Build:Deflector Shields
9.13 Deflector Shields
Cost: Varies
Power Requirement: 1 Power per 10 Protection per active shield per round of use
Available: 2180
Deflector shields (so called because they deflect energy and physical objects from the shield to save it from harm, not because they have anything to do with the navigational deflector) are a ship’s primary form of defense. They (and related types of technology, such as multiphasic force fields) are fields of highly focused spatial distortion created by shield generators and focused by subspace field distortion amplifiers, within which the generators maintain an energetic graviton field. Shield grids on the exterior of the hull shape the shield to conform to the ship (collectively, the shield grids are referred to as the shield matrix). When energy or physical objects impact the shield, its field energy is concentrated at the point of impact to resist the intrusion. Impacts are accompanied by a quick flash of Cerenkov radiation which humanoids perceive as a flash of colored (blue for Star Fleet shields, sometimes different colors for other species’ shields).
Shields are activated, or “raised,” whenever threats to the ship become apparent. This could be an enemy attack, potentially dangerous emissions from a nearby star, or the presence of some enormous spacefaring creature. Shield modulation frequencies shift at random to prevent an enemy from adjusting the frequency of its weapons to penetrate the shield without resistance (on the other hand, adjusting the shields to match the frequency of a weapon can strengthen them against it). Raised shields interfere with sensors, so shield frequency rotation creates electromagnetic “windows” to which sensors automatically recalibrate to minimize this effect. (In game terms, shields without such windows impose a -1 die penalty on all Shipboard Systems (Sensors) Tests (minimum of 1 die is still rolled); Tests made when windows exist are rolled normally.) Often, however, Silent Running mode comes into effect when shields are raised, so only passive sensor use is allowed anyway. Shields completely block transporters; no one can transport onto or off of a ship whose shields are raised.
Shields also interfere with warp travel. Software which controls warp drive and shield operation compensates for this effect. Without such measures, use of shields reduces a ship’s Standard, Sustainable, and Maximum warp speeds by one-third.
Shields would interfere with outgoing attacks, except that Star Fleet has anticipated and corrected for these problems. Torpedoes are equipped with shield transponders which allow them to pass through the shields unimpeded. (It might be possible to interfere with the transponder’s signal, causing a torpedo to strike the inside of a shield and explode, but no workable means has yet been developed to take advantage of this idea.) Beam weapons’ frequencies are set by the tactical computers to match that of the shields, so they pass through unhindered. (Theoretically, a ship could gauge another ship’s shield frequency by sensing the frequency of outgoing beam weapon attacks, but rapid shield frequency changes during combat generally eliminates any chance of making practical use of this theory.)
TOS-era tactical systems do not synchronize beam weapon and shield frequencies as smoothly as those of the 24th century, resulting in some degradation of beam weapon strength as the beam passes through the shield barrier. When a ship has its shields raised, reduce the damage caused by its beam weapons by 5 points. Early EM fields (prior to 2180) could only provide the barest protection from micrometeoroid impacts and ionization. They provided 0 Threshold protection and generally collapsed completely upon total shield degradation (i.e., cannot be recharged).
Every ship has four shields: Forward, Aft, Port, and Starboard. Each one is paid for separately in terms of SUs and Power; each shield must have the same characteristics (the Aft shield cannot be weaker than the Forward shield, for example). Each shield provides a certain amount of Protection, rated in terms of a number of points. Each attack reduces the amount of defense provided; when Protection reaches 0, the shield collapses and the ship is vulnerable to attack on that one side. Each shield has a Recharge rating which indicates how long it takes for it to return to full strength after collapsing or being turned off.
However, even while shields remain intact, some damage manages to “leak” through them from some attacks. This reflects concussion damage to the ship from extremely strong attacks, sudden changes of inertia, and other factors. Each shield generator incorporates a subspace field distortion amplifier which provides the shield with a Threshold rating. Threshold indicates the point at which damage leaks through the shield. For example, if a shield has a Threshold of 200, an attack which does 230 points of damage will leak 30 points through to affect the ship. Hull Resistance offers defense against “leaked” damage. A ship’s Threshold cannot exceed one-third of its full normal Protection except in certain circumstances (for example, if a shield offers Protection 600, its Threshold cannot be higher than 200).
(Cardassian: Remember that ships with embedded warp nacelles receive a bonus to their shields’ Protection and Threshold.
(Cardassian ships sometimes suffer from shield overload when their shields come under heavy attack. If a shield loses Protection equal to or greater than three times its Threshold in a single round (whether from one attack, or multiple attacks), the Narrator rolls 2d6. On a 2, the shields collapse entirely (the attacks which collapsed them do not cause any further damage to the ship). The crew must cycle them through their recharge period before it can activate them again.)
(Romulan: The Romulans use a slightly different technology for their shields. Known as phase deflector shields, they function more or less the same as other types of shields in game terms. The accompanying table provides the Romulan designations for various shield generator types. They provide the same Protection, and use the same rules, as normal Spacedock shields. The Romulans may also use advanced or variant forms of shields, such as regenerative force fields.)
The accompanying tables describe the various types of shield equipment, their SU costs, and their effects. Each type of equipment—shield generator, shield grid, subspace field distortion amplifiers, and shield recharging system—must be purchased once per shield (i.e., four times).
Each shield costs 1 Power per 10 points of Protection to operate. For example, a Class 4 shield generator bought to provide Protection 700 costs 70 Power to operate. This cost does not decrease just because damage reduces the shield’s Protection. The Shield Grid indicates how much a shield’s Protection and Threshold may be increased by providing it with extra Power (3 Power per additional 10 points of Protection, per round; or +5 Threshold per +25 Power per round). Recharge cannot be improved with extra Power.
Tables
| Shield Generator |
SU1 | Protection |
|---|---|---|
| Class 0 | 1.5 x Size | 10 – 50 |
| Class 1 | 1 x Size | 10 – 200 |
| Class 2 | 2 x Size | 210 – 400 |
| Class 3 | 3 x Size | 410 – 600 |
| Class 4 | 4 x Size | 610 – 800 |
| Class 5 | 5 x Size | 810 – 1000 |
| Class 6 | 6 x Size | 1010 – 1200 |
| Class 7 | 7 x Size | 1210 – 1400 |
- Note 1: The base SU cost listed in the table indicates the SU cost for the lowest figure in the “Protection” column—for example, 810 Protection for a Class 5 generator. For each +50 Protection (or fraction thereof) beyond that, the generator costs an additional +1 SU. Thus, a top-of-the-line Class 5 generator, which provides 1000 Protection, costs (5 x Size) + 4 SUs.
| Shield Generator |
SU1 | Protection |
|---|---|---|
| Type R-I | 1.5 x Size | 10 – 50 |
| Type R-IA | 1 x Size | 10 – 200 |
| Type R-IB | 2 x Size | 210 – 400 |
| Type R-IC | 3 x Size | 410 – 600 |
| Type R-ID | 4 x Size | 610 – 800 |
| Type R-II | 5 x Size | 810 – 1000 |
| Type R-III | 6 x Size | 1010 – 1200 |
| Type R-IV | 7 x Size | 1210 – 1400 |
- Note 1: The base SU cost listed in the table indicates the SU cost for the lowest figure in the “Protection” column—for example, 810 Protection for a Class 5 generator. For each +50 Protection (or fraction thereof) beyond that, the generator costs an additional +1 SU. Thus, a top-of-the-line Class 5 generator, which provides 1000 Protection, costs (5 x Size) + 4 SUs.
| Shield Grid |
SU | Increase | Year |
|---|---|---|---|
| Type 0 | 0 | 0 | 2180 |
| Type A | 0.5 x Size | 25% | 2215 |
| Type B | 1 x Size | 33% | 2245 |
| Type C | 2 x Size | 50% | 2279 |
| Maximum Shield Protection |
Year | Maximum Shield Protection |
Year | |
|---|---|---|---|---|
| 40 | 2180 | 750 | 2296 | |
| 100 | 2215 | 800 | 2301 | |
| 150 | 2219 | 850 | 2304 | |
| 200 | 2227 | 900 | 2310 | |
| 250 | 2232 | 950 | 2311 | |
| 300 | 2245 | 1000 | 2317 | |
| 350 | 2259 | 1050 | 2326 | |
| 400 | 2264 | 1100 | 2334 | |
| 450 | 2271 | 1150 | 2341 | |
| 500 | 2277 | 1200 | 2351 | |
| 550 | 2287 | 1250 | 2355 | |
| 600 | 2288 | 1300 | 2364 | |
| 650 | 2294 | 1350 | 2371 | |
| 700 | 2295 | 1400 | 2376 |
| Distortion Amplifiers |
SU | Threshold | Year |
|---|---|---|---|
| Class Alpha | 1 x Size | 10 – 50 | 2180 |
| Class Beta | 1.5 x Size | 60 – 100 | 2217 |
| Class Gamma | 2 x Size | 110 – 150 | 2247 |
| Class Delta | 2.5 x Size | 160 – 200 | 2280 |
| Class Epsilon | 3 x Size | 210 – 250 | 2298 |
| Class Zeta | 3.5 x Size | 260 – 300 | 2304 |
| Class Eta | 4 x Size | 310 – 350 | 2312 |
| Class Theta | 4.5 x Size | 360 – 400 | 2339 |
| Class Iota | 5 x Size | 410 – 450 | 2358 |
| Recharging System |
SU | Recharge Speed |
Year |
|---|---|---|---|
| Original Type | 0 | 75 seconds | 2180 |
| Improved Type | 0 | 60 seconds | 2245 |
| Class 1 | 0.5 x Size | 45 seconds | 2271 |
| Class 2 | 1 x Size | 40 seconds | 2370 |
| Class 3 | 1.5 x Size | 35 seconds | 2372 |
| Class 4 | 2 x Size | 30 seconds | 2376 |