Star Wars – EDF-A
Equipment Data File – Armour
Personal Deflector Shield
SW Armour Companies – AKT, Atlas Corp, BioTech, Creshaldyne, IDMR, Industrial Automaton, Kaminoan Armoursmiths, Mandalorian, Merr-Sonn, Min-Dal, Neuro-Saav, Pretormin Environmental, TaggeCo, Tenloss Syndicate
Generic Items available to all Armour companies – Heavy Clothing, Personal Deflector Shield, Superior Armour Customisation and Vacuum Sealed
- Generic Only
From Age of Rebellion
Rare, expensive, and difficult to use, personal deflector shields are one of the few types of personal armor capable of withstanding sustained blaster fire. While they can be found in many different styles and models, most personal deflector shields use limited scope ray/particle shields that deflect or completely block incoming fire. They are incredibly inefficient, requiring an immense amount of power to operate, and can only be used for short periods of time. Typically, a PDS can be used for ten minutes before requiring a recharge. Recharging a personal shield requires three hours and access to the proper facilities. There are very few mass-produced examples of personal deflector shields, as the technology required to generate a shield powerful enough to stop blaster fire, but weak enough to not give the user extreme radiation poisoning, is rare. As such, those few units that can be found in the galaxy are usually custom-built one-offs that are often dangerous to wear.
From Edge of the Empire
Though rare, bulky, and difficult to use, personal deflector shields are one of the few defenses that can stand up to blaster fire. Deflector shields use limited ray/particle shielding that deflects and blocks incoming projectiles. They are difficult to use because the power drain is extraordinary, meaning they only work for a limited length of time.
The shield has enough power to last about ten minutes. Recharging a deflector shield requires three hours and electrical facilities.
Modern galactic companies do not generally produce personal deflector shields. The technology to make one that does not emit enough radiation to kill an organic user is very rare, and those that exist are almost always custom-built.
Fantasy Flight Rules – Personal Deflector Shield
- Source: Age of Rebellion Core Rulebook (sw-ffg-ar-cr-185), Edge of the Empire Core Rulebook (sw-ffg-ee-cr-169)
- Personal Deflector Shield – Defence: 2, Soak: 0, Encumbrance: 3 (or 1 if worn), Hard Points: 0, Price: 10,000 credits, Rarity: 8
- When the wielder is using a personal deflector shield, the GM can spend any Despair the wielder generates to have the shield run out of power for the remainder of the encounter.
- 2022-03-24 – Updated with content from Age of Rebellion.
- 2021-12-30 – Added in link to age of rebellion core rulebook.
Armour Modifications: Cortosis Weave (8), Enhanced Optics Suite (3), Heating System (3), Optical Camouflage System (6), Strength Enhancing System (4), Superior Armour Customisation (6), Thermal Shielding System (3), Vacuum Sealed (3)
Cybernetics: Brain Implant (6), Cyberarm (Mod V (6), Mod VI (6)), Cyberleg (Mod II (6), Mod III (6)), Cyberscanner Limb (7), Eyes (6), Immune Implant (6), Implant Armour (6), Prosthetic Replacement (Limb (4), Organ (4)), Weapon (7)
Security: Advanced Flesh Camouflage Kit (R7), Binders (0), BlackOps Data Breaker (R6), Comm Jammer (3), Comm Scrambler (R5), Disguise Kit (4), Electronic Lock Breaker (R5), Personal Stealth Field (9), Restraining Bolt (0), Slicer Gear (4)
Spice: Avabush (dose (R6), crate (R7)), Booster Blue (dose (R5), crate (R6)), Death Sticks (dose (R1), crate (R2)), Glitterstim (dose (R7), crate (R8)), Lesai (dose (R9), crate (R10)), Yarrock (dose (R8), crate (R9))
Tools: Backpack (0), Climbing Gear (2), Datapad (1), Emergency Repair Patch (1), Extra Reload (1), Fusion Cutter (2), Fusion Lantern (2), Glowrod (0), Jet Pack (7), Load-Bearing Gear (3), Military Field Manual (4), Tool Kit (2), Utility Belt (0)
Blaster: Bowcaster (7), Carbine (5), Disruptor (Pistol (R6), Rifle (R6)), Heavy Pistol (6), Heavy Repeating (R8), Heavy Rifle (6), Holdout (4), Ionization (3), Light Pistol (4), Light Repeating (R7), Pistol (4), Rifle (5)
Modifications: Augmented Spin Barrel (4), Balanced Hilt (5), Blaster Actuating Module (4), Bipod Mount (1), Bowcaster Accelerator Enhancement (4), Bowcaster Automatic Re-Cocker (3), Filed Front Sight (0), Forearm Grip (1), Marksman Barrel (4), Mono-Molecular Edge (5), Multi-Optic Sight (3), Serrated Edge (1), Shortened Barrel (4), Spread Barrel (4), Superior Weapon Customisation (6), Telescopic Optical Sight (1), Tripod Mount (3), Under-Barrel (Flame Projector (R5), Grenade Launcher (R5)), Weapon Harness (2), Weapon Sling (0), Weighted Head (3)
Lightsaber: Lightsaber (R10)
Modifications: Rubat Crystals (R10)
Game Management: Annotated Stat Block, Character Creation, Choosing a New Campaign, Creating a Galaxy Map, Ending three year campaign, GM’s Luck Roll, Running Games over Skype, Tracking Experience, 2016 Campaign
References: for Characters, for GMs, Dice, Items (Lightsabers, Modifying, Purchasing, Qualities), Knight Level Play, Mechanics (Awareness, Duty, Morality, Obligation), Movement (Personal, Planetary, Vehicles), Roles (Bounty Hunting, Investigations), Secrets (Empire, Jedi, Rebels, Sith)
This site is constantly under revision, no blog posts are final as this is a work in progress place for me to develop my game settings and rules. Some posts might be placeholders for future content, so feel free to check back later for updated information.