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Star Trek Voyager RPG d20 System

ST-VO v23c

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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

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