Difference between revisions of "LOE Ship Armour Test"

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+1 '''Superconductor Webbing'''<br>
 
+1 '''Superconductor Webbing'''<br>
 
:Armor +1 vs Energy<br>
 
:Armor +1 vs Energy<br>
 +
+1 '''Sensor-baffling'''<br>
 +
:Evasion +1<br>
 
+1 '''Impact Weave'''<br>
 
+1 '''Impact Weave'''<br>
 
:Armor +1 vs Projectile<br>
 
:Armor +1 vs Projectile<br>

Revision as of 17:05, 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+ Armor 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

Dispersive Armor

+1 Superconductor Webbing

Armor +1 vs Energy

+1 Sensor-baffling

Evasion +1

+1 Impact Weave

Armor +1 vs Projectile

+0 Energy Armor (TL5)

Type: Shield, Milieu 5

+2 Self-Healing (TL5)

Successful armor save from Type: Energy repairs 1 MDP

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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