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Shields<br />
Shields operate by creating a layer of energetic distortion containing a high concentration of gravitons<br />
around the object (ship, city, etc.) to be protected. Shield energies can be emitted from a localized<br />
antenna or "dish" (such as a ship's navigational deflector), or<br />
from a network of "grid" emitters laid out on the object's surface (such as a ship's hull).<br />
Neither matter nor highly concentrated energy (i.e., weapons fire) can normally penetrate<br />
a shield without first matching the exact shield frequency. Warships match their own<br />
shield and weapon frequencies so their shielding does not stop them from defending<br />
themselves. Continuous or extremely powerful energy discharges, can, however,<br />
progressively dissipate the integrity of a shield to the point of failure.<br />
Normally transporters are not capable of penetrating shields. Shields on board a starship<br />
have one other weakness that can be exploited by a knowledgeable and highly skilled<br />
opponent. The area directly aft of a ship's impulse engines is weaker than the rest of the<br />
shield envelope. This allows the ship's impulse "exhaust" to exit the shield rather than<br />
being trapped inside it. It takes time to activate a deflector shield.<br />
A starship needs exactly 10 seconds (one round) to lower or raise its shields.<br />
Shields work as a defensive factor by absorbing up to a certain amount of damage before<br />
going off line. Only Heavy Cruisers have Shield capability in the 22nd century up to<br />
2165. They will be fitted on to Explorer vessels at that time as well. Note that a starship<br />
can have 50 to 250 Shield Points.<br />
If a ship has 200 Shield Points, an opposing ship must inflict 200 points of damage (or if<br />
your lucky roll 76-80 on a Critical Hit) to take shields offline. Once a ship’s Shield<br />
Points have been reduced to zero they are offline and need a Repair check (TN 20) in<br />
order to be brought back online (2 hour repair time).<br />
<strong>System</strong><br />
Energy Price Notes TL Repair DC<br />
Cost<br />
Shuttle Shields (50HP) 4 600,000 Regen 1 HP per minute 9 14<br />
Standard Shields (100HP) 7 1,100,000 Regen 1 HP per minute 10 15<br />
Heavy Shields (200HP) 12 2,800,000 Regen 1 HP per minute 11 15<br />
Super Heavy Shields (250HP) 20 4,800,000 Regen 1 HP per minute 12 19<br />
Fast Regen Standard Shields<br />
(100HP)<br />
8 1,100,000 Regen 2 HP per minute 13 25