Jump to content
Main menu
Main menu
move to sidebar
hide
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Special pages
Aurora 4x Wiki
Search
Search
Appearance
Create account
Log in
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Editing
Defensive Systems
(section)
Page
Discussion
English
Read
Edit
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
View history
General
What links here
Related changes
Page information
Appearance
move to sidebar
hide
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
= Defensive Systems = Defensive Systems covers all technologies related to ship survivability, including armour, shields, cloaking, thermal reduction, and damage control. These technologies determine how well a ship can avoid detection, absorb damage, repair itself, and mitigate incoming threats. == Damage Control == Damage Control systems allow ships to repair internal damage without requiring a shipyard. {| class="wikitable" ! Type !! Damage Control !! Improved Damage Control !! Advanced Damage Control !! Commercial Damage Control |- ! Repair Capacity (HS) | 4 || 8 || 12 || 4 |- ! RP Cost | 5,000 || 15,000 || 45,000 || 5,000 |} == Armour == Armour protects the hull of ships from incoming damage. Stronger armour provides more protection per hull space. === Armour (Tier 0β5) === {| class="wikitable" ! Type !! Structural Shell !! Conventional Steel Armour !! Conventional Composite Armour !! Conventional Advanced Composite Armour !! Duranium Armour !! High Density Duranium Armour |- ! Str/HS | 0 || 1 || 2 || 3 || 4 || 6 |- ! RP Cost | 50 || 125 || 250 || 375 || 500 || 2,500 |} === Armour (Tier 6+) === {| class="wikitable" ! Type !! Composite Armour !! Ceramic Composite Armour !! Laminate Composite Armour !! Compressed Carbon Armour !! Biphase Carbide Armour !! Crystalline Composite Armour !! Superdense Armour !! Bonded Superdense Armour !! Coherent Superdense Armour !! Collapsium Armour |- ! Str/HS | 8 || 10 || 12 || 15 || 18 || 21 || 25 || 30 || 36 || 45 |- ! RP Cost | 5,000 || 10,000 || 20,000 || 40,000 || 80,000 || 150,000 || 300,000 || 600,000 || 1,250,000 || 2,500,000 |} == Shield Technology == Shields absorb incoming energy damage and regenerate over time. Higher-level shields provide more protection for the same generator size. === Shield Type === {| class="wikitable" ! Type !! Alpha !! Beta !! Gamma !! Delta !! Epsilon !! Theta !! Xi !! Sigma !! Tau !! Psi !! Omega !! Omicron |- ! Strength Multiplier | 1.0 || 1.5 || 2.0 || 2.5 || 3.0 || 4.0 || 5.0 || 8.0 || 10.0 || 12.0 || 15.0 || 6.0 |- ! RP Cost | 1,000 || 2,000 || 4,000 || 8,000 || 15,000 || 30,000 || 60,000 || 250,000 || 500,000 || 1,000,000 || 2,000,000 || 120,000 |} === Shield Regeneration Rate === Regeneration amount per 300 seconds. {| class="wikitable" ! Rate !! 1 !! 1.5 !! 2 !! 2.5 !! 3 !! 4 !! 5 !! 6 !! 8 !! 10 !! 12 !! 15 |- ! RP Cost | 1,000 || 2,000 || 4,000 || 8,000 || 15,000 || 30,000 || 60,000 || 125,000 || 250,000 || 500,000 || 1,000,000 || 2,000,000 |} === Maximum Shield Generator Size === Maximum hull space (HS) for shield generators. {| class="wikitable" ! Max Size (HS) !! 10 !! 12 !! 15 !! 20 !! 25 !! 32 !! 40 !! 50 |- ! RP Cost | 1,000 || 2,000 || 4,000 || 8,000 || 15,000 || 30,000 || 60,000 || 120,000 |} == Cloaking Technology == Cloaking reduces sensor detection range and determines the minimum size and efficiency of cloaking devices. === Cloaking Theory === {| class="wikitable" ! Technology !! RP Cost !! Description |- | Cloaking Theory || 10,000 || The prerequisite technology for all cloaking systems and related advancements. |} === Cloaking Efficiency === Higher efficiency allows a cloak of a given size to be mounted on a larger ship. {| class="wikitable" ! Efficiency !! 3 !! 4 !! 5 !! 6 !! 8 !! 10 !! 12 !! 15 |- ! RP Cost | 4,000 || 8,000 || 15,000 || 30,000 || 60,000 || 125,000 || 250,000 || 500,000 |} === Cloak Sensor Reduction === Reduces the range at which hostile sensors can detect the ship. {| class="wikitable" ! Reduction !! 75% || 80% || 85% || 90% || 93% || 95% || 97% || 98% || 99% || 99.5% |- ! Multiplier | 0.25 || 0.20 || 0.15 || 0.10 || 0.07 || 0.05 || 0.03 || 0.02 || 0.01 || 0.005 |- ! RP Cost | 4,000 || 8,000 || 15,000 || 30,000 || 60,000 || 125,000 || 250,000 || 500,000 || 1,000,000 || 2,000,000 |} === Minimum Cloak Size === Minimum hull space (HS) for cloak components. {| class="wikitable" ! Size (HS) !! 25 || 20 || 15 || 12 || 10 || 8 || 6 || 4 || 3 || 2 |- ! RP Cost | 1,000 || 2,000 || 4,000 || 8,000 || 15,000 || 30,000 || 60,000 || 125,000 || 250,000 || 500,000 |} == Thermal Reduction == Reduces thermal signature of engines, making ships harder to detect with thermal sensors. {| class="wikitable" ! Signature !! 100% || 75% || 50% || 35% || 24% || 16% || 12% || 8% || 6% || 4% || 3% || 2% || 1% |- ! Multiplier | 1.00 || 0.75 || 0.50 || 0.35 || 0.24 || 0.16 || 0.12 || 0.08 || 0.06 || 0.04 || 0.03 || 0.02 || 0.01 |- ! Thermal Efficiency | 1.0 || 1.25 || 1.5 || 1.75 || 2.0 || 2.25 || 2.5 || 2.75 || 3.0 || 3.25 || 3.5 || 3.75 || 4.0 |- ! RP Cost | 1 || 1,500 || 3,000 || 6,000 || 12,000 || 25,000 || 50,000 || 100,000 || 200,000 || 400,000 || 750,000 || 1,500,000 || 2,500,000 |} == Research Fields == * [[Biology and Genetics]] * [[Construction and Production]] * [[Defensive Systems]] * [[Direct Fire Weapons]] * [[Ground Research|Ground Combat]] * [[Logistics]] * [[Missile Research|Missiles]] * [[Power and Propulsion]] * [[Sensors and Control Systems]] [[Category:Research]]
Summary:
Please note that all contributions to Aurora 4x Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Aurora 4x Wiki:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Search
Search
Editing
Defensive Systems
(section)
Add topic