Starship - Shields up all time.


Starfinder Adventure Path General Discussion

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My players bring me upside down, the last one is, that they want to travel with the starship always with their shields raised because they allege that there are always ship combats and that way they cannot be ambushed and they do not lose arming shields, ( and weapons) and can attack earlier.
Any ideas?
As far as I know, I know that ships do not travel with raised shields and armed weapons. But I can't get the players to see it.


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As far as I know, Starfinder isn't like Star Trek where a ship has to "raise shields and arm phasers." I don't think there's a particular action in starship combat to turn on shields (though there is to rebalance them), nor do weapons need time to power up before being fired. So in other words, I guess I'd let them do it.

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ummm. i don´t think so.
in all games i play, all starship don´t have Shields and weapon enable.
in fact, in game, it indicates that the combat begins when the alarms go on because the enemy ship raises shields and enable weapons.
Also, I remember, (I speak from memory) that in the shields section, it says that a starship has two shields, one for travel that protects against the impacts of asteroid and small objects, this protection is always active, and the combat shields activates in combat.
In addition, systems can turn on and off depending on the Power Core.


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Furansisuco wrote:

ummm. i don´t think so.

in all games i play, all starship don´t have Shields and weapon enable.
in fact, in game, it indicates that the combat begins when the alarms go on because the enemy ship raises shields and enable weapons.
Also, I remember, (I speak from memory) that in the shields section, it says that a starship has two shields, one for travel that protects against the impacts of asteroid and small objects, this protection is always active, and the combat shields activates in combat.
In addition, systems can turn on and off depending on the Power Core.

These are the only bits about shields in the CRB:

Understanding Starships wrote:
Shields: This lists the ship’s shield system and Shield Points (SP), which represent the amount of damage the ship’s shields can take before they become depleted. SP are assigned to particular quadrants (forward, port, starboard, or aft). These quadrants correspond in orientation to the starship firing arcs (see Attacks below).
Shields wrote:
While almost every ship has simple navigational shielding to prevent damage from tiny bits of debris, this protection does little to stop a starship from being damaged by lasers, missiles, and larger impacts. To defend against such threats, a ship has energy shields, though these shields don't count as force effects. Projectors mounted around the ship create a barrier that absorbs damage from attacks. Each attack reduces the number of Shield Points (SP) in a given arc until that arc's shields are depleted, after which point all further damage in that arc reduces the ship's Hull Points. See Damage on page 304 for more information. Shield Points regenerate over time and can eventually be used again, but this regeneration occurs only when the ship is not in combat or otherwise taking damage. Shields must be attached to a functional power core in order to regenerate; the rate of regeneration is listed in the table below.

The bit about nav shields is what you're remembering. However, that appears to be in there primarily because you can build a ship without the shield system if you want to.

Beginning Starship Combat wrote:

When the crew of a starship has hostile intentions toward another vessel, they go to their battle stations and activate their starship’s targeting systems. This is clearly obvious to all other starships in the vicinity with working sensors, though there could still be a chance a hostile vessel can be talked down, if the GM allows it.

In general, the GM decides when starship combat begins, where the combatants are, and which way their starships are facing. This might mean that both sides are facing each other from opposite sides of the grid. However, their relative positions and facing can also be established randomly. Roll 3d6+5 to determine how many hexes separate the opposing sides. If either side consists of more than one starship, this result is the distance between the highest-tier starship on one side of the battle and its counterpart on the other. Other starships should be placed within 3 hexes of an allied starship. Then, roll 1d6 for each group of starships to determine the facing of the starships in that group, with a 1 meaning the starships are facing the top edge of the grid, and with 2 through 6 proceeding clockwise around the hex.

Note that there is absolutely no mention of shields ever being down except by damage.

Shields are always up when traveling.

Unless the PCs are in some strange scenario, starship combat always starts with all combatants' shields up and weapons armed.

Dark Archive

Quote:
Unless the PCs are in some strange scenario, starship combat always starts with all combatants' shields up and weapons armed.

I think you have not understood my question.

I'm not asking if starship combat starts armed, I take that for granted.
I say travel with shields raised and arms weapons.

ummmm, when I leave work I will look in AP o Starfinder Society Scenario a some introductory text to see and comment on. that maybe I'm wrong.

Quote:
Unless the PCs are in some strange scenario.

You are right here, my question it comes from a scene in AP 3, a surprise assault on starships, which this rule no exist in the Core, and of course, it depends if they are always raised or always travel with navigation shields and only get up in combat.

I remember read in other combat, before start combat, rise shield and arm weapon, how Star Trek reference of our comrade Jhaeman said, I have always thought that it worked like that, because of the references read.


I don't know which one you're referring to when you say 'AP3'. But having run Dead Suns #3 (the third book in starfinder adventure paths) & Signal of Screams (the third adventure path) None of those starship combats start with the player's shields down. Even when the players are ambushed. That tells me that starships always travel with their shields up.

Dark Archive

ummm.
I have tried to find where I read it, but I have failed, almost all the scenes the combat is imminent, and in the few that there is conversation to avoid the combat and that option fails, (what I was looking for) does not say anything either.
In virtual boards there is an option to connect and disconnect systems (in shields) and that perhaps will also encourage me to think that it could be done like this, although it is not an excuse.

Anyway, I will follow your advice, thanks for the help.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Yeah, shields are definitely always up unless they specifically decide to drop them for some reason.


Pathfinder Starfinder Society Subscriber

Everything I've seen in the game assumes that shields are always up (and that, in fact, they offer some basic, passive protection against planar intrusions as well).


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Probably the only time you would need to worry about shields not being up is if (for some reason) the ship doesn't have enough PCU to run all "powered" systems at once. Perhaps because of an active Cloaking Device.


Furansisuco wrote:
Quote:
Unless the PCs are in some strange scenario, starship combat always starts with all combatants' shields up and weapons armed.

I think you have not understood my question.

I'm not asking if starship combat starts armed, I take that for granted.
I say travel with shields raised and arms weapons.

ummmm, when I leave work I will look in AP o Starfinder Society Scenario a some introductory text to see and comment on. that maybe I'm wrong.

Quote:
Unless the PCs are in some strange scenario.

You are right here, my question it comes from a scene in AP 3, a surprise assault on starships, which this rule no exist in the Core, and of course, it depends if they are always raised or always travel with navigation shields and only get up in combat.

I remember read in other combat, before start combat, rise shield and arm weapon, how Star Trek reference of our comrade Jhaeman said, I have always thought that it worked like that, because of the references read.

If the players have built their vessel so it has enough PCU to power everything at once, then yes, they can have everything running at once 24/7.

It is not uncommon however, for them to have enough BP to fit more stuff on their ship than they'll have the PCU to support simultaneously - and in those cases, they need to establish what is considered powered at any given time.

In short, check the BP/PCU math for their vessel and its systems and expansion bays. If they're over on PCU, you have the right to request they indicate which systems are running when and make sure they're not reaping bonuses/benefits from unpowered devices. If they played conservatively and only put in enough systems to be within the Power Core's PCU allowance, then RAW, they absolutely can have everything going at all times. (THey still need to be motionless for 1 minute to enter/leave Driftspace or to restart their engines if somehow they got shut down).

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