World evolving | ||
---|---|---|
Starships | ||
Size Rules | ||
Armor | Types | |
Drives | H-Drives | |
Weapon Rules | Weapons | |
Sensors | ||
Shields | ||
Carrier Equipment | Escape | Fighters |
Misc | ||
Wishlist |
- 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.
- 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.
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.
Can double any shield with any other shields. Only highest DR from any shield counts. ; Price: 3000*SS.
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.
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.
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.
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.
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.