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<blockquote data-quote="kronos182" data-source="post: 7160141" data-attributes="member: 6668634"><p>Starship Equipment</p><p></p><p>Harmonic Shield (PL 8, defensive equipment)</p><p></p><p>Harmonic shields were developed by the same team that created Harmonic lasers, creating a shield system that is immune to all lasers, although harmonic lasers still deal half their damage due to the sonic component. Harmonic shields will absorb damage from energy attacks just like particle shields, but completely nullify (no damage) from laser based weapons, including critical strikes. Harmonic lasers will only do half damage due to their sonic component, but if the harmonic laser scores a critical strike, there is a 25% chance it is converted to a normal strike and absorbed by the shield.</p><p>Harmonic shields provide 20 hit points per hit dice equal to one-fourth the starship's overall hit dice.</p><p>PDC: 21 + one half base purchase DC of the starship.</p><p>Restriction: Mil (+3)</p><p></p><p></p><p>Plasma Wave (weapon)</p><p>An area weapon, releases a burst of plasma that damages all in area, that can push small ships that survive back. All ships within the area must make a Reflex save for half damage except the firing ship, however larger ships take additional damage if they fail their saves as more of the plasma wave strikes their hulls: additional +2d8 damage for each size category above Light. In addition, ships in the wave, regardless if they made the Reflex save or not, must make a Pilot check DC 20 or lose control and be pushed back 1000 ft (2 squares). Ships of Mediumweight and larger gain a +4 to their checks due to their larger size and weight.</p><p></p><p>Plasma Wave (PL7)</p><p>Damage: 10d8*</p><p>Critical: None</p><p>Damage Type: Fire</p><p>Range Increment: 1000 ft (2 sq) burst centered on equipped ship</p><p>Rate of Fire: Once every 2 rounds</p><p>Minimum Ship Size: Colossal</p><p>Purchase DC: 35</p><p>Restriction: Mil (+3)</p><p></p><p></p><p>Orbital Shield (PL 6-7, defensive equipment)</p><p>Deployable floating pieces of armour plating that can aid in deflecting weapons fire and absorbing it before it strikes the hull of the ship.</p><p>Orbital shields take the old concept of a physical movable shield to deflect and absorb damage before it strikes the main ship. Each shield is made of ablative material, and when not in use, sits in a housing on the hull of the ship. A ship will have many orbital shields placed along its hull. The shield moves about with its own thrusters, but is tied to the ship via tractor beams and magnetic attraction. When deployed, a standard action, the shields provide the starship with a +4 Deflection bonus and temporary hit points equal to 20 per hit dice equal to one-quarter of the starship's overall hit dice, which are used up first. Once these hit points are used up, the shield provide no Deflection bonus to the ship's Defense, and must be regenerated, which can take time, depending on the starship's repair systems. </p><p>Prerequisite: Damage Control System</p><p>Minimum Ship Type: Light</p><p>PDC: 35</p><p>Restriction: Res (+2)</p><p>Special: Orbital shields can be fitted with special materials, such as laser reflective materials, or those with improved ballistic resistance or even stealth bonuses. The resistances are only applied to the temporary hit points, which are used first, while other bonuses such as stealth only apply half their normal bonuses while the orbital shields are deployed.</p><p>A crew member can take more control of the orbital shields, spending a full round action to manipulate the shields, increasing the Deflection bonus to +6. Also any critical strikes have a 15% chance of turning into a normal hit.</p></blockquote><p></p>
[QUOTE="kronos182, post: 7160141, member: 6668634"] Starship Equipment Harmonic Shield (PL 8, defensive equipment) Harmonic shields were developed by the same team that created Harmonic lasers, creating a shield system that is immune to all lasers, although harmonic lasers still deal half their damage due to the sonic component. Harmonic shields will absorb damage from energy attacks just like particle shields, but completely nullify (no damage) from laser based weapons, including critical strikes. Harmonic lasers will only do half damage due to their sonic component, but if the harmonic laser scores a critical strike, there is a 25% chance it is converted to a normal strike and absorbed by the shield. Harmonic shields provide 20 hit points per hit dice equal to one-fourth the starship's overall hit dice. PDC: 21 + one half base purchase DC of the starship. Restriction: Mil (+3) Plasma Wave (weapon) An area weapon, releases a burst of plasma that damages all in area, that can push small ships that survive back. All ships within the area must make a Reflex save for half damage except the firing ship, however larger ships take additional damage if they fail their saves as more of the plasma wave strikes their hulls: additional +2d8 damage for each size category above Light. In addition, ships in the wave, regardless if they made the Reflex save or not, must make a Pilot check DC 20 or lose control and be pushed back 1000 ft (2 squares). Ships of Mediumweight and larger gain a +4 to their checks due to their larger size and weight. Plasma Wave (PL7) Damage: 10d8* Critical: None Damage Type: Fire Range Increment: 1000 ft (2 sq) burst centered on equipped ship Rate of Fire: Once every 2 rounds Minimum Ship Size: Colossal Purchase DC: 35 Restriction: Mil (+3) Orbital Shield (PL 6-7, defensive equipment) Deployable floating pieces of armour plating that can aid in deflecting weapons fire and absorbing it before it strikes the hull of the ship. Orbital shields take the old concept of a physical movable shield to deflect and absorb damage before it strikes the main ship. Each shield is made of ablative material, and when not in use, sits in a housing on the hull of the ship. A ship will have many orbital shields placed along its hull. The shield moves about with its own thrusters, but is tied to the ship via tractor beams and magnetic attraction. When deployed, a standard action, the shields provide the starship with a +4 Deflection bonus and temporary hit points equal to 20 per hit dice equal to one-quarter of the starship's overall hit dice, which are used up first. Once these hit points are used up, the shield provide no Deflection bonus to the ship's Defense, and must be regenerated, which can take time, depending on the starship's repair systems. Prerequisite: Damage Control System Minimum Ship Type: Light PDC: 35 Restriction: Res (+2) Special: Orbital shields can be fitted with special materials, such as laser reflective materials, or those with improved ballistic resistance or even stealth bonuses. The resistances are only applied to the temporary hit points, which are used first, while other bonuses such as stealth only apply half their normal bonuses while the orbital shields are deployed. A crew member can take more control of the orbital shields, spending a full round action to manipulate the shields, increasing the Deflection bonus to +6. Also any critical strikes have a 15% chance of turning into a normal hit. [/QUOTE]
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