A bit inspired by a thread over in the AoR boards discussing Droideka shields. I've come up with an alteration to shield generators to better represent how a shield protects you.
The current rules give you defense, making you harder to hit. Which isn't at all what a shield actually does. Its makes you tougher to hurt, not hit. Both ships and personal scale shields do this.
Shield rules: Some items project an energy field which absorbes incoming damage. Personal Shield Generators provide additional Soak for an individual on top of any Soak mitigated by armor and natural toughness. The soak provided by a shield generator cannot be used against melee attacks. When using a grenade against a foe with a shield generator, the firer may suffer 2 setback die to attempt to make the grenade roll inside the shield. If successful, the attack with the grenade ignores the soak provided by the shield.
Each Shield Generator is its own mechanical system that has a System Strain Threshold, representing its power reserves. When a target with a shield generator takes damage, note how much of the damage was reduced by the shield's soak value. Reduce the damage taken by the shields before reducing it from other sources of soak. The shields get hit first after all.
Example: Pash has a basic soak of 3, plus 2 for his padded armor. He also has a Personal Shield Generator which provides soak of 3. He has a total of 8 soak. If he is hit by a blaster pistol for 10 points of damage he will suffer 2 wounds, and his Shield Generator will suffer 3 system strain. If he had only been hit for 6 points of damage, he would have suffered no wounds and his shield generator would still suffer 3 system strain, as you reduce the damage from the shield first.
When a Shield Generator suffers its maximum system strain, the shield collapses and ceases to provide any more soak until it is recharged. Each full hour of charging removes 5 system strain, a shield generator cannot be restarted till its System Strain reaches zero.
Shields and weapon qualities: The soak provided by personal shields cannot be negated by attacks with the Breech or Pierce weapon qualities. Attacks with the Ion quality completely ignore personal shields.
Example: Pash is unfortunate enough to have been caught in the blast of a Thermal Detonator. The attack causes 17 damage with Breach 1 quality. Pash has a total soak of 8. Normally, Breach 1 would totally ignore his soak, but 3 of his soak comes from his personal shield generator. That soak is not ignored by Breach. So Pash only suffers 14 wounds instead of 17.
Personal Shield Generator: Cost/Rarity: same as in main rules
Soak: 3
System Strain: 10
Encumbrance: 2
Mods: Two Soak +1 mods, One System Strain +5 mod
Advanced Personal Shield Generator: Cost/Rarity: 35,000/9R
There are certain personal shield generators which provide even more exceptional protection than their more common counterparts. Certain models even have the ability to recharge themselves using ambiant energy. Such devices are incredibly rare, and often suffer mechanical problems. At the end of every round during an encounter, the wearer makes an easy Mechanics check with 1 threat die. For every net success, the shield generator recovers 1 system strain. The check is upgraded twice if the shield generator is at maximum system strain. The GM may spend a Dispair to cause the generator to malfunction for the rest of the encounter. The GM may spend 2 Dispair to cause the generator to break and cease working till repaired with a Hard mechanics check.
Soak: 5
System Strain: 15
Encumbrance: 4
Mods: Two soak +1 mods, two system strain +5 mods
I'll post up some news rules for ship shields later.
Edited by BadMotivator