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Preface Contents

Preface ............................................................ 2
Starship Kit 5 Credits & Legal ................................................ 2
Armor & Shield Generator
Armor & Shield Generator .............................. 3
Ships need protection from their enemies. How to Use ................................................. 3
The best way to do that is with armor and/or
Vs. Weapon Types (Option) .................... 3
shields
Can the ships have both armor and
This is part 5 of the Starship Kit, although it shields? ................................................... 4
can be used as a standalone product if Class ............................................................ 4
required. You do not need to have all the
parts in the kit to use them, but it does help Variations .................................................... 5
and is recommended. Variation Types – Armor ......................... 5
Variation Types - Shield .......................... 8
This generator is designed to provide the
starting points for your own inspiration. Style ............................................................ 9
Actual details about protection values, power Style – Armor .......................................... 9
requirements, manufacturing costs are left to
Style – Shield ........................................... 9
you, to allow for use in as many game systems
as possible. Other Details ............................................. 10
Complexity ............................................ 10
Coverage ............................................... 10
Credits & Legal Damage type ......................................... 10
Coming Soon ................................................. 11

Special thanks go to Jesse Reisman for his


www.enneadgames.com feedback, suggestions and comments.

Twitter: @enneadgames

Copyright
Ennead Games ©2014

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"Publisher's Choice Quality Stock art
©Rick Hershey/Fat Goblin Games"
Armor & Shield Vs. Weapon Types (Option)

Generator Certain types of weapons work better against


armor than against shields and vice versa.
Some races weapons may be more effective
How to Use vs. shields, but weaker vs. armor when
compared to another race. To save excess
Each piece of armor/shields has the following paper work, it is probably best to stick to one
main properties format per group, or to save even more time,
apply the same result to all ships for all groups
 Class and cultures.
 Variations
 Style You have several options here. Pick an option
or roll a d10
Class
D10
A broad category, this gives an overall 1-2 Treat armor and shields the same
indicator of how powerful the armor or shield with regards to energy/projectile
is. As with weapons, this can vary from group weapons.
to group, but all other things being equal a 3–6 Armor weaker vs. projectiles and
Mark V system will be better than a Mark IV stronger vs. energy (with shields
but worse than a Mark VI etc. being the opposite)
7 - 10 Armor stronger vs. projectiles and
Variations weaker vs. energy weapons (again
with shields being the opposite)
The majority of the time the armor/shield will
be a nice simple defence system. But, as with
The easiest way to deal with these differences
weapons, variations do occur, each with their
is to have an effective Mark/level change,
own advantage and disadvantage. The
with Mark I being the lowest anything can go.
majority of time the disadvantage can be
assumed to be cost and complexity, unless
D100 Mark Change
something in particular is mentioned.
01 - 05 1
Style 06 – 35 2
36 – 65 3
The style has very little impact on the nature 66 - 95 4
of the armor or shield, unless you want it to. 96 - 00 5
This simply refers to what a group may call
their armor (or shields). One may call it
plating, another call it carapace. They both do Example
the same job. There may be subtle variations Option 3 is chosen (armor weak vs. energy)
in manufacturing processes or costs or even and a 22 is rolled on the 2nd chart. All armor is
who invented it. treated as being 2 tiers lower when energy
weapons are fired against it, but 2 tiers higher
against projectiles.

3
Can the ships have both armor and Class
shields?
Roll a d20. That becomes the defence class of
Yes they can. They can also have one and not the armor or shield you are rolling for. If a 20
the other, but that is less common: In fact, is rolled then the armor/shield is a Capital-
most ships have both. class system and can only be placed on Capital
class vessels. Alternately, it is just a Mark XX
system, with XX determined by the result of
01 – 05 No Armor or shields the die roll.
06 – 15 Just Armor
16 – 25 Just Shields Alternately, if you require a more “realistic”
26 - 00 Both system that keeps the higher class defences to
a minimum, use the chart below.

If the race only has one type of primary


defence system, such as only having armor, D100
you will probably need to come up with some 01 Mark I
reason as to why this has occurred. 02 - 03 Mark II
04 - 06 Mark III
Some example reasons for this have been are 07 - 10 Mark IV
listed below, but feel free to invent your own. 11 - 14 Mark V
15 - 19 Mark VI
D10 Reason 21 - 25 Mark VII
1 Banned by galactic law 26 - 30 Mark VIII
2 Causes problems for the 31 – 40 Mark IX
organic parts of the ship (e.g.
41- 50 Mark X
the crew)
51 - 60 Mark XI
3 Causes problems when they
61 - 70 Mark XII
interact with particular
71 - 75 Mark XIII
planetary or galactic
phenomena 76 - 80 Mark XIV
4 Cultural/Religious taboo 81 - 85 Mark XV
5 Incompatible with other 86 - 90 Mark XVI
technology on the ship 91 - 94 Mark XVII
6 It’s been damaged to the point 95 - 97 Mark XVIII
of not being useable 98 - 99 Mark XIX
7 Lack of certain resources at 00 Mark XX/Capital Class
place of origin
8 The belief that they don’t
need this type of technology Remember that one culture’s Mark XV armor
9 The designer was, or is, insane may be weaker than another’s III and vice
10 The tech has just been versa.
removed for some reason
Variations Variation Types – Armor

To increase the number of possible D100 Armor Variation


combinations, you may wish to use one or 01 - 05 Ablative
more variations in your creation. 06 – 10 Absorbing
11 – 12 Crystalline
For example: 13 – 15 Custom
Ablative armor could become - 16 – 17 Fake
Ablative Modular Armor
18 – 25 Heavy
26 – 27 Hidden
If you need to randomly decide, use the chart
28 Holographic
below.
29 – 35 Light
D10 Variation Rolls 36 – 40 Modular
41 – 42 Multi-layered
1-5 0 (system is treated as standard)
43 Organic
6-7 1
44 – 45 Polarized
9 2
46 – 50 Powered
10 3
51 – 52 Reflective
53 Regenerating
The order of the variations you get can be 54 – 60 Resistant/Strong to (X)
swapped around to make sense. Of course, if 61 – 62 Retractable
you get the same the same variation two or 63 - 98 Standard
three times you can re-roll, but, with some 99 - 00 Weak against (X)
creativity, you can make even more systems.

Something to be aware of is that if a variation Ablative


has a disadvantage, if it is combined with Prevents damage through the process of
another it still has the disadvantage. Also the ablation. Works well against heat and
complexity increases by one effective tier for radiation. Needs to be repaired often, but can
each variation added (See below). sometimes make a good substitute for shields.

When creating your own armor or shield Absorbing


types bear in mind that every system has a Absorbing armor takes the energy from
weakness as well as a strength. Sometimes weapon fire and absorbs it. This energy is
that weakness may be that the armor (for then either converted to something useful or
example) can only be made from a certain dissipates in a blast of light. These systems
very rare mineral found on only one planet, can be overloaded by too much energy.
making it cost almost 1000 more than regular
armor, but it does provide almost complete Option
resistance to energy weapons. Absorbing armor works better vs. one damage
type and worse vs. another. Roll on the
damage type (listed later) twice, rerolling
duplicate results. The first result determines
against which damage type the armor works
better, the second its weakness.

5
Crystalline Light
Crystalline armor contains consists of a Light armor is the opposite of heavy; It
molecular matrix that helps reflect or deflect sacrifices its ability to withstand damage, but
energy based weapons. The downside is that allows the ship to move faster and has more
projectile based weapons do more damage room for internal system. Often used on
and the materials cost is vastly increased scout-class vessels or where space is at a
premium.
Custom
Custom armor is a type of armor that is often Modular
found only on one ship. This option is to allow Modular armor is very versatile in large fleets.
GMs to create their own armor. Any armor that is modular can be used on any
other ship that has modular armor support
Fake with no modifications required. This flexibility
This armor looks like it can take a pounding, does weaken the armor a small amount and it
but it is actually as mock-up of actual-armor. is treated as being one tier lower for
It can barely protect against basic space protection, but one tier higher for cost and
debris, but has the advantage of being very, complexity.
very cheap
Multi-layered
Heavy Multiple layers similar – or different – armor
Heavy armor can make even the most basic types, can be a great, but costly, advantage.
ship into a flying tank. It can withstand
damage as If it was two or three tiers higher Roll a dice (or pick)
than its Mark would suggest. The downside is
that the armor takes up a lot more room on D10 Layers
the ship, costs a lot more and can slow down 1 –7 2
the ship. But sometimes that is just what you 8-9 3
need. 10 4

For each layer, roll again on the variation


Hidden
chart, re-rolling Multi-layered if you get it
Hidden armor is often used on ships that are
again.
designed to look like something else. The
armor is hidden behind regular plating so that
Roll for each layer in order, starting on the
at first glance the ship appears to be weaker
outside layer and working inward.
than it is. The major disadvantages to this
system are increased cost and complexity of
Example
installation and repair.
Multi-layered (Ablative/Organic/Modular),
would mean that the outer layer is ablative,
Holographic
the middle is organic, the innermost would
Holographic armor, also known in some
modular.
cultures as illusion armor, can hide damage
that has been done to it from enemy sensors,
Each additional layer adds +1 to the Mark
or make them think it is damaged when it is
required for costs and complexity etc. for
unscathed These systems are incredibly
each, but lowers the effective Mark for
costly, complex and have a tendency to go
protection determination. This applies to all
offline if hit by an Electro Magnetic Pulse or
the armor.
similar weapon.
Organic Regenerating
Any armor that has a biological component to Regenerating armor is very difficult to
it is classified as organic. Given enough time damage. A ship with this type of armor can be
and resources, this armor can heal itself. It is almost impossible to destroy as any damage is
normally found on ships that are organically repaired by nanites and other technology.
based, but a few other races have adopted This armor is probably the most expensive to
organic technology and although it is very make and maintain, but some races feel it is
costly to install it is simple to maintain. In fact worth it.
it does most the maintenance and repairs
itself. Resistant/Strong against (X) & Weak against
Organic armor is very weak against fire and (X)
plasma damage takes 2 or 3 times as long to
heal against such attacks. Resistance armor and weak armor are
basically two sides of the same coin. One is
stronger against a certain type of damage, the
Polarized other is weaker. Making armor weak against
This armor is often used by races that have a certain type of damage makes it cheaper to
yet to develop or refuse to use shields. They build and install.
act as a combination of armor and a standard
shield, but only while polarized. If the To determine which damage type the armor is
generators go offline for some reason, the strong or weak against, roll on the damage
armor reverts to normal, but much weaker, type chart found in Other Details section.
armor.
Option
If using multiple variations, this armor can be
Powered weak or strong against more than one type. If
An improved version of polarized armor, this you get contradictory results (strong vs.
type uses the power that it is supplied to plasma and weak vs. plasma for example), re-
supplement the protection value of the roll
armor. If this power is interrupted, then this
armor can still be useful, but its protection Retractable
does not degrade. Retractable armor is armor that can be
retracted or deployed, quite quickly. A
seemingly weak looking ship suddenly has
Reflective armor plating unfold. Another advantage is
Reflective armor, sometimes called “chrome that while retracted, the armor can be
armor”, is highly shiny and reflective. Weak repaired or modified without being removed
against projectile based weapons and very from ship. The downside is cost and
expensive to install, build and maintain. complexity increases. The amount of room
When fired on by energy-based weapons, needed to store not only the armor, but the
especially those with a visible component, retracting mechanisms means it is often only
then there is a good chance (about 10% to found on larger ships.
20% (or d10+10) for each shot that lands)of
reflecting the energy back against the Standard
attacker. Standard armor. Has nothing special about it,
but nothing bad either.

7
Variation Types - Shield Cycling
An improvement over Alternating, cycling
D100 Shield Type shields are even harder to take down, but if
01 – 05 Absorbing you know or can figure out the pattern they
06 – 10 Alternating provide no defensive benefit.
11 Cloaking
12 – 15 Cycling Displacement
The displacement shield fools enemy sensors
16 – 20 Displacement
into thinking the ship is somewhere else. Does
21 – 24 Experimental
not work against visual systems. Energy
25 Explosive Reaction to (X) weapons have a greatly increased chance to
26 – 27 Feedback miss the target.
28 – 29 Illusion
30 – 32 Invisible Experimental
33 – 34 Multi-layered Experimental shields, like custom armor, is a
35 – 37 Overpowered catch all term for any other type of shield the
38 Phasing GM (or even players) may come up with.
39 – 40 Rapid Raising
41 – 42 Regenerating Explosive Reaction to (X)
43 – 50 Resistant to (X) When hit with a certain damage type (Roll on
51 – 60 Reversible Polarity the damage type) these shields can have an
explosive reaction. This furthers damages the
61 - 96 Standard
craft hit, plus any others in close proximity.
97 - 98 Unstable
Often used on suicide-drones or by those
99 – 00 Weak against (X)
races with a death wish. Treated as standard
when dealing with other damage types.
Absorbing
Works in the same way as armor, but a lot Feedback
better when fired on by energy based Feedback shields have a chance to cause a
weapons feedback loop on the energy weapon that has
hit it. They are weaker vs. projectile weapons
Alternating and can be overloaded.
Shields operate on a particular frequency, to
allow the ship’s own weapons and
communications to pass through. These Illusion
alternate between two or three frequencies, Can hide damage, make damage appear (like
making it harder to take them down. the holographic armor) but can also change
what the ship looks like to sensors and visual,
Cloaking although this drains a lot more power.
A cloaked ship is invisible to radar, most
sensors and the naked eye. A very complex
and costly piece of equipment. This type of Invisible
shielding is very weak against all damage These shields cannot be seen by normal
types, but you have to know where the ship is sensors and have no visible reaction to being
to hit it. hit.

Multi-layered
Same as armor.

Overpowered
Same as heavy armor, but for shields
Phasing Style
Phasing shields are banned by most races. Not
because of their primary effect, but due to This gives more options and can help increase
how unstable and prone to failure they are. immersion in the game setting. You may wish
Phase shields allow the ship to become out of to stick to one term for each group or culture.
phase with the rest of universe, allowing
energy or matter to pass harmlessly through Roll, or pick, one d10 for armor and one again
it. However, the downside is (ignoring the for shields to determine what a particular
astronomical costs and complexity) that as group may call their defences.
matter is passing through the ship, there is a
chance the shields will fail and the ship will Style – Armor
return to normal space. This could be when an
enemy torpedo is passing through the engine D10
room or the ship is traveling through an 1 Armor
asteroid. The results are often quite messy. 2 Carapace
3 Casing
4 Covering
Rapid Raising 5 Hull
These shields are normally kept off-line until
6 Layer
needed. When they are raised, they deploy
7 Membrane
almost instantly. Combined with other
8 Plating
variations these can make for a nice surprise
for those who think their targets are weak and 9 Sheath
unshielded. 10 Shell

Regenerating
These shields can repair damage to
Style – Shield
themselves quite quickly, but require
enormous amounts of power to do so.
D10
Resistant against (X) & Weak against (X) 1 Barrier
Same as for armor. 2 Blocker
3 Buffer
Reversible Polarity 4 Defender
Reversible Polarity shields are, for brief 5 Deflector
periods of time, able to heal themselves with 6 Grid
each energy weapon hit. They can be 7 Limiter
overloaded though if they heal too much. 8 Obstructer
9 Screen
Standard 10 Shield
Has no bonus or penalty to protection, cost
etc.

Unstable
Unstable shielding has a chance, after every
hit, to turn off for a brief period. This of
course, reduces the protection offered but
when you pay for cheap goods this is what
you get.

9
Other Details Damage type

These details are not needed to use this SSK , Based off the chart in Starship Kit 4 –
but can help fill out details that may be useful Weapons. Used if you need to know against
to the story which damage type defences are weak or
strong against.

Complexity D100 Damage Type


01 - 04 Acidic
How complex is the armor or shield? The 05 – 08 Anti-Matter
more complex the system is, the harder it
09 – 12 Anti-proton
becomes to use under extreme conditions,
13 – 16 Cryonic
and the more difficult it is to repair etc.
17 – 20 Electro-magnetic
Effective Tier x 5 = Complexity. 21 – 24 Energy
25 – 28 Exotic/Other
The higher the complexity, the greater the 29 – 32 Gamma
cost to manufacture, purchase, install etc. 33 – 36 Gravimetric
37 - 40 Ion
Coverage 41 – 44 Kinetic
45 - 48 Laser
How much of an area of the ship does the
49 – 52 Maser
armor/shield protect? The system may be
53 – 56 Neutron
damaged, overloaded, or simply made from
inferior materials to help lower purchase or 57 – 60 Nova
manufacturing costs. 61 – 64 Nuclear
65 – 68 Particle
For the most part, you can assume that 69 – 72 Plasma
coverage is 99% - The last 1% allowing for 73 – 76 Psionic
loopholes, vents, thrusters and minor glitches 77 – 80 Quantum
in the generators. 81 - 84 Repulsor
85 – 88 Singularity
However, and this is especially true of shields, 89 – 94 Spatial
you may wish to reduce coverage at times in 95 Temporal
some areas and increase it in others.
96 - 00 Tricobolt
For example, if you are being pursued around
the system by space pirates, having most of
your shield power at the front is not going to
help, so you could re-route that excess power
to the rear.

Or you may need to shunt power to life


support, or to weapons, or for any other
reason you could think of.

If you need a %amount, roll a d5 for every


Mark the armor or shield has and add up the
results.
Coming Soon
Keep an eye out for these upcoming
products from Ennead Games (in no Prison Kit
particular order)
Sometimes you need a place to hold those
dastardly villains. A multi-part kit series
Starship Kit Part 6 - Systems that will cover the prison, security and the
inmates, their crimes and those who
The Starship kit continues with a series of guard them
generators that covers engines, computer
and other systems, both external and
internal
Campaign Chunks Compilation I

Starship Kit Part 7 – Crew and Passengers The Ennead Games blog has a regular
feature called “Campaign Chunks” – A
Your ship is going to need a crew and series of genre and system free hooks,
maybe even take on a passenger or two adventures, monsters or items. This
for their latest mission. volume complies these and presents them
in one handy PDF.

Background & Details Kit


Super Heroes Spell Generator

The Background and Details Kit returns – For those times you need to create a spell
This time covering Super Heroes, their but can’t decide just what it does.
origins, powers and more

Pantheon Kit

Vehicle Modifications A multiple series of generators linked


around creating your worlds pantheon
This supplement will give your land, air and gods!
and sea vehicles new features, from
increased armour to speed boosts and
other modifications to make your vehicle
cheaper, but at a penalty to something
else..

11

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