Active shields are recalculated at the start of each turn, with a 10% degradation per turn. A shield that is reduced from a positive value to 0 by damage is broken for the rest of the battle and can no longer be recalculated.
The shield does not simply retain its remaining strength from the previous turn. At the start of each new turn, it is recalculated from its original value:
- turn 1:
100% - turn 2:
90% - turn 3:
80% - turn 4:
70% - turn 5:
60% - turn 6:
50% - turn 7:
40% - turn 8:
30%
Damage always hits the shield first. If a shot exceeds the remaining shield, the excess carries over to the hull. The critical effects of some orbital defenses are detailed in the Planetary defenses section.
Example
A ship with 1 000 shield points returns to 900 on turn 2, then to 800 on turn 3, even if its shield was almost empty at the end of the previous turn. If the shield reaches exactly 0 on turn 2, it remains at 0 on subsequent turns.

