alex_greene
Guest
So this morning, images of advanced ship's armour kept going through my head. The sort of semi-organic armour that turned up in B5, only given a Traveller twist.
Energy Armour
This highly advanced superdense armour is of a semi-organic design, repairing itself after sustaining damage. The armour is naturally energy-absorbing, deriving sustenance from local sunlight while the ship is travelling in normal space.
When struck by a weapon with Radiation, Meson, Ion and Tachyon traits, the armour absorbs the energetic part of the attack, neutralising the special damage (thus a Radiation weapon would not cause Radiation damage to the ship's crew and components, and meson beams and tachyon beams are stopped at the hull). The damage is stored as Power Points in capacitors within the hull, and surplus energy is directed to the Jump capacitors as for Black Globes and White Globes. Damage sustained is reduced by 75% (round down). Damage points absorbed stored can be used to accelerate self-repair, or to power the ship's weapons or other shields.
The semi-organic capacitors within the hull can store a maximum of (Armour Points x TL multiple) Power Points per 100 tons of armour. If not otherwise discharged, these points are used by the armour for sustenance at a rate of 1 power point per 24 hours per 100 tons of armour.
Options
Solar Panels
The Solar Panels option here is an upgrade to the armour that allows the ship to draw surplus energy from its capacitors to supply towards its Power Point costs. One Power Point can be milked per 100 tons of armour. This option does not increase the weight of the armour, but the cost is +10% of the base armour cost.
Heat Shielding and Radiation Shielding
This armour naturally comes with the Heat Shielding and Radiation Shielding options as standard. The options can be purchased to multiply the effectiveness of these basic options, up to five times at +50% armour costs a go, up to +250% of armour costs.
Self Repair
Hull repair is automatic for ships with this design of armour. The basic design repairs 1 Hull or Armour damage per 100 total tons per 24 hour period. This can be accelerated in battle by channelling extra power to the armour - 2 power points per point of Hull damage to be repaired per space combat round. Surplus energy that has been absorbed by the ship and stored in the skin capacitors counts towards this.
Other options such as Stealth or Reflec can be purchased as normal for ships of this design.
Energy Armour
This highly advanced superdense armour is of a semi-organic design, repairing itself after sustaining damage. The armour is naturally energy-absorbing, deriving sustenance from local sunlight while the ship is travelling in normal space.
When struck by a weapon with Radiation, Meson, Ion and Tachyon traits, the armour absorbs the energetic part of the attack, neutralising the special damage (thus a Radiation weapon would not cause Radiation damage to the ship's crew and components, and meson beams and tachyon beams are stopped at the hull). The damage is stored as Power Points in capacitors within the hull, and surplus energy is directed to the Jump capacitors as for Black Globes and White Globes. Damage sustained is reduced by 75% (round down). Damage points absorbed stored can be used to accelerate self-repair, or to power the ship's weapons or other shields.
The semi-organic capacitors within the hull can store a maximum of (Armour Points x TL multiple) Power Points per 100 tons of armour. If not otherwise discharged, these points are used by the armour for sustenance at a rate of 1 power point per 24 hours per 100 tons of armour.
Code:
TL Tonnage% %Cost Max
16 1.00 20.0 16
18 0.75 25.0 20
20 0.50 27.5 24
22 0.25 40.0 28
24 0.15 50.0 32
26 0.10 75.0 36
Options
Solar Panels
The Solar Panels option here is an upgrade to the armour that allows the ship to draw surplus energy from its capacitors to supply towards its Power Point costs. One Power Point can be milked per 100 tons of armour. This option does not increase the weight of the armour, but the cost is +10% of the base armour cost.
Heat Shielding and Radiation Shielding
This armour naturally comes with the Heat Shielding and Radiation Shielding options as standard. The options can be purchased to multiply the effectiveness of these basic options, up to five times at +50% armour costs a go, up to +250% of armour costs.
Self Repair
Hull repair is automatic for ships with this design of armour. The basic design repairs 1 Hull or Armour damage per 100 total tons per 24 hour period. This can be accelerated in battle by channelling extra power to the armour - 2 power points per point of Hull damage to be repaired per space combat round. Surplus energy that has been absorbed by the ship and stored in the skin capacitors counts towards this.
Other options such as Stealth or Reflec can be purchased as normal for ships of this design.