Since Day 1 of playing the FFG Star Wars, I've been wanting for a good shields rules. And plot wise, the players have forced my hand and we'll be playing out a pretty extensive space battle rather soon . . . HappyDaze and I came up with the following and I'll be putting these to the test relatively soon.
Shields.
Certain ships have shield systems which provide added protections. Most ships of size Sil 4+ are equipped with shields. (Older ship models will not have added shield systems). Only newer or specialized Sil 3 ships can be equipped with advanced micronized shield systems.
Shielded ships have two qualities. Shield Max & Refresh rate. Max Shields are 20 points and Refresh rate is 5 points per turn.
Shields take damage before Armor and HT or SS is affected.
If Deflectors are doubled up or shifted, the shield points also rotate (and can be doubled). However the refresh rate stays at 5 points per turn and the “open” section does not refresh its shields coverage.
<end rule set>
This will the the seventh rule set alteration that I've made for my campaign.
I'm also going to be adopting the Weapon Tracking Quality optional rules (Found elsewhere on these forums, but another GM) and I'm liking how this is shaping up. I guess that's eight rule alterations.