"Forward shields down to 23%, Captain!  Recommend we route some power
from rear shields!"

You'll never hear this in a GURPS Space game.  Why?  Because shields
(known as Screens in GURPS Space 3eR) don't degrade.  Rather, they gain
energy levels.  While this gaining of energy levels is most likely
closer to how Screens would actually work, it leaves a little to be
desired for the more cinematic games.  Also, why is it that every ship
has exactly eight Screens levels?

This document is a set of alternate rules for Screens as described in
GURPS Space, 3rd Edition Revised.  Though designed nicely to be used all
at once, it's not necessary to do so.

* Screens with other than eight Energy Levels:  The Energy Levels as
described are a function of the physical Screen generators;  therefore,
altering the number of Energy Levels will alter the mass (and therefore
cost) of the system.  Divide the number of Energy Levels you want by
eight, and multiply by the mass of the Screen system.  For example, for
a ship with merely two Energy Levels, the mass of the Screen system
would be 1/4 normal.

* Depleting Screens:  Under these rules, Screens act as usual for their
DR, for purposes of attenuating damage.  But instead of Energy Levels,
Screens have Hit Points and Toughness.

 ->          Determine a Screen's Toughness by dividing its DR by two
        (dropping fractions).  Determine a Screen's Hit Points by
        multiplying its DR by four.

 ->          When a Screen takes a hit, reduce the incoming damage by the
        Screen's DR before applying to armour or hull Hit Points.  Then
        start again with the weapon's initial damage.  Reduce this
        damage by the Screen's Toughness.  Apply any remaining damage,
        up to the total DR of the Screen, to the Screen's Hit Points.
        When a Screen's Hit Points reach zero (or less), the Screen has
        burned out.

 ->          Screens can be recharged;  Divide the total energy requirement
        of the Screen by the Screen's DR, then double the result.  This
        is the number of Megawatts required to recharge one Screen Hit
        Point in one turn.  So dropping Screens to recharge will recover
        half the Screen's DR in Hit Points per turn.  Of course, more
        power can be diverted from other systems to recharge Screens
        faster.

Functionally, these rules are identical to the original, save that it
allows for 'grainier' results.  If a shot just barely penetrates the
Screen's Toughness, the Screen will lose only a fraction of its
capacity, not an automatic eighth.

* Split Screens:  A Screen system may be split between different facings
- for example, front and rear.  This requires no more power - the total
surface area of the ship is still Screened - but does require more
emitters and control equipment.  For each segment that a Screen is split
into, increase the total mass requirement by 10%.  For example, if the
GM rules that screens are split into the six hexside facings, then the
total mass of a screen system will be 50% greater than normal.

* Transferring Power:  If using both Split Screens and Depleting
Screens, it is possible to transfer Hit Points from one Screen segment
to another.  Up to the toughness of the Screen can be transferred in one
turn, and requires an Electronics Operation:  Screen Systems-2 or
Engineering:  Screen Systems roll to perform.

* Doubling Screens:  Transferring power can be used to temporarily
increase one Screen segment at the expense of another.  A Screen can be
increased to double its normal Hit Points by transferring power.
However:  (a)  The Screen segment that is deprived of Hit Points cannot
regenerate while the augmented Screen segment is still overcharged, and
(b)  Augmented Screen segments will 'bleed' one Hit Point per turn until
they reach their normal capacity.

I realize that these are complications, not simplifications, but hey -
we're GURPS players.  We're used to complications.

Comments?

                
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