Shields
Shields are projected barriers made of energy, and are found on all ICC warships. Shield technology has few variations in it's practical applications, which arise from minute differences in the functioning of the specific projection technology.
Shields are versatile, as they require only energy to reconstitute the barrier. Also, the energy projected by shield devices can be instantly shunted to another shield device, provided there is sufficient capacity for the incoming flow of energy.
Unlike Armor, Shields can be redirected in any direction by pressing the corresponding key on the numberpad.
Active Shields
Active Shields | |
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Faction: | ICC |
Capacity: | 37,000+(12,250*Gadget Level) |
Regeneration: | 280 |
Resistances: | None |
Weaknesses: | None |
Replacements: | Reactive Shields, Skirmish Sheilds |
Densely concentrated energy barrier projections, the Active Shield is a high capacity shield projector which protects space faring vessels from hostile intentions. Featuring active threat detection, shield projectors with pin-point accuracy, an innate resistance to most forms of energy and psionic energy, alongwith advanced defence reconstitution, Active Shields are the default defence systems on most Interstellar Confederate Starships.
Reactive Shields
Reactive Shields | |
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Faction: | ICC |
Capacity: | 30,000+(10,500*Level) |
Regeneration: | 260 |
Resistances: | Energy |
Weaknesses: | Kinetic,Kinetic/PSI,Kinetic/Energy, Energy/PSI |
Replacements: | Active Shields, Skirmish Sheilds |
Unlike Active Sheilds, which are always on and thus take a lot of energy to operate, Reactive Sheilds only turn on when a threat to the ship is detected. The Sheild itself is weaker and can take less punishment, but its economy in energy use makes it a good choice for the energy conservative captain. Real-Time threat prioritizng sensors detect incoming threats and determine whether they pose a danger to the ship and if so, activates the shields in that area, localizing the energy use. Since the Shield's polarization arrays are not always operating, they are not able to regenerate and recover quite as fast as Active Shields.
Skirmish Sheilds
Skirmish Shields | |
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Faction: | ICC |
Capacity: | 30,000+(8,500*Level) |
Regeneration: | 420 |
Resistances: | Kinetic, Kinetic/Energy, Kinetic/PSI, Energy/PSI |
Weaknesses: | Energy, Energy/EMP |
Replacements: | Active Shields, Reactive Sheilds |
The newest Shield type to be delivered to ICC forces, the Skirmish Shield is a new style of defense undergoing field trials. Not as strong as Active or Reactive Shields in terms of raw power, the Skirmish Shield instead boasts a prodigeous regeneration ability, much faster than the other Shield types
Auxiliary Shields
Auxiliary Shields | |
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Faction: | ICC |
Capacity: | 30,000+(6,000*Level) |
Regeneration: | 200 |
Resistances: | None |
Weaknesses: | None |
Replacements: | Auxiliary Fusion Reactor |
Realizing that certain situations were going require more defenses than most ICC ships had available, ICC Command engineered the Auxiliary Shield Generator. Based off the same modular foundation as the Auxiliary Fusion Reactor, this generator was built to provide additional defenses to a ship. When installed, the generator only provides Shields to the arc it is positioned on, allowing captains to decide which arc they wish to protect.