LOE Ship Armour Test

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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
Armor
9+ Armor Save

+1 Ironroot 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)
If Reactive Armor ever rolls a 1, it is destroyed.

+1 Inflatable Decoys
Shield
6+ Shield save
When the inflatable decoy makes a successful save it pops and offers no further protection. Unaffected by break weapons

+2 Rigid Decoys
Shield
8+ Shield save
The fourth time the Rigid Decoy fails its save it is detected and offers no further protection. Unaffected by break weapons

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

+1 Swarm Decoys
Shield
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
Shield
7+ Shield save
After four successful armour saves, the decoy is detected and offers no further defence. Unaffected by shield breaking weapons

+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

+3(2) Ballenger Shields
Shield
9+ Armor Save
Stack Bonus: +1 Armor Save

+3(2) Variable Shields
Shield
9+ Hybrid Save
Stack Bonus: +1 Hybrid Save

+2 Pseudomatter decoy
Shield
6+ Shield save
After three successful armour saves the Pseudomatter decoy is destroyed and offers no further protection till the next turn.

+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

Magic Armour

ML1

Infused Armour
Enchantment
Armour: +#
Requires Mage
A standard enchantment placed upon armour. Infused armour increases the Armour Save roll of the ship by the enchantment's Milieu level.

ML2

Magic Barrier
Shielding Enchantment
Shield: (10-#)+
Requires Mage
A standard enchantment placed upon a ship, creating a magical shield. The shield's Target Number is ten minus the Milieu level of the enchantment.

ML3

ML4

+4 Adamantium Armour
Artifice Armour (req. Adamantium)
Armour: 6+
Stacking Bonus: Armour Save +1
Effect: Adamantium Armour is immune to Armour Break and Armour Piercing.
Adamantium is the hardest and densest material known to mages and makes superlative quality of armour if a ship-artificer can accomodate its mass.

+2 Mithril Plate
Artifice Armour (req. Mithril)
Armour 8+ (6+ vs. Energy)
Stacking Bonus: Armour Save +1
Effect: When using normal Armour Slots to mount Mithril Plate, half the slots spent is refunded in Option Slots.
Mithril is as strong as steel but much lighter, and its silvery sheen provides additional protection against some weapons. The saved weight can contribute significantly to the ship's versatility in other areas.

+2 Cirnoguard
(req. Cirno)

+2 Gravashield
Artifice Shield (req. Sildron)
Shield: 8+
Stacking Bonus: Shield Save +1
Effect: Only works against physical attacks.

+2 Andalium Plating
(req. Andalium)

+2 Rifulhulled Construction (Bioships only)
(req. Elixir of Life)

+2 Rifulplate (Bioships only)
(req. Protoplasma)

ML5

+2 Mobium Hull
(req. Mobium)

+6 Parma Alchemica
(req. Weaponized Philosopher's Stone)

+8 Zettai Ryouiki
(req. Aerenite)


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