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	<title>StarCitizen:Shield generator - Revision history</title>
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	<updated>2026-04-09T10:03:01Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://wiki.sasgaming.net/index.php?title=StarCitizen:Shield_generator&amp;diff=63340&amp;oldid=prev</id>
		<title>imported&gt;TheBookfinder: added shield grade section</title>
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		<updated>2026-01-25T20:43:02Z</updated>

		<summary type="html">&lt;p&gt;added shield grade section&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;A &amp;#039;&amp;#039;&amp;#039;shield generator&amp;#039;&amp;#039;&amp;#039; is a [[StarCitizen:Ship components|component]] which generates a protective energy barrier around a [[StarCitizen:ships|ship]] in [[StarCitizen:Star Citizen]]. Shields deflect projectiles, explosions, debris, and certain shields restrict the movement of air.&amp;lt;ref name=&amp;quot;:0&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Operation ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shield Generators&amp;#039;&amp;#039;&amp;#039; serve as an essential middle step to the generation of a protective shield, transforming power received from a [[StarCitizen:power plant]] into a form of energy suitable for projection by [[StarCitizen:Shield emitter|shield emitters]] as a protective field. A [[StarCitizen:Ships|ship]] can actively operate two shield generators at a time, with any spare generators forming a reserve to come online when an active generator goes down.&amp;lt;ref&amp;gt;Star Citizen Live: Ship Showdown Q&amp;amp;A (timestamped): https://www.youtube.com/watch?v=R97aCFJmPSQ&amp;amp;t=1530s&amp;lt;/ref&amp;gt; When impacted with energy (such as an [[StarCitizen:Ship weapons#Energy weapons|energy weapon]]), shields absorbs the incoming energy, weakening the shield in the process but protecting the ship.&amp;lt;ref name=&amp;quot;:0&amp;quot;&amp;gt;{{Cite RSI|url=https://robertsspaceindustries.com/comm-link/engineering/14489-Design-Notes-Shields-Management|text=Design Notes: Shields &amp;amp; Management|accessdate=2023-10-18}}&amp;lt;/ref&amp;gt; Only when the shields are downed will the incoming energy inflict damage upon the ship&amp;#039;s hull. Shields are effective against ballistic projectiles but will only absorb a significant fraction of the projectiles&amp;#039; damage potential, the remainder penetrating to reach the ship&amp;#039;s hull.&amp;lt;ref name=&amp;quot;:0&amp;quot; /&amp;gt; Shield generators come in multiple sizes, and have varying levels of segmentation (single &amp;#039;bubble&amp;#039;, front/back, quadrant, etc.).&amp;lt;ref name=&amp;quot;:0&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Civilian&amp;#039;&amp;#039;&amp;#039;: Average stats across the board. Reliable and easy to maintain.&amp;lt;ref name=&amp;quot;:1&amp;quot;&amp;gt;{{Cite RSI|url=https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/alpha-4-1-1-patch-watch-it-s-the-little-things/7898561|text=Alpha 4.1.1 - Patch Watch|accessdate=2025-10-10}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Competition&amp;#039;&amp;#039;&amp;#039;: Excellent shield regeneration and a rather quick reboot after collapse, but with lower max health. Perfect for hit-and-run or short, reactive engagements.&amp;lt;ref name=&amp;quot;:1&amp;quot; /&amp;gt;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Industrial&amp;#039;&amp;#039;&amp;#039;: The highest health pool among all classes. However, regeneration is slow and reboot time after collapse is long. It is best to tank a lot of incoming damage.&amp;lt;ref name=&amp;quot;:1&amp;quot; /&amp;gt;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Military&amp;#039;&amp;#039;&amp;#039;: Strong in both health and regen, making it the go-to for direct combat. Downsides include a longer reboot after collapse.&amp;lt;ref name=&amp;quot;:1&amp;quot; /&amp;gt;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Stealth&amp;#039;&amp;#039;&amp;#039;: The lowest health and regen rate but reboots extremely quickly. Great for skirmishes or situations where you need to get in and out fast.&amp;lt;ref name=&amp;quot;:1&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shield grade ==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;A&amp;#039;&amp;#039;&amp;#039;: The best possible performance, usually has an additinal Sub Item slot.&amp;lt;ref name=&amp;quot;:2&amp;quot;&amp;gt;{{Cite RSI|url=https://robertsspaceindustries.com/en/comm-link/engineering/16193-The-Shipyard-Other-Ship-Items|text=The Shipyard, other ship items|accessdate=2017-10-24}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;B&amp;#039;&amp;#039;&amp;#039;: A good upgrade to performance, may have an additional Sub item slot.&amp;lt;ref name=&amp;quot;:2&amp;quot; /&amp;gt;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;C&amp;#039;&amp;#039;&amp;#039;: The standard item for most ships be default, average performance.&amp;lt;ref name=&amp;quot;:2&amp;quot; /&amp;gt;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;D&amp;#039;&amp;#039;&amp;#039;: Lower grade, generally makes up the NPC/AI populace, good for emergency use to get through troubles.&amp;lt;ref name=&amp;quot;:2&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
{{Outdated}}&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Rapid Charge&amp;#039;&amp;#039;&amp;#039; shields with low recharge delay and high recharge value, offset by weaker base shields with lower HP. They are often found in racing ships.&amp;lt;ref name=&amp;quot;:02&amp;quot;&amp;gt;{{Cite RSI|url=https://robertsspaceindustries.com/comm-link/engineering/14489-Design-Notes-Shields-Management|text=Design Notes: Shields &amp;amp; Management|accessdate=2023-10-18}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Durable Item&amp;#039;&amp;#039;&amp;#039; shields have reinforced components with strong component HP and boosted shield HP at the expense of a higher signal. They are often found in industrial ships.&amp;lt;ref name=&amp;quot;:02&amp;quot; /&amp;gt;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Direct Damage Shell&amp;#039;&amp;#039;&amp;#039; shields have Improved direct fire absorption with reduced splash damage absorb. They are often found in civilian ships.&amp;lt;ref name=&amp;quot;:02&amp;quot; /&amp;gt;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Splash Damage Guard&amp;#039;&amp;#039;&amp;#039; shields have Improved splash damage absorption with reduced direct fire absorb. They are often found in civilian ships.&amp;lt;ref name=&amp;quot;:02&amp;quot; /&amp;gt;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Second Skin&amp;#039;&amp;#039;&amp;#039; shields have Improved overall damage absorption with higher power draw. They are often found in military ships.&amp;lt;ref name=&amp;quot;:02&amp;quot; /&amp;gt;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Hard Light&amp;#039;&amp;#039;&amp;#039; shields have substantially improved shield HP and absorption with increased Heat generation. They are often found in military ships.&amp;lt;ref name=&amp;quot;:02&amp;quot; /&amp;gt;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Phalanx&amp;#039;&amp;#039;&amp;#039; shields are point defense shields that provides a very strong but limited protective face. They are mostly found in Tevarin ships.&amp;lt;ref&amp;gt;{{Cite RSI|url=comm-link/transmission/15614-Esperia-Prowler-Q-A-Part-2|text=Esperia Prowler Q&amp;amp;A Part 2}}&amp;lt;/ref&amp;gt; They have 100% ballistic absorption and massively increased shield hardening ability.&amp;lt;ref&amp;gt;{{Cite RSI|url=https://robertsspaceindustries.com/comm-link/engineering/17745-Q-A-Esperia-Talon|text=Q&amp;amp;A: Esperia Talon}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Airshields&amp;#039;&amp;#039;&amp;#039; are energy barriers that trap air while allowing other objects to pass through.&lt;br /&gt;
&lt;br /&gt;
====History of Airshields====&lt;br /&gt;
During the [[StarCitizen:First Tevarin War]], human ship technology was relegated to launch tubes for fighters and isolated personnel carriers for troop deployment out of atmosphere, an unwieldy and time-consuming process. While the Humans were dragged down by their technology, the [[StarCitizen:Tevarin]] were freed by theirs. Localized airshields along the body of the main [[StarCitizen:Tevarin dropship]] allowed the [[StarCitizen:Tevarin]] elite [[StarCitizen:Naulle]] to move from ship to space without needing to open a door, which permitted the dropship to move quickly and quietly. After the defeat of Tevarin in the war, the study and use of these airshields on the dropship unlocked vast technological advances in Human development, many of which are still in daily usage today.&amp;lt;ref&amp;gt;{{Cite RSI|url=media/dy3ea8fjrv3imr/source/Prowler-Manual-1980x1020v2.pdf|text=Esperia Prowler Manual v2}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shield Generators ==&lt;br /&gt;
{{#ask:&lt;br /&gt;
 [[Category:Shield generators]]&lt;br /&gt;
 [[StarCitizen::+]]&lt;br /&gt;
 |?Size&lt;br /&gt;
 |?Class&lt;br /&gt;
 |?Grade&lt;br /&gt;
 |?Shield health point=Shield health&lt;br /&gt;
 |?Shield point regeneration=Regen rate&lt;br /&gt;
 |?Shield damage delay=Regen delay&lt;br /&gt;
 |?Shield down time=Down time&lt;br /&gt;
 |?Power to EM=PWR per EM&lt;br /&gt;
 |?Temperature to IR=°C per IR&lt;br /&gt;
 |?Distortion health&lt;br /&gt;
 |?Manufacturer&lt;br /&gt;
 |format=datatables&lt;br /&gt;
 |limit=1000&lt;br /&gt;
 |datatables-mark=true&lt;br /&gt;
 |datatables-searchPanes=false&lt;br /&gt;
 |datatables-searchPanes.initCollapsed=true&lt;br /&gt;
 |datatables-searchPanes.columns=1,2,3,11&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship components]]&lt;br /&gt;
{{Short description|Vehicle component that generates protective energy barrier}}&lt;/div&gt;</summary>
		<author><name>imported&gt;TheBookfinder</name></author>
	</entry>
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