Shields
Shields are a type of Equipment. Not to be confused with the Barrier generating Flickerfields, Shields are your traditional hand held physical barricade that help block or deflect blows.
Shields serve as a unique type of Equipment, providing some bonuses passively, even when Holstered and further bonuses when Equipped in a Hand Slot. Below you will find the necessary information to interpret the above table and how their various Bonuses work, so you can best use Shields in game.
Shield Name
The Shield Name is the name of the [Item]. This can be used to search the [Item] on the website.
Archetype
[Archetype] is a mechanical term, defining what type of [Item] it is. This is mostly used to specify between different types of [Items]. All [Shields] are the [Shield] [Archetype].
Requirements
The [Requirements] of a [Shield] are the [Stats] required to [Equip] or [Holster] the [Item]. This is typically [Brawn].
Drag
The [Drag] of a [Shield] reduces the [Speed] of the user while it is [Holstered] or [Equipped].
Hardpoints
The [Hardpoints] of a [Shield] reflects how many [Mods] can be installed. See Mod for more information.
Upkeep
The [Upkeep] of a [Shield] is how expensive it is to maintain. [Upkeep] is paid at the start of every [Cycle], otherwise the [Shield] will cease to function.
Effects
The [Effects] of a [Shield] are the unique rules and effects it conveys to the [Entity] using the [Shield]. See the specific [Shield] for additional information.
Product Line
The Product Line is what corporation makes this specific line of [Shields]. There are always many competing products, and many of the Corporations have different versions, some similar, some wildy different.
Subtype
[Subtype] is a mechanical term, defining what type of an [Archetype] it is. This is mostly used to specify between different types of [Shields], most commonly by [Mods]. [Shields] come in [Light], [Medium], [Heavy] and [Industrial] [Subtypes].
Armour (A) / Ward (W) / Resolve (R)
[Armour], [Ward] and [Resolve] are [Ratings], primarily used to [Mitigate] [Damage]. A [Shield] provides it's [Armour], [Ward] and [Resolve] to the [Entity] if it is [Equipped] or [Holstered].
Clunk
The [Clunk] of a [Shield] reduces the [Evasion] of the user while it is [Holstered] or [Equipped].
Value
The [Value] of a [Shield] reflects it's financial worth, in [Credits]. While various merchants and vendors may adjust the prices to acquire their goods, the cost to buy or sell a [Shield] is based on it's [Value].
Traits
The [Traits] of a [Shield] are [Abilities]. They effect how it is used, or the [Entity] using the [Shield]. See the specific [Trait's] page for additional information.
Find below links to all available Shields.
