Defensive modules: They protect ships from either projectiles or energy weapons. They will make your ships survive under the enemy fire.
- Armor protects mainly against Projectile attacks, and increases HP of the ship significantly.
- Shield protects mainly against Energy attacks, and uses a Shield HP that will defend the ship so long as it isn't depleted.
Note that incoming damage can never be completely negated, and that weapons have Shield Penetration and Hull Plating (Armor) Penetration stats. See Combat#Defense and Absorption for more details.
Armor[]
Armor | HP | Absorb | Additional Effect | Base Cost | Notes | |
---|---|---|---|---|---|---|
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Basic High-I Plating | 270 | 40 | -10% Crew lost per hit | 7 ![]() |
Military I |
By using denser materials, hull integrity and armor resistance to kinetics are improved. These materials are difficult to machine, but highly effective. | ||||||
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Basic Reactive Plating | 400 | 50 | -10% Crew lost per hit | 11 ![]() |
Military II |
While the first generations of starship armaments were similar to planetary versions, newer offensive arms require advanced armors. Reactive armor systems have shown to be useful against recent improvements in kinetic and missile weapons. | ||||||
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Basic Monohull Plating | 600 | 80 | -10% Crew lost per hit | 16 ![]() |
Military III |
A technology that allows hulls to be 'cast' or 'woven' more than bolted together, monohulls are ships whose hulls are multiple layers of single sheets of long molecule chains, making them resistant and durable. | ||||||
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Basic Inert Plating | 800 | 130 | -10% Crew lost per hit | 21 ![]() |
Military IV |
One of the goals of ship design is to create armor that renders a ship's hull chemically, magnetically, thermodynamically, and gravitationally inert. They react to almost nothing and are far more difficult to damage. | ||||||
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Basic Impenetrable Plating | 1000 | 150 | -10% Crew lost per hit | 26 ![]() |
Military IV |
A combination of materials, fields, and the use of gravity effects, this is the best technology that science can conceive of for improving kinetic and missile defenses. | ||||||
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Improved High-I Plating | 700 | 100 | -25% Crew lost per hit -25% Enemy Boarding Pod Damage |
14 ![]() 1 ![]() |
Curiosity |
By using the densest available metal, Titanium-70, hull integrity and armor resistance to kinetics are improved. It is costly to machine, but highly effective. | ||||||
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Improved Reactive Plating | 850 | 135 | -25% Crew lost per hit -25% Enemy Boarding Pod Damage |
15 ![]() 1 ![]() |
Titanium Electroplating (Military III) |
While the first generation of starship armaments were similar to planetary versions, newer offensive arms require advanced armors. Reactive armor systems have proved to be useful against recent improvements in kinetic and missile weapons. | ||||||
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Advanced Monohull Plating | 900 | 140 | -10% Crew lost per hit -10 Squadron Damage |
19 ![]() 1 ![]() |
Curiosity |
A technology that allows hulls to be 'cast' or 'woven' more than bolted together, monohulls are ships whose hulls are multiple layers of single sheets of long molecule chains, making them resistant and durable. | ||||||
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Advanced Inert Plating | 1120 | 160 | -10% Crew lost per hit -10 Squadron Damage |
19 ![]() 1 ![]() |
Adamantian Electroplating (Military IV) |
One of the goals of ship design is to create armor that renders a ship's hull chemically, magnetically, thermodynamically, and gravitationally inert. They react to almost nothing and are far more difficult to damage. | ||||||
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Extreme Orichalcix Plating | 1200 | 165 | -10% Crew lost per hit 0.1 HP repaired per damage absorbed HP |
25 ![]() 1 ![]() |
Curiosity |
An extreme version of the basic technology, compressed orichalcix is used to add density to the armor and further reduce radiation penetration. | ||||||
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Extreme Impenetrable Plating | 1400 | 180 | -10% Crew lost per hit 0.1 HP repaired per damage absorbed HP |
28 ![]() ![]() |
Interleaved Orichalcix (Military V) |
A combination of materials, fields, and the use of gravity effects, this is the best technology that science can conceive of for improving kinetic and missile defenses. | ||||||
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Basic Inert Plating | 850 | 140 | -10% Crew lost per hit | 21 ![]() |
United Empire |
One of the goals of ship design is to create armor that renders a ship's hull chemically, magnetically, thermodynamically, and gravitationally inert. With their history of armor and warfare, the Empire is happy to clad their ships in this. | ||||||
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Basic Inert Plating | 900 | 135 | -10% Crew lost per hit | 21 ![]() |
Unfallen |
One of the goals of ship design is to create armor that renders a ship's hull chemically, magnetically, thermodynamically, and gravitationally inert. This appeals to the Unfallen, who see in armor and defense a greater harmony than in offensive weapons. | ||||||
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Phage Plate Hull | 500? | 60? | 14 ![]() |
Vaulters | |
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Heroic Hull | 1100 | 160 | -10% Crew lost per hit | 19 ![]() |
Vaulters Quest 07 Hero Ship-only |
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Eternal Bulwark | 1700 | 420 | -10% Crew lost per hit 0.5 HP repaired per damage absorbed HP |
30 ![]() 1 ![]() |
Metaplot Quest |
Shields[]
Shields | HP | Shield HP | Absorb | Effect | Base Cost | Notes | |
---|---|---|---|---|---|---|---|
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Basic Plasma Shielding | 30 | 1600 | 80 | -10% Crew lost per hit | 7 ![]() |
Military I |
Requiring enormous amounts of energy, this shielding system surrounds the ship with a near-impenetrable barrier of dense, ionized gas. | |||||||
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Basic Uniform Shielding | 80 | 2400 | 140 | -10% Crew lost per hit | 11 ![]() |
Military II |
Due to the irregular shapes of starships, it is often difficult to project and maintain shields without creating points where shields are weak or where too many overlap and waste energy. Advanced systems that guarantee perfect ship shielding avoid both these issues. | |||||||
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Basic Plasmoid Shielding | 110 | 3000 | 240 | -10% Crew lost per hit | 16 ![]() |
Military III |
This is an improved use of plasma for ship defense, in which it is shaped into charges and used to deflect and dissipate incoming beams. | |||||||
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Basic Transformative Shielding | 150 | 4600? | 350 | -10% Crew lost per hit | 21 ![]() |
Military IV |
Exploiting the networking and field effects of Dust, energy fields can be created around a vessel that transform incoming phased particles -- regardless of their form -- into a dispersed cloud. | |||||||
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Basic Graviton Shielding | 200 | 5800 | 420 | -10% Crew lost per hit | 26 ![]() |
Military V |
By controlling the effects of graviton particles and altering the forces of gravity itself, incoming ordinance can be deflected or destroyed. | |||||||
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Improved Plasmal Shielding | 130 | 3600 | 270 | -10% Crew lost per hit +5% Ship Evasion |
14 ![]() 1 ![]() |
Curiosity |
Requiring enormous amounts of energy, this shielding system surrounds the ship with a near-impenetrable barrier of dense, ionized gas. | |||||||
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Improved Uniform Shielding | 170 | 4900 | 360 | -10% Crew lost per hit +5% Ship Evasion |
15 ![]() 1 ![]() |
Fleet Shielding (Military III) |
While Uniform Shielding provides basic protection for ships, by augmenting the power source with hyperium an improved level of beam absorption and damage reduction can be reached. | |||||||
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Advanced Plasmoid Shielding | 180 | 5300 | 400 | -10% Crew lost per hit -25% Critical hit damage |
19 ![]() 1 ![]() |
Curiosity |
This is an improved use of plasma for ship defenses, in which it is shaped into charges and used to deflect and dissipate incoming beams. | |||||||
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Advanced Transformative Shielding | 225 | 6100 | 440 | -10% Crew lost per hit -25% Critical hit damage |
19 ![]() 1 ![]() |
Antimatter Channeling (Military IV) |
Exploiting the networking and field effects of Dust, energy fields can be created around a vessel that transform incoming phased particles--regardless of their form--into a dispersed cloud. | |||||||
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Graviton Shielding | 250 | 6250 | 450 | -10% Crew lost per hit +1500 Shield reloading per Phase |
25 ![]() 1 ![]() |
Curiosity |
By controlling the effects of graviton particles and altering the forces of gravity itself, incoming ordinance can be deflected. | |||||||
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Extreme Graviton Shielding | 300 | 6400 | 480 | -10% Crew lost per hit +2000 Shield reloading per Phase |
28 ![]() 1 ![]() |
Quadrinix Toroids (Military V) |
By controlling the effects of graviton particles and altering the forces of gravity itself, incoming ordinance can be deflected or destroyed. | |||||||
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Pirate Shield | 130 | 2500 | 270 | -10% Crew lost per hit | 20 ![]() |
Reward: The Living Plague - Part 3 |
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Heart's Ward | 250 | 5500 | 650 | -10% Crew lost per hit | 18 ![]() ![]() |
Unfallen Quest Reward |
An extension of the living will that supports and guides the Unfallen, this module provides defensive bonuses wherever the ship may be. | |||||||
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Cloth of Shielding | 80 | 2400 | 140 | -10% Crew lost per hit | 11 ![]() |
Vodyani |
By treating the concept of shielding from the architectural point of view of the Vodyani Cloth (their protective suits), numerous solutions are found to reduce the effects of irregularities and power fluctuations that might compromise ship defense. | |||||||
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Basic Transformative Shielding | 150 | 4600 | 350 | -10% Crew lost per hit | 21 ![]() |
Vodyani |
Exploiting the networking and field effects of blessed Dust, energy fields can be created around deserving vessels that transform any incoming phased particles into a dispersed cloud. Hail to the Virtual Saints, whose technology indicated the way. |
Impregnable Shielding[]
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