Vehicular Armor

Whether a sleek sports car, a main battle tank, a combat mecha, or a space fighter, it can be found and built here ... at a premium.
1 post Page 1 of 1

Vehicular Armor

Quote

Post by Tony »

Vehicular Armor

Armor can be added to a vehicle to protect its vital hard points and functioning portions. Armor comes in a few types, and while there are many materials that make up modern and post-modern vehicle armor, they come in general forms that will be summarized here.

All armor types can be fitted to all types of vehicles. Additional armor module bonuses stack.

Name: Ablative Armor
Cost: 175000 gil per Hard Point
DC: 20000
Description: Developed to withstand high-heat and -energy based weaponry, ablative armor plates "bleed off" heat and waveforms to reduce the effect they have on shielded craft.
Effect: Reduces lasers, phasers, and particle accelerators HP damage by half, Pilot Risk by 10%, and AP damage by 1.
AP Protected: 1

Name: Reactive Armor
Cost: 350000 gil per Hard Point
DC: 25000
Description: Advanced, non-explosive reactive armor uses active sensor detection to detonate a thin layer of outer armor shell when kinetic projectiles approach, rendering them nigh-useless.
Effect: Adds a 10% chance of weapon failure when protected HP is struck; effective against rockets, missiles, and torpedoes only.

Name: Composite Armor
Cost: 175000 gil per Hard Point
DC: 20000
Description: Thick layers of alloy and ceramics are added to a vehicle's standard armor, protecting it quite well versus kinetic attacks.
Effect: Reduces pilot risk by 10%, the HP effect of guns and cannons by half, and AP damage by 1.
AP Protected: 1

Name: Dispersive Armor
Cost: 700000 gil per Hard Point
DC: 40000
Description: A powerful layer of heat-resistant and channeling armor directs energy and heat particles into special heat sinks that are then vented occasionally to keep the armor fresh.
Effect: Reduces lasers, phasers, and particle accelerators HP damage by half, Pilot Risk by 15%, and AP damage by 2.
AP Protected: 2

Name: Slat Armor
Cost: 350000 gil per Hard Point
DC: 50000
Description: This armor type uses dense, spaced lines of special material to disrupt the internal mechanisms of shaped charges and explosive weapons upon impact, rendering them nearly useless even if they do detonate.
Effect: Adds a 25% chance of weapon failure when protected HP is struck; effective against rockets, missiles, and torpedoes only.

Name: Chobham Armor
Cost: 525000 gil per Hard Point
DC: 40000
Description: A layering technique typical of terrestrial armored combat vehicles, "Chobham" is simply the Earth-given name of this compositing technique that layers matrices of ultra-dense materials such as depleted uranium between alloys and ceramics.
Effect: Reduces the HP effect of guns and cannons by half, pilot risk by 20%, and AP damage by 2.
AP Protected: 2

Name: Conductive Armor
Cost: 875000 gil per Hard Point
DC: 60000
Description: A step above ablative and dispersive armor units is conductive armor, which not only burns away but absorbs the energy of energy and heat-based weapons, sending them into capacitors that transform the energy instead into productive electricity for ship systems.
Effect: Reduces lasers, phasers, and particle accelerators HP damage by half, Pilot Risk by 25%, and AP damage by 2.
AP Protected: 2

Name: Electrically-Charged Armor
Cost: 875000 gil per Hard Point
DC:75000
Description: Outside of a vehicle's standard armored hull, a spaced layer of dense, highly-conductive material is laid over it. When activated, an electric current of a few thousand volts is energized into the space between and the conducting material, and when struck by a projectile will generally damage and disable it before it is able to detonate.
Effect: Adds a 50% chance of weapon failure when protected HP is struck; effective against rockets, missiles, and torpedoes only.

Name: Polarized Armor
Cost: 1050000 gil per Hard Point
DC: 75000
Description: A powerful layer of magnetic energy is pinched between dense energy fields, providing a thick cushion across a ship's hull to protect it from powerful kinetic attacks. Other types of attacks will burn through the energy or simply detonate into it.
Effect: Reduces the HP effect of guns and cannons by half, pilot risk by 30%, and AP damage by 3.
AP Protected: 3

Name: Celluloid Armor
Cost: 1750000 gil per Hard Point
Description: A unique, near-biological form of vehicle armored plating, "celluloid" armor is high-tech metal that acts almost as with a mind of its own. This armor, when damaged, will heal itself over time.
Effect: When a protected Hard Point is struck, after 3 rounds, the hull will restore damage to that Hard Point. This will even bring an Armor Point back into functionality after being disabled.
AP Protected:

Name: Nubian Armor
Cost: N/A per Hard Point
Description: A Nigellan form of high-nanotechnology has mastered quick regeneration of liquid metals, taking on a quicksilver-like quality to them. This quickly regenerating armor makes Nigellan craft second-to-none in terms of defensive capabilities.
Effect: When a protected Hard Point is struck, after 1 rounds, the hull will restore damage to that Armor Point. This will even bring a Hard Point back into functionality after being disabled.
AP Protected:

Energy Shields

Energy shields are high-tech, generally two-dimensional fields of energy that encompass all or portions of a vehicle. These weapons add layers of protection to an entire craft, requiring the shields to be punched through before the hull of the vehicle can be harmed properly.

Name: Deflector Shields
Cost: 1575000 gil
Description: An energy field used to disperse kinetic particles and energy from reaching the hull of a ship; while not overtly disruptive to military-grade munitions, deflectors have the ability to parry away some attacks.
Effect: Adds +1 layers to all APs of the craft, requiring another strike on a particular AP for the craft to be disabled.

Name: Cyclonic Shields
Cost: 2800000 gil
Description: Special energy shields that are constantly being cycled by a standalone virtual intelligence or an artificial intelligence subsystem, allowing strong shields to be placed at struck places while weaker shields are put away from the attack to allow them to recharge.
Effect: Adds +2 layers of APs to the craft. However, if 2 or more APs are under attack within the same round, reduced to +1 layer.

Name:
Cost:
Description:
Effect:
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

1 post Page 1 of 1