Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Kronos's d20 Stuff
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kronos182" data-source="post: 6938929" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'">Shield Rules</span></p><p> </p><p><span style="font-family: 'Calibri'">In RAW, shields canonly be restored by an engineer, or other crew member, taking an attack actionto make a Repair check DC 15 to restore a number of HD to shields equal totheir Intelligence bonus, not exceeding the normal maximum. On small crewships, such as fighters, the crew may not have time to make repairs whiletrying to evade enemy fire.</span></p><p><span style="font-family: 'Calibri'">An optional rule forshields is that they automatically, although slowly, regenerate hit points ontheir own. Most shields can regenerate 1 HD (20 hit points) to shields every 5rounds (30 seconds), due to the power drain of maintaining the current shieldlevel and regenerating slowly.</span></p><p><span style="font-family: 'Calibri'">This shieldregeneration rate can be improved with the normal Repair check DC 15, whichwould stack with the normal shield regeneration on that turn, but the Shieldrestoration action can be made at any time.</span></p><p> </p><p><span style="font-family: 'Calibri'">Modulate Shields</span></p><p><span style="font-family: 'Calibri'">As a standardaction, the engineer, or other crew member, can modulate the shields to betterreside damage from a specific source, or type of weapon, with a Computer Use DC18, after using the sensors to scan the weapon that the shields are to bemodulated for, requiring the use of the sensors and a Computer Use 30. This DCcan be reduced by 1 for every attack that successfully struck the shields thatdidn't bypass them (such as a critical hit). Modulating the shields only worksfor the type of damage they can protect against, so a particle shield can notbe modulated to protect against ballistic weapons. Once the shields aremodulated, attacks from that weapon deal half damage, and critical strikesdon't bypass the shield, damaging the shield instead. Note that the modulationonly works against specific weapons, thus if a target is attacking a ship withlasers, and the targeted ship successfully modulates the shields to the lasers,another ship with a plasma cannon that attacks in the same encounter isn'tprotected against in the same way, with it dealing normal damage. The same fordifferent ballistic weapons, modulated against a railgun won't protect againsta gauss cannon in the same attack. </span></p><p><span style="font-family: 'Calibri'">Modulation lasts aslong as the shields are raised, but once they are depleted, or shut down, themodulation must be done again, requiring both the sensor scan and modulationComputer Use checks.</span></p><p> </p><p><span style="font-family: 'Calibri'">Expend Shields</span></p><p><span style="font-family: 'Calibri'">The shields can beextended out to protect an allied ship that is close by. The allied ship mustbe in the same square, or in the adjacent square, for those that are too big,and the ship to be protected must be the same length or smaller. The engineer, orother crew member must make a Computer Use check DC 20, and both ships mustremain close together the whole time the shields are extended. The protectedship now enjoys the benefits of the protecting ship's shields, but can notraise its own shields, if it has any, however the shield strength is reduced by25% while extended. </span></p><p><span style="font-family: 'Calibri'">If the protectedship moves away from the protecting ship while the shields are still up, theship will suffer 1d4/hit die of total shield HD of the protecting ship, and theprotecting ship's shields suffer the same damage.</span></p><p> </p><p><span style="font-family: 'Calibri'">Shield Gadgets</span></p><p><span style="font-family: 'Calibri'">A number of gadgetsare available for shields, improving their performance. These can be used withother types of shields, light, heavy, advanced, etc, and some of these can becombined for truly powerful shielding.</span></p><p> </p><p><span style="font-family: 'Calibri'">Improved ShieldRegeneration Speed</span></p><p><span style="font-family: 'Calibri'">The shield'sregeneration speed is improved to 1 HD (20 hit points) every 2 rounds.</span></p><p><span style="font-family: 'Calibri'">PDC: Shield PDC +1</span></p><p> </p><p><span style="font-family: 'Calibri'">Advanced ShieldRegeneration Speed</span></p><p><span style="font-family: 'Calibri'">The shield'sregeneration speed is improved to 1 HD (20 hit points) every round.</span></p><p><span style="font-family: 'Calibri'">PDC: Shield PDC +2</span></p><p> </p><p><span style="font-family: 'Calibri'">Improved ShieldRestore Rate</span></p><p><span style="font-family: 'Calibri'">The shield is ableto restore 2 HD (40 hit points) when it regenerates (normally every 5 rounds).</span></p><p><span style="font-family: 'Calibri'">PDC: Shield PC +2</span></p><p> </p><p><span style="font-family: 'Calibri'">Advanced ShieldRestore Rate</span></p><p><span style="font-family: 'Calibri'">The shield is ableto restore 3 HD (30 hit points) when it regenerates (normally every 5 rounds).</span></p><p><span style="font-family: 'Calibri'">PDC: Shield PC +3</span></p><p> </p><p><span style="font-family: 'Calibri'">Regenerative Shields</span></p><p><span style="font-family: 'Calibri'">Regenerative shieldsare potent shielding, able to restore quickly, but the amount it regenerates isa bit more variable than others, and the Restore Shields action is a littlemore difficult, increasing the Repair dc to 20. Regenerative shields regenerateat a rate of every 1d4 HD (20-80 hp) every other round.</span></p><p><span style="font-family: 'Calibri'">PDC: Shield PDC +5</span></p><p> </p><p><span style="font-family: 'Calibri'">Shield Capacitors</span></p><p><span style="font-family: 'Calibri'">Shield capacitorsare energy reserves connected to the shield generators that can quickly restoreHD to shields, but once used, they take time to recharge. As a free action, anycrew member, on their turn can activate a shield capacitor, using all of thestored power, so if the shield capacitor stored energy would go over theshield's normal maximum, the extra energy is wasted.</span></p><p><span style="font-family: 'Calibri'">Shield capacitorscome in various sizes, with some restricted to larger sized ships. Each HD forshields is 20 hit points, regardless of the type of shield they are connectedto. Installing a shield capacitor has the same Repair DC and time as the type ofshield it is being connected to. Multiple shield capacitors can be installed, 3taking up a defensive equipment slot. Only one shield capacitor can beactivated by a crew member, however if the ship has multiple capacitors andseveral crew members, each crew member could activate a capacitor on theirturn.</span></p><p><span style="font-family: 'Calibri'">PDC: 1 HD 15, 3 HD17; min ship size gargantuan: 5 HD 19 , 7 HD 21, 9 HD 23; min ship sizecolossal: 11 HD 25, 15 HD 27, 19 HD 29, 25 HD 31.</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 6938929, member: 6668634"] [FONT=Calibri]Shield Rules[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]In RAW, shields canonly be restored by an engineer, or other crew member, taking an attack actionto make a Repair check DC 15 to restore a number of HD to shields equal totheir Intelligence bonus, not exceeding the normal maximum. On small crewships, such as fighters, the crew may not have time to make repairs whiletrying to evade enemy fire.[/FONT] [FONT=Calibri]An optional rule forshields is that they automatically, although slowly, regenerate hit points ontheir own. Most shields can regenerate 1 HD (20 hit points) to shields every 5rounds (30 seconds), due to the power drain of maintaining the current shieldlevel and regenerating slowly.[/FONT] [FONT=Calibri]This shieldregeneration rate can be improved with the normal Repair check DC 15, whichwould stack with the normal shield regeneration on that turn, but the Shieldrestoration action can be made at any time.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Modulate Shields[/FONT] [FONT=Calibri]As a standardaction, the engineer, or other crew member, can modulate the shields to betterreside damage from a specific source, or type of weapon, with a Computer Use DC18, after using the sensors to scan the weapon that the shields are to bemodulated for, requiring the use of the sensors and a Computer Use 30. This DCcan be reduced by 1 for every attack that successfully struck the shields thatdidn't bypass them (such as a critical hit). Modulating the shields only worksfor the type of damage they can protect against, so a particle shield can notbe modulated to protect against ballistic weapons. Once the shields aremodulated, attacks from that weapon deal half damage, and critical strikesdon't bypass the shield, damaging the shield instead. Note that the modulationonly works against specific weapons, thus if a target is attacking a ship withlasers, and the targeted ship successfully modulates the shields to the lasers,another ship with a plasma cannon that attacks in the same encounter isn'tprotected against in the same way, with it dealing normal damage. The same fordifferent ballistic weapons, modulated against a railgun won't protect againsta gauss cannon in the same attack. [/FONT] [FONT=Calibri]Modulation lasts aslong as the shields are raised, but once they are depleted, or shut down, themodulation must be done again, requiring both the sensor scan and modulationComputer Use checks.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Expend Shields[/FONT] [FONT=Calibri]The shields can beextended out to protect an allied ship that is close by. The allied ship mustbe in the same square, or in the adjacent square, for those that are too big,and the ship to be protected must be the same length or smaller. The engineer, orother crew member must make a Computer Use check DC 20, and both ships mustremain close together the whole time the shields are extended. The protectedship now enjoys the benefits of the protecting ship's shields, but can notraise its own shields, if it has any, however the shield strength is reduced by25% while extended. [/FONT] [FONT=Calibri]If the protectedship moves away from the protecting ship while the shields are still up, theship will suffer 1d4/hit die of total shield HD of the protecting ship, and theprotecting ship's shields suffer the same damage.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Shield Gadgets[/FONT] [FONT=Calibri]A number of gadgetsare available for shields, improving their performance. These can be used withother types of shields, light, heavy, advanced, etc, and some of these can becombined for truly powerful shielding.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Improved ShieldRegeneration Speed[/FONT] [FONT=Calibri]The shield'sregeneration speed is improved to 1 HD (20 hit points) every 2 rounds.[/FONT] [FONT=Calibri]PDC: Shield PDC +1[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Advanced ShieldRegeneration Speed[/FONT] [FONT=Calibri]The shield'sregeneration speed is improved to 1 HD (20 hit points) every round.[/FONT] [FONT=Calibri]PDC: Shield PDC +2[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Improved ShieldRestore Rate[/FONT] [FONT=Calibri]The shield is ableto restore 2 HD (40 hit points) when it regenerates (normally every 5 rounds).[/FONT] [FONT=Calibri]PDC: Shield PC +2[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Advanced ShieldRestore Rate[/FONT] [FONT=Calibri]The shield is ableto restore 3 HD (30 hit points) when it regenerates (normally every 5 rounds).[/FONT] [FONT=Calibri]PDC: Shield PC +3[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Regenerative Shields[/FONT] [FONT=Calibri]Regenerative shieldsare potent shielding, able to restore quickly, but the amount it regenerates isa bit more variable than others, and the Restore Shields action is a littlemore difficult, increasing the Repair dc to 20. Regenerative shields regenerateat a rate of every 1d4 HD (20-80 hp) every other round.[/FONT] [FONT=Calibri]PDC: Shield PDC +5[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Shield Capacitors[/FONT] [FONT=Calibri]Shield capacitorsare energy reserves connected to the shield generators that can quickly restoreHD to shields, but once used, they take time to recharge. As a free action, anycrew member, on their turn can activate a shield capacitor, using all of thestored power, so if the shield capacitor stored energy would go over theshield's normal maximum, the extra energy is wasted.[/FONT] [FONT=Calibri]Shield capacitorscome in various sizes, with some restricted to larger sized ships. Each HD forshields is 20 hit points, regardless of the type of shield they are connectedto. Installing a shield capacitor has the same Repair DC and time as the type ofshield it is being connected to. Multiple shield capacitors can be installed, 3taking up a defensive equipment slot. Only one shield capacitor can beactivated by a crew member, however if the ship has multiple capacitors andseveral crew members, each crew member could activate a capacitor on theirturn.[/FONT] [FONT=Calibri]PDC: 1 HD 15, 3 HD17; min ship size gargantuan: 5 HD 19 , 7 HD 21, 9 HD 23; min ship sizecolossal: 11 HD 25, 15 HD 27, 19 HD 29, 25 HD 31.[/FONT] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Kronos's d20 Stuff
Top