Difference between revisions of "LOE Ship Armour Test"

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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. Unaffected by break weapons
  
 
+2 ''' Rigid Decoys'''<br>
 
+2 ''' Rigid Decoys'''<br>
 
Shield<br>
 
Shield<br>
7+ Shield save<br>
+
8+ Shield save<br>
The third time the Rigid Decoy fails its save it is detected and offers no further protection.  
+
The fourth time the Rigid Decoy fails its save it is detected and offers no further protection. Unaffected by break weapons
  
 
====TL4====
 
====TL4====

Revision as of 19:24, 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. 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

+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


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