Armor, Shields, Sensors in Proxima Alatheia | World Anvil

Armor, Shields, Sensors

Armor

Armor protects a ship from direct-fire weapons, deflecting their energy and preventing damage to critical ship systems. It grants an armor bonus to a ship’s AC. Armor’s cost depends on the bonus it grants and the ship’s size category (for the purpose of this calculation, Tiny = 1, Small = 2, Medium = 3, Large = 4, etc.). Armor is a passive system and does not require any PCU to remain functional. It provides protection primarily through mass, which can affect a ship’s maneuverability (making it harder to turn) and affect opponents using tracking weapons to lock on to the ship— these effects are listed in the Special column of the table below.  
NameAC ModifierSpecialCost
Basic
Mk I Armor+1-(1BP / 10EC) x Size Category
Mk II Armor+2-(2BP / 15EC) x Size Category
Mk III Armor+3-(3BP / 20EC) x Size Category
Mk IV Armor+4-(4BP / 25EC) x Size Category
Mk V Armor+5-(7BP / 30EC) x Size Category
Conductive Armor
Spark Deflector Armor+1+4 Damage Threshold for Energy damage
(5BP / 30EC) x Size Category
Storm Chaser Armor+2+8 Damage Threshold for Energy damage(8BP / 50EC) x Size Category
Thunder Strike Armor+3+12 Damage Threshold for Energy damage
+2 Turn Distance
(12BP / 75EC) x Size Category
Ablative Armor
Adaptive Armor+1+4 Damage Threshold for Kinetic damage(5BP / 30EC) x Size Category
Resistance Armor+2+8 Damage Threshold for Kinetic damage(8BP / 50EC) x Size Category
Intrepid Armor+3+12 Damage Threshold for Kinetic damage
+2 Turn Distance
(12BP / 75EC) x Size Category
Stealth Armor
Operative Armor+0+2 Bonus to Ships Target Lock Score(8BP / 40EC) x Size Category
Sandiego Class Armor+1+4 Bonus to Ships Target Lock Score(10BP / 50EC) x Size Category
 

Shields

While almost every ship has simple navigational shielding to prevent damage from tiny bits of debris, this protection does little to stop a starship from being damaged by lasers, missiles, and larger impacts. To defend against such threats, a ship has energy shields. Projectors mounted around the ship create a barrier that absorbs damage from attacks. Each attack reduces the number of Shield Points (SP) in a given arc until that arc’s shields are depleted, after which point all further damage in that arc reduces the ship’s Hull Points.   Shield Points regenerate over time and can eventually be used again, but this regeneration occurs only when the ship is not in combat or otherwise taking damage. Shields must be attached to a functional power core in order to regenerate; the rate of regeneration is listed in the table below. The value listed under Total SP in the table below is the total number of Shield Points provided to the ship. At the start of combat, when the starship’s crew takes up battle stations and the shields are activated, the Shield Points must be divided up between the four quadrants of the ship. No quadrant can be assigned less than 10% of the total number of Shield Points available at the start of combat, or available at the time the shields are balanced again using the balance science officer  
Shield NameShield PointsRegen.PCUCost
Basic Shields (10)101/min.52BP / 10EC
Basic Shields (20)201/min.103BP / 15EC
Basic Shields (30)301/min.154BP / 20EC
Basic Shields (40)401/min.155BP / 25EC
Mk I Deflector Shields502/min.206BP / 30EC
Mk II Deflector Shields602/min.208BP / 35EC
Mk III Deflector Shields702/min.2510BP / 45EC
Mk IV Deflector Shields802/min.3012BP / 55EC
Mk I Covariant Shield Array904/min.3013BP / 60EC
Mk I Covariant Shield Array904/min.3013BP / 60EC
Mk II Covariant Shield Array1004/min.3015BP / 70EC
Mk III Covariant Shield Array1204/min.4017BP / 80EC
Mk IV Covariant Shield Array1408/min.4518BP / 90EC
Mk VI Covariant Shield Array1608/min.5020BP / 100EC
Mk VII Covariant Shield Array2008/min.5522BP / 120EC
Mk I Auto-Cycling Shields24016/min.5523BP / 130EC
Mk II Auto-Cycling Shields28016/min.6025BP / 150EC
Mk III Auto-Cycling Shields32016/min.7027BP / 175EC
Mk IV Auto-Cycling Shields36032/min.8028BP / 190EC
Mk I Harmonic Shield Array42032/min.9030BP / 200EC
Mk II Harmonic Shield Array48032/min.11032BP / 220EC
Mk III Harmonic Shield Array54064/min.13035BP / 260EC
Mk IV Harmonic Shield Array60064/min.16040BP / 300EC
 

Sensors

Sensors function as a starship’s eyes and ears, allowing a crew to see what’s in the space around the ship, whether planetary bodies, other ships, a dangerous asteroid field, or some monstrosity from the depths of space. Sensors are a combination of video cameras, multispectrum scanners, radar arrays, signal interceptors, and optical telescopes. In starship combat, short-range sensors have a range of 5 hexes, medium range sensors have a range of 10 hexes, and long-range sensors have a range of 20 hexes.   All sensors have a skill modifier that applies to any skill used in conjunction with them. Sensors require an operational power core to function, but they consume a negligible amount of PCU. Sensors operate in two modes: passive or active. In passive mode, sensors automatically scan the ship’s surroundings. Passive sensors detect visible or unhidden objects in a 360-degree field around the ship at a range of up to twice the sensors’ range category while in space or at Warp (no skill check required), though local conditions may affect their range. However, gravitational forces and atmospheric conditions limit starship sensors to a range of 250 feet on most planets, and their range might be further limited by terrain, at the GM’s discretion.   Active sensors are far more discerning, and they are required if the science officer wishes to scan enemy vessels and learn details about them during starship combat. The modifier listed in the table below applies to some checks attempted by the science officer in starship combat as specified in the science officer’s actions.   Outside of starship combat, a crew member can use sensors to scan a planet the starship is orbiting, attempting a Computers check (applying the sensors’ modifier) to learn basic information about the planet’s composition and atmosphere. The DC for this check is usually 15, but it can be altered at the GM’s discretion to account for mitigating factors or complications. A crew member can also use the starship’s active sensors to attempt Perception checks to examine the surrounding area as if she were standing outside the starship, using her own senses (such as darkvision), but adding the sensors’ modifier as a circumstance bonus to the check.  

Scanning Out of Range

Sensors may be used past their range incrmement but begin to take penalties once you exceed there standard limit. Sensors can discern information about a target up to five times the sensors’ range away from the ship, but such checks take a penalty of –2 for each range increment beyond the first to the target. For example, if short-range sensors (range = 5 hexes) were used against a target 12 hexes away, the check would take a –4 penalty.
 
SensorsRangeModifierCost
Cut-RateShort (5 hexes)-21BP / 5EC
Budget Short-RangeShort (5 hexes)+02BP / 10EC
Basic Short RangeShort (5 hexes)+23BP / 15EC
Advanced Short RangeShort (5 hexes)+44BP / 25EC
Budget Mid-RangeMedium (10 hexes)+03BP / 15EC
Basic Mid-RangeMedium (10 hexes)+25BP / 30EC
Advanced Mid-RangeMedium (10 hexes)+48BP / 45EC
Budget Long-RangeLong (20 hexes)+06BP / 20EC
Basic Long-RangeLong (20 hexes)+210BP / 40EC
Advanced Long-RangeLong (20 hexes)+414BP / 60EC

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