Shields form the first layer of hit points of a ship. They have inherent regeneration of 1% of their base health per day. All shield techs except Psionic Shields and Dark Matter Deflectors can be obtained through normal research. Psionic Shields can only be acquired as a psionically ascended empire through the appropriate Shroud Event; Dark Matter Deflectors can only be acquired through reverse-engineering Fallen or Awakened Empire ships.
Effective against most energy weapons.
Inherent regeneration makes them sustainable out-of-the-box for operations away from base.
Cheaper Alloys cost than armor.
Vulnerable to kinetic weapons.
Penetrated by guided weapons, strike craft, and some exotic energy weapons (Disruptors, Arc Emitters, and Cloud Lightning).
Advanced shields require Strategic Resource to make.
Energy deflector screens can stop a limited amount of incoming enemy fire before overloading. Their main drawback is that they consume large amounts of power.
These updated deflector screens are capable of soaking up even more punishment before they overload.
These new shield generators represent the next generation of energy screens, replacing the older deflector technology. They offer significantly better protection.
An updated shield generator that produces an even stronger energy field. Only sustained enemy fire can penetrate this barrier.
These reinforced and hardened energy shields are incredibly powerful. The protection they offer is second to none.
Dark Matter Deflectors
These deflectors utilize dark matter to deflect incoming projectiles in a way that seems to utterly defy the laws of nature.
These barriers are generated out of pure psychic energy by a cadre of psionic specialists. They will be able to stop some incoming fire, like our Energy deflector systems, but without the prohibitive power consumption.
These extremely powerful shields are generated out of pure psychic energy by a cadre of psionic specialists. Their powers are further augmented by large arrays of psi emitters.
Auxiliary modules go in Auxiliary slots and have a variety of effects. Regenerative Hull Tissue can be acquired by defeating various spaceborne aliens. Enigmatic Encoders and Decoders can be acquired by defeating the Enigmatic Fortress.
+20 Power Generation
Additional power generation systems increase the ship's reactor output.
Improved Reactor Booster
+50 Power Generation
The discovery of fusion power allows for better reactor boosters to be fitted onto our ships.
Advanced Reactor Booster
+100 Power Generation
The discovery of antimatter power allows for highly advanced reactor boosters that can greatly enhance ship reactors.
Regenerative Hull Tissue
+1 Daily Hull Regen +2 Daily Armor Regen
These bacteria are imprinted with the ship's structural design and will attempt to restore hull integrity should it be compromised.
Nanite Repair System
+3 Daily Hull Regen +4 Daily Armor Regen
A highly effective hull auto-repair system comprised of billions of microscopic nanomachines was found among the smoking remains of the Scavenger, and has been repurposed for our uses. Whether the Scavenger pilfered this system from an ancient derelict, or was originally constructed with it remains unknown.
+10% Shield Hit Points
These capacitors store surplus energy which can quickly be transferred to reinforce a ship's shields.
+10% Sublight Speed +5% Evasion
Afterburners provide additional combat speed for the ship.
+20% Sublight Speed +10% Evasion
These improved afterburners provide even more combat speed for the ship.
+5 Chance to Hit
By installing an auxiliary fire-control system our ships can afford to make more advanced calculations, increasing accuracy.
Orbital Trash Disperser
+25% Orbital Bombardment Damage
This component overwhelms planetary defensive grids with trash data by spamming them with millions of minute, high-velocity projectiles. Ships equipped with this component cause more damage during orbital bombardment.
The Enigmatic Encoder scrambles flight path data according to some indeterminable design before feeding it back to fleet command.
+5 Chance to Hit +5 Tracking
While producing average results in standard tests, the accuracy of Enigmatic Decoder's prediction algorithms seemingly increases as the target's flight path grows more erratic.
While shields have inherent regeneration, armor and hull do not. This means that, by default, damaged ships cannot be restored to full fighting capability without returning to a starbase, which limits operations far away from said starbases. Therefore, securing at least one source of hull and armor regeneration is useful, especially for lengthy offensive operations. Options include:
Regenerative Hull Tissue, and its upgraded version, Nanite Repair System, can be slotted to any ship, making it one of the most reliable sources of regeneration. However, the regeneration rate does not scale with hit points, they both take up a precious auxiliary slot and the Nanite Repair System requires very valuable Nanites in order to function.
The Nanobot Cloud aura can be fitted to Titans, with effects slightly stronger than Regenerative Hull Tissue. Of course, this again takes up a very valuable slot that could have been used for something else.
The Engineer admiral trait gives hull and armor regeneration, but this cannot necessarily be counted on for any particular admiral to have.
Devouring Swarms have inherent hull and armor regeneration.
Psionically ascended empires may have an option for hull and armor regeneration as a Shroud boon. However, this cannot be counted on to be an option at any given time.
A Juggernaut accompanying a fleet can act as a mobile starbase, repairing allied ships.
Capturing an enemy starbase and using it as a forward base allows you to repair inside enemy territory.