shields

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Defensive Systems

Defensive systems are configured using a relevant Technical Skill and Method, usually Computer Usage, with thresholds [5,9,13,17,20] (or automatically by a Program).

Configuration takes 1 Action. If the lowest threshold is not reached, the value is 0 but the system still starts. Each threshold reached counts as 1 toward the Config value used by the system.

Grade is a property of the individual unit, not the model. Grade 2 is market standard (used but functional). Grade 3 is factory new. Grade 4 is enhanced or hard to source.

Coldboot can only be done after all Systems (not just shield ones) have been off for at least one turn. When a system is overwhelmed or disabled, it must be configured again to turn back on. The timer starts after the Configuration roll succeeds. Energy is required during boot.

Cost: Per sector for being active. Failure: Normal behavior on failure is for the system to turn off until rebooted.

An attack is any attack action, or round of fire sustained from one weapon, unless that weapon states that it counts as several attacks for the purposes at hand.


Shields

When a shield activates, it makes a Grade, Config@5 roll against the incoming damage:

Flat Damage Reduction + (roll result) * Roll scaling

Both values are properties of the specific generator and include its weight scaling. If the reduction meets or exceeds the damage, the shield holds. If not, it is overwhelmed and shuts down. Each shield protects one sector, chosen during configuration.

Name Tech Weight Flat Damage Reduction Roll scaling Energy Heat Reboot Failure
Basetech
Applique-Armor 1 1t 2 1.0 0e 0H - block
Midtech
Light Shield 3 0.5t 3 1.4 25e 1H 5r
Standard Shield 3 1t 4 1.5 40e 2H 5r
Heavy Shield 3 5t 9 2.1 60e 3H 5r
Flash Shield 3 1t 2 1.3 20e 2H 0r block
Hightech
Rapid Shield 4 0.3t 2 1.3 30e 1H 2r
Advanced Shield 4 1t 5 1.4 50e 2H 3r
Barrier Projector 4 3t 9 1.5 50e 2H 5r
Cascade Screen 4 5t 7 2.3 80e 4H 5r
Experimental
Ghost Wrap 5 0.2t 0 1.5 20e 1H 3r
Fortress Barrier 5 10t 16 2.3 150e 5H 5r destroyed

Light Shield: A compact generator for light mechs or secondary sectors where tonnage is tight.
Lower protection, lower energy draw.

Standard Shield: The baseline generator. Its performance curve is the reference point for all
other shields in production.

Heavy Shield: A large-frame generator. Same technology as the Standard Shield, just scaled up.

Heavy Shield

Reduction = 9 + (Grade, Config@5 roll) × 2.1

Roll Reduction
0 9.0
1 11.1
2 13.2
3 15.3
4 17.4
5 19.5
6 21.6
7 23.7
8 25.8
9 27.9
10 30.0
11 32.1
12 34.2
13 36.3
14 38.4
15 40.5
16 42.6
17 44.7
18 46.8
19 48.9
20 51.0

Flash Shield: Designed for immediate reboots. When a Flash Shield is overwhelmed, it comes back
as soon as the Configuration action completes, not at end of turn. A pilot who holds an action can
reconfigure after being hit and have the shield back up without waiting.

Rapid Shield: A lightweight generator with a short reboot cycle. The reduced boot timer
compensates for the low flat values. Tech 4 electronics make the small package viable.

Advanced Shield: The hightech baseline. Higher flat reduction and a shorter reboot timer than
the Standard Shield. The most widely produced hightech generator.

Barrier Projector: A reinforced generator with high flat reduction. The roll scaling is moderate,
keeping the reduction in a predictable range regardless of the roll.

Cascade Screen: A high roll scaling generator. Extreme roll amplification produces a wide
performance range. Energy cost and heat output are the tradeoffs.

Ghost Wrap: An experimental field generator with no flat reduction. All protection comes from
the Grade, Config roll and the roll scaling. The negligible weight makes it usable on any mech that
can supply the energy.

Fortress Barrier: An ultra-heavy generator for the largest mech frames. The flat reduction alone
stops most peer weapons. If the barrier is overwhelmed, the generator is destroyed rather than shut
down.

Applique-Armor: Bolted or adhesived armor plates. No electronics, no energy cost. The weight is high for the protection, but it requires no power and works on any mech with the tonnage to spare. Coldboot requires physically applying new plates.

Deflectors

Deflectors need to be Configured with the Deflector skill and require a minimum degree of success
to work and provide flat evasion bonuses.

Deflectors add their Evasion to the defending side when an attack is made, reducing enemy accuracy.

Deflectors work on missiles, but not on melee strikes.

Type Evasion Weight Cost Coldboot
Basic Deflector 1 0.2t 10e, 1H/attack 1r, Config 5
Complex Deflector 3 0.8t 40e, 2H/attack 8r, Config 10

Deflectors and Dampeners provide their effects to the entire mech. If their coverage is less than
the number of sectors, the bonus is scaled to the fraction they cover (rounded down).


Dampeners

Dampeners need to be Configured with the Shield skill and provide flat damage reduction against
attacks that rely on kinetic energy. Melee and ballistic damage is reduced; lasers and missiles
are not. The Storyteller decides what counts for other attack types.

Dampeners subtract from enemy damage, helping armor and shields. If an attack is reduced below 0,
it is slowed so much it does not land.

Type Reduction Weight Cost Coldboot
Basic Dampener 5 + Config 0.5t 20e, 3H/attack 3r
Heavy Dampener 10 + Config x2 1t 60e, 5H/attack 10r

Dampeners and Deflectors do not fail from damage.


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