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guide:damage_rating_v2

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guide:damage_rating_v2 [2019/06/21 07:30] – [Old DR System] wesguide:damage_rating_v2 [2019/06/21 12:19] – Remove forced line breaks wes
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 |  4  | Heavy | NSPs, Plasma pistols, Sniper Rifles | |  4  | Heavy | NSPs, Plasma pistols, Sniper Rifles |
 |  5  | Very Heavy | NSP Heavy Mode, Grenades, RPGs | |  5  | Very Heavy | NSP Heavy Mode, Grenades, RPGs |
-Acronym: PDR - Personal Damage Rating\\+Acronym: PDR - Personal Damage Rating
 //Melee attacks should be determined by the GMs. There's a lot of factor with force involved, so there's no consistent level of damage for melee attacks. Thus we'll not include melee on the DR scale, except for maybe special energy sabers, etc.// //Melee attacks should be determined by the GMs. There's a lot of factor with force involved, so there's no consistent level of damage for melee attacks. Thus we'll not include melee on the DR scale, except for maybe special energy sabers, etc.//
  
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 | Very Advanced | 1.0 x Base Structural Points | | Very Advanced | 1.0 x Base Structural Points |
  
-Typically, shields have a stopping value equal to their size class (1 through 5). For example, a light hull's shields will entirely block a very light damage or light damage weapon, but stronger weapons will only be mitigated and the excess attack power would hit the ship's hull. A vessel can improve the stopping power of its shield by transferring more power to one facing of the vessel at the expense of another (A light ship [2] could reduce mitigation on his front shield to 1 and increase his rear shielding to 3 while he is being chased).\\+Typically, shields have a stopping value equal to their size class (1 through 5). For example, a light hull's shields will entirely block a very light damage or light damage weapon, but stronger weapons will only be mitigated and the excess attack power would hit the ship's hull. A vessel can improve the stopping power of its shield by transferring more power to one facing of the vessel at the expense of another (A light ship [2] could reduce mitigation on his front shield to 1 and increase his rear shielding to 3 while he is being chased).
  
 Shields, unlike a ship's armor, are much easier to repair. Usually, the absorbing capabilities of a ship's shield system easily recuperate after a battle with a few minutes of downtime. When in battle, it is possible for the ship's technician to restore flagging shielding through diverting power, transferring emergency power to them and so forth - though obviously there is a limit to how many rabbits an engineer and his team of technicians can pull out from his hat. Shields, unlike a ship's armor, are much easier to repair. Usually, the absorbing capabilities of a ship's shield system easily recuperate after a battle with a few minutes of downtime. When in battle, it is possible for the ship's technician to restore flagging shielding through diverting power, transferring emergency power to them and so forth - though obviously there is a limit to how many rabbits an engineer and his team of technicians can pull out from his hat.
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 **For example**: **For example**:
-\\+
 Imagine for a moment that we have a power-armor (ADR) with a shield threshold of 3. Firing a weapon with an ADR of 5 at that shield would mean 60% of the attack is over the threshold of what the shield can defend from, meaning the remaining 2ADR would still strike the power-armor but the other 3ADR that were beneath the threshold would not. Imagine for a moment that we have a power-armor (ADR) with a shield threshold of 3. Firing a weapon with an ADR of 5 at that shield would mean 60% of the attack is over the threshold of what the shield can defend from, meaning the remaining 2ADR would still strike the power-armor but the other 3ADR that were beneath the threshold would not.
  

guide/damage_rating_v2.txt · Last modified: 2023/12/20 18:20 (external edit)