This is an old revision of the document!


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.

Shield Name
Product Line: [Corp Name] - Corp Marketing Slogan
Archetype ArchetypeName Subtype SubtypeName
RequirementA / W / RDragClunkHardpointsValueUpkeep
Brawn: 0 0/0/0 0 0 0 000,000c 000,000c
Traits
Trait - 1, Trait - 2 & Trait - 3.
Effects
Effects and their descriptions


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 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.

Shields by Subtype

Edit this page