Table of Contents

World evolving
Starships
Size Rules
ArmorTypes
DrivesH-Drives
Weapon RulesWeapons
Sensors
Shields
Carrier EquipmentEscapeFighters
Misc
Wishlist

Shields

- Shell = shield emitters, to be fitted arround the ship, so the shield
effectively can surround the ship without weak spots. This is
necessary to have a shield on the ship.

- Can only have one type of shields without a Double Shielding Device.
or buying special shield emitters.

Double Shielding:

- Shield emitters often uses up alot of space, so as to have space
for two layers of emitters, you must buy a Double Shielding Device.
These devices does not pay for any emitters, just an extra price needed
to be paid for an item, that makes it possible for two shields to intersect.

Standard:
Can double any shield with Proton Shields, DR does not stack.
 Usually used with "Cloud Shields" because of Proton shields
 lacking Laser Defense.
Only highest DR from any shield counts.
; Price: 2000*SS.
Exotic:
Can double any shield with any other shields.
Only highest DR from any shield counts.
; Price: 3000*SS.

Shields:

Plasma Shields:

Developped: Tress Corp.
Mainly formed out of "cold plasma" this shield where first thought
 to be an ion shield, because of the great amount of ion technology
 needed to create a permament plasma shield. It disperses incoming
 particles, letting them lose abilities they have gained during
 acceleration through a gun mount (or anywhere else they woul gain
 "abilities"). This makes them attract less of that energy, which
 creates the beam.
 
Defends against Particle weapon technology.
 
Shell price: 6500*SS
 
  Class 1
  - DR 4, price: 1000+1000*SS creds.
  Class 2
  - DR 8, price: 4000+1500*SS creds.
  Class 3
  - DR 12, price: 9000+2000*SS creds.
  Class 4
  - DR 16, price: 13000+2500*SS creds.
  Class 5
  - DR 20, price: 17000+3000*SS creds.

Magnetic Shields:

Developped: Zimirr
Heavy power requirements and advanced shell packages, makes a
 reverse magnetic field possible. Effectively pushing all metal
 objects, away from the shielded ship.
 
Defends against Slug weapon technology.
Gives extra AC against missile attacks.
+CL to pilot checks to avoid asteroids.
 
Shell price: 3500*SS
 
  Class 1
  - DR 4,  AC +1, price: 1000+1500*SS creds.
  Class 2
  - DR 8, AC +1, price: 3500+2500*SS creds.
  Class 3
  - DR 12, AC +2, price: 6500+3500*SS creds.
  Class 4
  - DR 16, AC +2, price: 10500+4500*SS creds.
  Class 5
  - DR 20, AC +3, price: 14500+5500*SS creds.

Cloud Shields:

Developped: X.P.C.R.D. (Xpert Police Corp. Research Division) (Expired)
Creating an external cloud, which is blocking most kind of light,
 this "Cloud" shield is a effective counter against laser weapons.
 Cloud Shields where created weeks after laser where first used for
 pirateering, this quickly solved the problem. Pirates now used
 more devastating methods. Like missiles.
Recharges shield points equal to DR*0.25 per round.
 
Defends against Laser weapon technology
Missiles cannot lock onto the target with a laser targeting unit. (50%
 miss, this is considered blindfighting.)
 
Shell price: 3000*SS
 
  Class 1
  - SP 5+5*SS, DR 4,  price: 1000*SS creds.
  Class 2
  - SP 10+7*SS, DR 8, price: 2000*SS creds.
  Class 3
  - SP 15+10*SS, DR 12, price: 3500*SS creds.
  Class 4
  - SP 20+12*SS DR 16, price: 5000*SS creds.
  Class 5
  - SP 25+15*SS DR 20, price: 7000*SS creds.

Proton Shields:

Developped: Zen Labs.
Detonates missiles at the edge, and reducing the kinetic energy
 that would otherwise destroy the armor of the ship.
The shells is still on "trial", there have been reported errors
 in the shielding part. Obviously changed shield shapes, and
 sudden bursts of what power normally stops the incoming attacks.
Recharges shield points equal to DR per round.
 
Defends against Particle weapon technology.
Defends against Slug weapon technology.
Defends against heat/explosive attack.
 
Shell price: 8000*SS
 
  Class 1
  - SP 10+10*SS, DR 3, price: 3000+2500*SS creds.
  Class 2
  - SP 20+15*SS, DR 5, price: 5000+4000*SS creds.
  Class 3
  - SP 30+20*SS, DR 7, price: 7000+5500*SS creds.
  Class 4
  - SP 40+25*SS, DR 9, price: 9000+7000*SS creds.
  Class 5
  - SP 50+30*SS, DR 11, price: 11000+8500*SS creds.

Shield Equipment:

This equipment can be mounted on all shield emitters.
When buying the "Shell" for a shield, you pay an extra
price to have a permanent upgrade.
 
Shield Hardeners:
 Gives a +4 Dr to the shields.
 This cannot be applied more than once.
 ; Price: 7000*SS.
 
Shield Extenders:
 Increases shield points by 50%.
 This cannot be applied more than once.
 This doesnt affect recharge rate
 ; Price: 8500*SS.