Shields: Difference between revisions
Created page with "Shields are the first layer of defence in ship combat. == Overview == There are three main types of shields, Atlantis, Starship, and Shuttle. While operational shields also provide jamming abilities against Transporters. == Atlantis Shields == Atlantis shields once again envelop the entire ship, providing protection and atmosphere. They do not possess individual faces but rather having a 'bank' with a capacity of 60,000. They provide complete protec..." |
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There are three main types of shields, Atlantis, Starship, and Shuttle. | There are three main types of shields, Atlantis, Starship, and Shuttle. | ||
While operational shields also provide jamming abilities against [[Transporters]]. | While operational shields also provide jamming abilities against [[Transporters]]. | ||
== States == | |||
Each shield can be in one of three states: Awaiting activation, activated, deactivated. Activated and deactivated are self explanatory, however 'awaiting activation' occurs when an activation signal has been received, but cannot be met (perhaps no energy, or 0% subsystem health). | |||
== Subsystem Health == | |||
Each shield emitter type is a subsystem, with a health of 0-100. The effects of subsystem health is the same for each type, and they are as follows: | |||
* When at < 50% subsystem health, the shield takes 25% more damage per impact. | |||
* When at < 25% subsystem health, the shield emitter will deactivate and cannot raise its shield until it is repaired. | |||
== Atlantis Shields == | == Atlantis Shields == | ||
Atlantis shields once again envelop the entire ship, providing protection and atmosphere. They do not possess individual faces but rather having a 'bank' with a capacity of 60,000. They provide complete protection with no damage bleadthrough, at the cost of no computer core abilities or shield recharge. Once damaged the shield cannot be regenerated until out of combat. | Atlantis shields once again envelop the entire ship, providing protection and atmosphere. They do not possess individual faces but rather having a 'bank' with a capacity of 60,000. They provide complete protection with no damage bleadthrough, at the cost of no computer core abilities or shield recharge. Once damaged the shield cannot be regenerated until out of combat. | ||
== Asgard Shields == | |||
Asgard shields have 60,000 energy with no faces, like Atlantis shields. | |||
However, like Starship shields they do not take extra damage from beams, do not retain atmosphere, and can be activated at any energy level. Bleedthrough is applied in increasing amounts as the shield takes damage: | |||
75-100% - no bleedthrough. | |||
50-75% - 5% bleedthrough (22.5% transphasic). | |||
25-50% - 10% bleedthrough (45% transphasic). | |||
0-25% - 20% bleedthrough (90% transphasic). | |||
Certain shield abilities do not work agaisnt this shield, e.g. Directed Energy Modulation. The only abilities that do work agaisnt the Ashield Shield are Auxiliary Power to Shields | |||
Shield Inversion Beam, and Tachyon Beam. | |||
== Starship Shields == | == Starship Shields == | ||
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Each face has its own health. Also, you can divert energy between faces. The shield has 8 modes for diverting power: | Each face has its own health. Also, you can divert energy between faces. The shield has 8 modes for diverting power: | ||
-1. Balance | *-1. Balance | ||
0. No priority | *0. No priority | ||
1. Front | *1. Front | ||
2. Back | *2. Back | ||
3. Left | *3. Left | ||
4. Right | *4. Right | ||
5. Up | *5. Up | ||
6. Down | *6. Down | ||
Variants: | |||
*Covariant | |||
**Max capacity: 60000 | |||
**Projectile damage reduction: 90% | |||
**Transphasic damage reduction: 55% | |||
**Can regenerate in combat: No | |||
**Regeneration rate (non-combat, combat): 50, 0 | |||
*Resilient | |||
**Max capacity: 45000 | |||
**Projectile damage reduction: 95% | |||
**Transphasic damage reduction: 77.5% | |||
**Can regenerate in combat: No | |||
**Regeneration rate (non-combat, combat): 50, 0 | |||
*Regenerative | |||
**Max capacity: 30000 | |||
**Projectile damage reduction: 90% | |||
**Transphasic damage reduction: 55% | |||
**Can regenerate in combat: Yes | |||
**Regeneration rate (non-combat, combat): 150, 10 | |||
== Shuttle Shields == | == Shuttle Shields == | ||
Select TSCM Shuttles such as the [[Type 11 Shuttle]] or the [[Puddle Jumper]] posses shields that are look like Starship Shields but | Select TSCM Shuttles such as the [[Type 11 Shuttle]] or the [[Puddle Jumper]] posses shields that are look like Starship Shields but similar to Atlantis Shields only have a single bank. | ||
Latest revision as of 17:08, 30 September 2026
Shields are the first layer of defence in ship combat.
Overview
There are three main types of shields, Atlantis, Starship, and Shuttle. While operational shields also provide jamming abilities against Transporters.
States
Each shield can be in one of three states: Awaiting activation, activated, deactivated. Activated and deactivated are self explanatory, however 'awaiting activation' occurs when an activation signal has been received, but cannot be met (perhaps no energy, or 0% subsystem health).
Subsystem Health
Each shield emitter type is a subsystem, with a health of 0-100. The effects of subsystem health is the same for each type, and they are as follows:
- When at < 50% subsystem health, the shield takes 25% more damage per impact.
- When at < 25% subsystem health, the shield emitter will deactivate and cannot raise its shield until it is repaired.
Atlantis Shields
Atlantis shields once again envelop the entire ship, providing protection and atmosphere. They do not possess individual faces but rather having a 'bank' with a capacity of 60,000. They provide complete protection with no damage bleadthrough, at the cost of no computer core abilities or shield recharge. Once damaged the shield cannot be regenerated until out of combat.
Asgard Shields
Asgard shields have 60,000 energy with no faces, like Atlantis shields. However, like Starship shields they do not take extra damage from beams, do not retain atmosphere, and can be activated at any energy level. Bleedthrough is applied in increasing amounts as the shield takes damage:
75-100% - no bleedthrough. 50-75% - 5% bleedthrough (22.5% transphasic). 25-50% - 10% bleedthrough (45% transphasic). 0-25% - 20% bleedthrough (90% transphasic).
Certain shield abilities do not work agaisnt this shield, e.g. Directed Energy Modulation. The only abilities that do work agaisnt the Ashield Shield are Auxiliary Power to Shields Shield Inversion Beam, and Tachyon Beam.
Starship Shields
Starship Shields come in 3 sub types (Covariant, Resilient, Regenerative), and have 6 'faces' which can be individually depleted (once that occurs damage will be transmitted directed to plating/hull). However, these shields have bleadthrough which means some proportion of damage can bypass the shields.
Diverting power Each face has its own health. Also, you can divert energy between faces. The shield has 8 modes for diverting power:
- -1. Balance
- 0. No priority
- 1. Front
- 2. Back
- 3. Left
- 4. Right
- 5. Up
- 6. Down
Variants:
- Covariant
- Max capacity: 60000
- Projectile damage reduction: 90%
- Transphasic damage reduction: 55%
- Can regenerate in combat: No
- Regeneration rate (non-combat, combat): 50, 0
- Resilient
- Max capacity: 45000
- Projectile damage reduction: 95%
- Transphasic damage reduction: 77.5%
- Can regenerate in combat: No
- Regeneration rate (non-combat, combat): 50, 0
- Regenerative
- Max capacity: 30000
- Projectile damage reduction: 90%
- Transphasic damage reduction: 55%
- Can regenerate in combat: Yes
- Regeneration rate (non-combat, combat): 150, 10
Shuttle Shields
Select TSCM Shuttles such as the Type 11 Shuttle or the Puddle Jumper posses shields that are look like Starship Shields but similar to Atlantis Shields only have a single bank.