating of Pierce and Break effects by the Unbreakable Armor rating.  Piercing effects are removed preferentially.
  

Revision as of 16:53, 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 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+ Hybrid 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

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 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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