Shields: Difference between revisions

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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
 
Covariant
 
    60,000 max shield power.
    10,000 max per face.
    Regenerates only when not being fired upon.
    Reduces projectile damage by 90%.
 
Resilient
 
    45,000 max shield power.
    7,500 max per face.
    Regenerates only when not being fired upon.
    Reduces projectile damage by 95%.
 
Regenerative


    30,000 max shield power.
Variants:
    5,000 max per face.
    Regenerates in and out of combat. Regeneration rate in combat is much slower than out of combat. Regeneration is less energy intensive than other shields.
    Reduces projectile damage by 90%.


*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 similar to Atlantis Shields only have a single bank.
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.