Boost Shields: Difference between revisions
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There is a 5% chance that the shield boost roll will result in a critical fail, awarding 0 shield hit points, but generating | There is a 5% chance that the shield boost roll will result in a critical fail, awarding 0 shield hit points, but generating threat equal to 100 times your ship's base shield boost amount. | ||
Latest revision as of 20:52, 4 June 2020
Attempt to regenerate the shields of an ally's ship while in an encounter.
Each ship starts with a base boost amount.
Ship Base Boost Amounts
| Class | Base |
|---|---|
| Light Fighter | 10 |
| Standard Fighter | 25 |
| Assault Fighter | 50 |
| Tempest Fighter | 75 |
| Recon Scout | 50 |
| Support Scout | 100 |
| Overwatch Scout | 200 |
| Harbinger Scout | 300 |
| Light Freighter | 25 |
| Medium Freighter | 50 |
| Heavy Freighter | 100 |
| Cerberus Freighter | 150 |
| JayCo Tanker | 0 |
| Sentinel | 350 |
| Dreadnought | 175 |
| Crusader | 100 |
| SHIP REDACTED | 500 |
Mods
Mods can be used to increase the amount boosted. Shield Boost mods are percentages that are taken from the base amount and then added back to it. Example Base: 100 Mods: 10% Total Max shield boost amount: 110
Boosting Shields
When a pilot chooses to boost another ship's shields the following calculation is run: Ship Base Bonus + random roll between 1/2 total mod percentage and total mod percentage. In the example above, the boost roll will give the ally between 105-110 shield hit points. The boost roll can not fall below the base ship bonus + 1/2 total installed mods.
Critical Fail
There is a 5% chance that the shield boost roll will result in a critical fail, awarding 0 shield hit points, but generating threat equal to 100 times your ship's base shield boost amount.