SFS Standard Deflecting Field

Price 10 credits
AC Bonus +1
Speed Penalty
Bulk
Hardness 2
HP (BT) 4 (2)

This shield isn't held—instead, it's installed as an armor or weapon upgrade. A deflecting field appears as a translucent panel integrated into the upgraded item and creates a temporary protective hardlight barrier when activated.

Improvements

Grade Level Upgrade Price Total Price Hardness HP BT
Commercial Deflecting Field 0 10 credits 2 4 2
Tactical Deflecting Field 5 +750 credits 760 credits 5 50 25
Advanced Deflecting Field 8 +2250 credits 3010 credits 5 60 30
Superior Deflecting Field 11 +6000 credits 9010 credits 5 72 36
Elite Deflecting Field 14 +16000 credits 25010 credits 7 84 42
Ultimate Deflecting Field 18 +55000 credits 80010 credits 8 104 52
Paragon Deflecting Field 20 +240000 credits 320010 credits 9 124 62

Traits

Installed:Some shields aren't held but are installed as armor or weapon upgrades. You can Raise a Shield installed as an armor upgrade as normal. Shields can be installed only into weapons with the parry trait. When you use a parry weapon with a shield upgrade to get a bonus to your AC, the shield upgrade emits an inertial dampening barrier, and you automatically Raise a Shield. You can't Raise a Shield installed as a weapon upgrade any other way. If you use the weapon for any other purpose, the shield is no longer raised, and you no longer receive a bonus to your AC.
Tech:Equipment with the tech trait rely on electricity and may gain the glitching condition. Some creatures and hazards also have the tech trait, such as artificial intelligence, robots, and turrets.

Armor with the tech trait incorporate electronics, computer systems, integrated power sources, and a comm unit.

Shields with the tech trait incorporate electronics, computer systems, and integrated power sources.

Weapons with the tech trait incorporate electronics, computer systems, and power sources. Usually the weapons rely on integrated power sources (such as melee weapons that don't have the powered trait), while others drain batteries with each attack.

Cybernetic augmentations are technological, not magical, though they aren't subject to any effect or attack that targets technology unless it specifies that it affects cybernetics.