Holocron

Armor and Shields

Starships of the Galaxy · Equipment

Different ships use different types of armor based on their size and maneuverability. Snubfighters typically use lighter weight armor giving them greater avoid-ance, while bombers focus more on absorption over maneuverability. In addition to armor, some ships have shields to give them a greater defensive advantage.

Armor

Armor augments the AC and/or grants damage reduction to ships. All starships have access to armor without need of modifications, although there are modifications that upgrade this armor.

Lightweight Armor. Lightweight armor is commonly used on smaller ships, allowing them to take full advantage of their quickness.

Deflection Armor. Deflection armor offers a trade-off for a somewhat maneuverable but less bulky ship. A ship with Deflection Armor installed gains damage reduction, but limits the amount of Dexterity that can be applied to its Armor Class.

Reinforced Armor. Reinforced armor grants a ship significant damage reduction, but makes it less likely to avoid damage.

Armor Class

The armor class of a ship is 10 plus (or minus) the ship's Dexterity modifier, plus the bonus from Tier upgrades, plus any other applicable bonuses. For example, if a Tier 2 (+1 bonus) small ship has a Dexterity of 16 (+3 modifier), and the ship is using lightweight armor, the ship has an armor class of 14 (10+3+1).

Damage Reduction

Damage reduction (DR) is a static value that you subtract when you take damage (to hull or shields) if certain conditions are met. DR is expressed as a number. DR provided by armor only affects damage you take as a result of being hit by an attack roll, in the same way that AC only helps you avoid being hit by an attack roll.

If passive DR would reduce the damage you take to 0, you instead take 1 damage.

Shields

Some ships lack shields, though most ships have them. Shield points determine how strong a ship's shields are, while shield regeneration rate determines how quickly those shields regenerate. All starships have access to shields without need of modifications.

Base Shield Points. Your starship's base shield points is calculated like your's ship's maximum hull points. At Tier 0, your base shield points equal the highest roll of your first Shield Die, as well as the average roll for each additional Shield Die. You also add your ship's Strength modifier to each die.

Shield Capacity. The capacity of shields is calculated by multiplying the base shield points by the shield capacity. For instance, if a ship has 50 base shield points, then it would have 50 shield points with directional shields, 75 with fortress shields, and only 33 with quick-charge shields.

Shield Regeneration Rate. Shield regeneration rate is represented by a set value. Your ship may regenerate shields (no action required) once per round on the ship's turn by that value by expending a shield die without rolling it, up to the Shield Capacity. The shield regeneration rate is calculated by multiplying the maximum value of the ship's Shield Die by the shield regeneration rate coefficient. For instance, a Small ship (d6) regenerates 6 shield points at the start of the ship's turn with directional shields, but only 4 shield points with fortress shields (6 x 2/3).

Shield Depletion. In the event that shield points are reduced to 0, they can no longer be regenerated passively. A ship's shields can only be restored by using the Regenerate Shields action, by completing a recharge, or finishing a refitting.

Shield Dice Recovery. Half of a ship's Shield Dice are replenished after a recharge.

Directional Shield

Directional Shields are the most commonly used and balanced shields on the market.

Fortress Shield

Fortress shields offer a higher maximum shield points, but regenerate slower than normal shields.

Quick-Charge Shield

Quick-Charge Shields, opposite of Fortress Shields, offer a reduced capacity, but rapidly replenish.

Name Cost Armor Class Damage Reduction Stealth Shield Capacity Shield Regeneration Rate Coefficient
Armor
Lightweight armor 3,100 cr 10+Dex - - - -
Deflection armor 3,450 cr 10+Dex (max 2) 3 - - -
Reinforced armor 3,700 cr 10+Dex (max 0) 6 Disadv. - -
Shields
Directional shield 4,300 cr - - - x 1 x 1
Fortress shield 4,650 cr - - - x 3/2 x 2/3
Quick-Charge shield 4,900 cr - - - x 2/3 x 3/2