LOE Ship Armour Test
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
+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
+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 Screen
8+ Shield save vs Projectile type
Stack Bonus: +1 Shield Save
+2 Energy Screen
8+ Shield save vs Energy type
Stack Bonus: +1 Shield Save
+3Deflectors
9+ Shield save
Stack Bonus: +1 Shield Save
+3 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.