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==='''Game Notes'''=== ===='''Phase Shift Armor'''==== While activated, PS armor makes whatever it is equipped to invulnerable to all ballistic and explosive weapons damage. If the equipped vehicle or item is operating on an Ultra compact Energy battery, then the PS armor drains the battery of a number amount of points equal to its Hull Dice, per round, until the battery is drained or the PS armor is deactivated. Also, the battery is drained of power every time it is hit by enemy weapons fire, depleting the battery of a number equal to the weapon's Damage Dice. PS armor does not work against energy weaponry of most kinds (such as lasers or energy beams, lightsabers or beam sabers). An alternate method (if players/GMs wish for an easier time of things), is to have the PS armor or weapon Damage Dice (one or the other) only deplete the battery by one point per round. If they wish for an even easier time of it, they can have the battery be depleted by one point from both of these. This variant on the rules makes the battery last much longer, but will lead to whatever it is equipped to being almost invincible and takes away the feeling of limitation meant to be felt by PS armor and the Ultra compact Energy Batteries. ===='''Trans Phase Armor'''==== This variant operates exactly like Phase Shift Armor, however, instead of depleting the Ultra compact Energy Battery of the number of Hull Dice every round while active, it only does so when directly hit by weapons fire with the number of Damage Dice of the weapon. This leaves much more energy to be used by heavy energy weapons. ===='''Variable Phase Shift Armor'''==== This works somewhat like PS armor. However, it can be altered for different energy consumption, either weakening the PS armor to conserve power, allowing better defense than normal but not maximum for more power to be used by other systems, or, it can have more power diverted to it to allow for more defense than normal PS armor. If less power is used, reduce the number of "Hull Dice" reduced from the battery by one point per lesser Dice. The number reduction means ballistic and explosive weapons now have a chance of damaging the Mobile Weapon (or whatever the PS armor is equipped to), but still not full damage. Whatever Hull Dice are still powered by PS armor, this number is reduced from incoming weapons fire Damage Dice. So, if you have a 5D Hull, but only have 3D PS armor active, then an incoming missile of 8D is reduced to 5D Damage. If more power is used by the PS armor past its Hull Dice number, then every extra "Dice" number used past its Hull Dice Number (with a max extra number being no more than double the Hull Dice) adds to its Energy Weapon resistance rolls with Hull Dice. So, if you have a Hull of 5D and add the 3D more to the PS armor, then the Hull rolls 5D+3 to resist energy weapon damage, and also remains immune to ballistic and explosive weapons damage (so long as the Battery still has power and the PS armor remains active). Remember, VPS armor can only do this to a maximum of double the Hull Dice. So if you have 5D Hull, you can only make this resistance 5D+5.
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