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guide:damage_rating_v3 [2017/01/07 07:30] – ↷ Page moved and renamed from fred_s_damage_rating_revision to guide:damage_rating_v3 wes | guide:damage_rating_v3 [2017/04/22 11:58] – [New Submissions] 8-same-tier weapon budget removed fred | ||
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- | ====== Damage Rating, Version 3 ====== | + | ====== Damage Rating |
- | Faced with an universe in chaos, where technology can make the difference between life and death, rose questions | + | Faced with an universe in chaos, where technology can make the difference between life and death, |
- | The Damage Rating system is a guideline there to help figure that out. This is its third version (SADRv2 had damage values expressed numerically and a hit point system for all targets. SADRv3 was proposed to fix the scaling problem between power armor and mecha, and introduced a non-hitpoint solution that would go along better with our roleplayed narrative and reduce the tabletop-level number crunching) and can be abbreviated as ' | + | These included, "Can my gun kill this thing?" |
- | We look at this from the standpoint of a weapon' | + | The Damage Rating system, version 3, is a guideline |
- | SADRv3 keeps to a 'per-use' | + | Version 3 looks at this from the standpoint of a weapon's purpose. Players will see many weapons |
- | Keep that in mind while you read down this article. Be it weapons, means of protection, and various vehicles... each SARPwiki article usually has a wealth of information to offer. SADRv3 is meant to give scale and perspective to supplement those. But, it doesn't dictate: that is up the narrative between Game Masters and the Roleplayers in their care. | + | The system' |
- | You can also consult the [[SADRv3_quick_reference|SADRv3 | + | Version 3 keeps to a "per attack" |
+ | |||
+ | Keep that in mind as you read this article. Be it weapons, protective means or various vehicles, each article usually has a wealth of information to offer. SADRv3 is meant to add scale and perspective to those articles, but it does not demand — that is up the narrative between [[: | ||
+ | |||
+ | You can also consult the [[damage_rating_v3_quick_reference|Quick Reference | ||
===== Tiers ===== | ===== Tiers ===== | ||
- | The table below lists over four columns. | + | The table below lists four columns. |
- | The first is numbered, to help picture scaling. The second is the intended nomenclature for the tier; the actual purpose of the weapon (and the term you should see in other SARPwiki | + | |
+ | * The first is numbered to help picture scaling. | ||
+ | * The second is the intended nomenclature for the tier, also considered | ||
+ | * The third includes examples of targets within that tier, for which the ' | ||
+ | * The fourth column are examples of weapons within that tier. //The items mentioned are mostly from the [[: | ||
+ | |||
+ | You will also notice that there are divisions by categories. They are: | ||
+ | * // | ||
+ | * //Power Armor//, | ||
+ | * //Mecha// | ||
+ | * and // | ||
- | You will also notice that there are divisions by categories: // | + | These are for ease of reference and scale, but are not exclusive. For example: an infantryman can carry an anti-mecha bazooka to take down tanks, and fightercraft |
^ Tier ^ Purpose ^ Defensive Example ^ Offensive Example ^ | ^ Tier ^ Purpose ^ Defensive Example ^ Offensive Example ^ | ||
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| 1 | Light Anti-Personnel | | 1 | Light Anti-Personnel | ||
| 2 | Medium Anti-Personnel | | 2 | Medium Anti-Personnel | ||
- | | 3 | Heavy Anti-Personnel | + | | 3 | Heavy Anti-Personnel |
^ Power Armor ^^^^ | ^ Power Armor ^^^^ | ||
- | | 4 | Light Anti-Armor | + | | 4 | Light Anti-Armor |
- | | 5 | Medium Anti-Armor | + | | 5 | Medium Anti-Armor |
| 6 | Heavy Anti-Armor | | 6 | Heavy Anti-Armor | ||
^ Mecha ^^^^ | ^ Mecha ^^^^ | ||
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**Tier 0** \\ | **Tier 0** \\ | ||
\\ | \\ | ||
- | Unofficial, Tier 0' | + | Unstated, tier 0 encompasses the unprotected human and means of harm such as bare fists, clubs and knives. As this scope is relatable to us in real life, that's left up to common sense between roleplayers and referee. |
===== Handling Damage ===== | ===== Handling Damage ===== | ||
- | So, how does that work? What can your gun kill? How much abuse can your shuttle take? We are about to get into that. First comes how the vertical relationships of the tiers listed above. | + | This section reviews |
==== Attacks ==== | ==== Attacks ==== | ||
As alluded to before, using a weapon in the same tier as its target means this weapon is capable of putting it out of combat in a single well-placed attack. It is // | As alluded to before, using a weapon in the same tier as its target means this weapon is capable of putting it out of combat in a single well-placed attack. It is // | ||
- | A weapon can cause damage up to four steps above its tier. Each step above reduces the damage | + | Version 3 breaks down the damage a weapon can do along a stepped range, relative |
+ | |||
+ | * The //below steps// are reductions in a weapon' | ||
- | We also rate overkill in four steps, as can be significant to our narrative: | + | * The //above steps// are increases in a weapon' |
- | So, to put that visually, it's going to look like this table: | + | Put visually, it's going to look like this table: |
^ Weapon vs Target ^ Descriptor | ^ Weapon vs Target ^ Descriptor | ||
| 4 Below | Negligible | | 4 Below | Negligible | ||
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| Equal | Potentially lethal | | Equal | Potentially lethal | ||
| 1 Above | Quite lethal | | 1 Above | Quite lethal | ||
- | | 2 Above | | + | | 2 Above | |
| 3 Above | Assuredly lethal | | 3 Above | Assuredly lethal | ||
- | | 4 Above | Total Annihilation | + | | 4 Above | Total annihilation |
- | What you need to take from this is that you cause less damage to harder targets than your weapon was intended to take down, and more damage to targets softer than that. If the gap becomes too wide in disfavor of the weapon, it won't do much of anything; | + | What you need to take from this is that you cause some damage to harder targets than your weapon was intended to take down, and more damage to targets softer than that. If the gap becomes too wide in disfavor of the weapon, it won't do much of anything; too wide, and the weapon |
- | Nothing in this article needs to be learned by heart. As long as the concept | + | // **Nothing in this article needs to be learned by heart.** // As long as a reader or GM grasps |
- | At the end of this article are outcomes given as inspiration as to how this might be applied, along with several tips. You can [[fred_s_damage_rating_revision# | + | Based on the purpose stated in the weapon article, a player or GM is armed with the knowledge of what to expect from your tools. From there, the GM should be able to determine the result within the story narrative. |
+ | |||
+ | At the end of this article are outcomes given as inspiration as to how this might be applied, along with several tips. You can [[damage_rating_v3# | ||
==== Defenses ==== | ==== Defenses ==== | ||
- | There are two universal means of defense against direct harm in SARP. Armor and Barriers. They are covered in their respective sections: | + | There are two universal means of defense against direct harm in SARP: physical armor and energy barriers. |
=== Barrier === | === Barrier === | ||
- | Barriers (also called "Barrier Shielding") are a form of defensive energy | + | Barriers (also called "barrier shielding", " |
+ | |||
+ | The potency of a barrier always is on the same tier as the unit fielding it.((like with armor, this is to avoid arms races)) Destroyers will have destroyer-tier barriers, light cruisers will have cruiser-tiered barriers, and so forth. | ||
- | The potency of barrier emitters are always on the same tier as the unit fielding it.((like with armor, this is to avoid arms races)) Destroyers will have destroyer-tier | + | However, not all units have barriers. |
- | Not all units have barriers. For example: | + | | The M2 Mindy power armor acquired |
- | The M2 Mindy power armor acquired | + | |
== Damaging and depleting Barriers == | == Damaging and depleting Barriers == | ||
- | Barriers | + | Barriers |
- | Science-fiction commonly refers to the status of energy screens in percentile values. But scientifically, | + | That unit' |
- | So, when your barrier is ' | + | Science fiction commonly refers |
- | Here' | + | So, when a unit' |
- | ^ Weapon vs Target ^ Damage directly on target ^ Damage on fully-charged | + | In SARP, units commonly have high-powered computers (some quantum-level) and predictive sensors. When there' |
+ | |||
+ | Below is the attack table, now with a third column that shows how much an attack could deplete a barrier. | ||
+ | |||
+ | ^ Weapon vs Target ^ Damage directly on target ^ Damage on fully charged | ||
| 4 Below | Negligible | | 4 Below | Negligible | ||
- | | 3 Below | Light damage | + | | 3 Below | Light damage |
- | | 2 Below | Moderate Damage | + | | 2 Below | Moderate Damage |
- | | 1 Below | Heavy Damage | + | | 1 Below | Heavy Damage |
- | | Equal | Potentially lethal | + | | Equal | Potentially lethal |
| 1 Above | Quite lethal | | 1 Above | Quite lethal | ||
- | | 2 Above | | + | | 2 Above | |
- | | 3 Above | Assuredly lethal | + | | 3 Above | Assuredly lethal |
- | | 4 Above | Total Annihilation | + | | 4 Above | Total Annihilation |
- | You might have noticed notation of damage | + | The notations that go along with excess |
== Barrier facings == | == Barrier facings == | ||
- | Barrier technology comes in a few shapes of forms on how they are deployed | + | Barrier technology comes in a few shapes |
+ | |||
+ | // | ||
+ | This kind of barrier | ||
+ | |||
+ | It has only one universal facing. Near-misses can deplete the bubble even though | ||
+ | |||
+ | // | ||
+ | Slightly more advanced, this barrier lends " | ||
+ | |||
+ | It is usually seen on power armor, mecha and small fightercraft. | ||
+ | |||
+ | // | ||
+ | Two-faced has emitters that handle the forward and aft hemispheres | ||
+ | |||
+ | [[https:// | ||
- | //Barrier Bubble://\\ | ||
- | This kind of barrier forms an all-around protective bubble for the unit. It's one of the most rudimentary barrier technologies most commonly seen on power armor, mecha, and larger civilian craft: it has only one universal facing and near-misses can deplete the bubble even though they might not have actually hit the target directly. | ||
- | //Conformal Barrier:// | ||
- | Slightly more advanced, this barrier lends " | ||
- | //Fore/Aft Barrier://\\ | + | //Six-faced//\\ |
- | A more powerful barrier bubble, it has emitters handling the forward and aft hemispheres | + | One of the most complex |
- | //Six-sided Barrier:// | + | Though "facings" is used here, players and GMs use many other names, including angles, directions, regions, sides, sectors, zones, and so on. |
- | One of the most powerful barrier setup available, this layout divides barrier | + | |
- | Managing | + | Managing barrier facings: |
- | It is possible to transfer power from one facing to another, either to resplenish | + | With multi-faced barrier units, it is possible to transfer power from one facing to another, either to replenish |
- | Reallocating energy reserves: | + | |A fightercraft with fore shields as 50% and aft shields at 100% could transfer 50% from the aft shields to bring the fore shields back to 100%. The same fightercraft could instead decide to balance its shields and share reserves evenly: getting 75% on both facings.| |
- | * A fightercraft with fore shields as 50% and aft shields at 100% could transfer 50% from the aft shields to bring the fore shields back to 100% | + | |
- | * The same fightercraft could instead decide to balance its shields and share reserves evenly: getting 75% on both facings. | + | |
\\ | \\ | ||
- | Reinforcing barrier facing: | + | |Expecting damage on the fore barrier, a captain orders power to be rerouted from aft facing (at 100%) to fore (also 100%). The aft barrier is reduced to 50%, but the fore barrier is boosted |
- | * Expecting damage on the fore barrier, a captain orders power to be rerouted from aft barrier | + | |
- | * Later, that same ship is fleeing a squadron of enemy vessels and the captain orders power to be rerouted from all facings to the aft barrier. 50% to taken from five facings (250% total) and shunted to the rear quadrant, upping it to 350%. While the ship's aft is now extremely well protected, the rear emitter is not made to handle such an energy load and risks quickly overloading. | + | |
- | * The safe limit to boost a barrier facing is 200%. Going beyond invites malfunctions, | + | |
- | == Resplenishing a Barrier == | + | In SARP, the safe limit to boost a barrier |
- | Eventually, damage depletes | + | |
- | As long as a barrier | + | == Replenishing |
+ | Eventually, damage depletes a barrier' | ||
- | Depleting a barrier by excess causes an overload which renders that barrier facing inoperable for 15 seconds while the barrier emitter is reset (think of it as reseting a tripped fusebox). Certain systems such as capacitor reserves on the M2 Mindy and M6 Daisy power armor are designed to 'hot restart' | + | As long as a barrier is not fired upon, it is capable of recharging its reserves. |
+ | |||
+ | In fact, taking // | ||
+ | |||
+ | Depleting a barrier by excess causes an overload which renders that barrier facing inoperable for 15 seconds while the barrier emitter is reset (think of it as reseting a tripped fusebox). Certain systems, such as capacitor reserves on the M2 Mindy and M6 Daisy power armor, are designed to 'hot restart' | ||
=== Armor === | === Armor === | ||
- | Essentially, | + | Essentially, |
- | An armor' | + | An armor' |
+ | |||
+ | For ease of reference, anything within the same tier is documented as performing about the same. We won't go in the minutiae of what protects better between | ||
== Supplemental Armor == | == Supplemental Armor == | ||
- | It is not unknown for power armors carry along shields((" | + | Power armors |
- | The performance of supplemental armor is generally played by the ear by Game Masters. They are heavily reliant on the Game Masters protraying | + | The performance of supplemental armor is generally played by the ear by Game Masters. They are heavily reliant on the GM's portrayal |
- | Given that shields typically are made of heavier plating than what the user is wearing, its resilience can be treated as going up to one step above the tier of the unit. For example, the M6 Daisy' | + | Given that shields typically are made of heavier plating than what the user is wearing, its resilience can be treated as going up to one step above the tier of the unit. For example, the M6 Daisy' |
- | There comes a point when a shield has sustained so much abuse that it looks more like an abstract metal representation of swiss cheese rather than anything capable of granting protection. How long shields can stand up to damage and deterioration is pretty much under the purview | + | There comes a point when a shield has sustained so much abuse that it looks more like an abstract metal representation of Swiss cheese rather than anything capable of granting protection. |
== Materials == | == Materials == | ||
- | Materials | + | Materials |
+ | |||
+ | Even though | ||
- | Here's a list of commonly seen armor materials in SARP, along with a short blurb of how they stand out. | + | Here's a list of commonly seen materials in SARP, along with a short blurb of how they stand out. |
^ Armor Material | ^ Armor Material | ||
- | | Xiulurium | + | | |
- | | Zanarium | + | | |
- | | Durandium | + | | |
| Durandium-T | | Durandium-T | ||
- | | | + | | |
- | | Nerimium | + | | |
- | | Yamataium | + | | |
- | | Zesuaium | + | | |
| Zesuaium-T | | Zesuaium-T | ||
| Zesuaium-X | | Zesuaium-X | ||
- | Durandium is an extremely widespread | + | A material' |
- | But, a Mindy power armor plated in durandium could take some serious damage from taking an Hostile' | + | Durandium is an extremely widespread material and makes for cheap, reliable |
- | There are ways around that, though. If a gauss bazooka is fired directly | + | However, a Mindy plated in Durandium could take some serious damage from a Hostile' |
- | == Being " | + | Other aspects of physics remove |
- | You may have seen that term applying | + | |
- | Most of what is listed | + | == Being " |
+ | Most of what is in the tier list as target examples are items that are prepared or designed to endure damage coming //from weaponry// | ||
- | But many other items - especially from the civilian market | + | But many other items — especially from the civilian market |
- | All of these are //Unarmored//. They take damage one step worse than usual for their tier. | + | These are //unarmored//. They take damage one step worse than usual for their tier. |
===== Setting Submissions ===== | ===== Setting Submissions ===== | ||
This section is made in the interest of making submissions adhere to SADRv3. | This section is made in the interest of making submissions adhere to SADRv3. | ||
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| 3 | Heavy Personnel | | 3 | Heavy Personnel | ||
^ Power Armor ^^^^ | ^ Power Armor ^^^^ | ||
- | | 4 | Light Armor | [[corp:zen: | + | | 4 | Light Armor | [[stararmy:mindy_power_armor|M2 Mindy IV]], [[stararmy:equipment: |
- | | 5 | Medium Armor | [[stararmy: | + | | 5 | Medium Armor | |
| 6 | Heavy Armor | [[nepleslia: | | 6 | Heavy Armor | [[nepleslia: | ||
^ Mecha ^^^^ | ^ Mecha ^^^^ | ||
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| Medium | [[material: | | Medium | [[material: | ||
| Heavy | [[material: | | Heavy | [[material: | ||
- | |||
- | === How much weaponry? === | ||
- | Usually, for infantrymen and power armor, this is self-explanatory... or at least easily ruled on. No one expects an infantryman or a power armor to dual-wield bazookas and carry four spares in their back. | ||
- | |||
- | However, for mecha and starships, it becomes more nebulous. The rule-of-thumb we offer is: a rough maximum of 8 same-tier weapons as the unit carrying them. Getting a higher-tier weapon costs 2 weapons of the tier below, and vice-versa. | ||
- | |||
- | == Loadout example: giant robot dinosaur == | ||
- | I'm building a giant robot dinosaur, a heavy mecha, which means I can have: | ||
- | * 8 Heavy Anti-Mecha weapons. | ||
- | |||
- | So, if I want to have two laser eyes of destruction, | ||
- | * 2 Medium Anti-Starship weapons. | ||
- | |||
- | So, in the case of my giant robot dinosaur with laser eyes, it //can// kill with a glare. | ||
- | |||
- | But wait, I wanted it to breathe fire too! And I want my firebreath to cause more damage than my laser eyes. Back to the drawing board: I divide one of those weapons back to 2 light anti-starship weapons. Those two will actually be my laser eyes. The bigger one is my firebreath. So, now, my loadout looks like: | ||
- | * 1 Medium Anti-Starship plasma flamethrower | ||
- | * 2 Light Anti-Starship Laser beam eyes of doom | ||
- | |||
- | And there we go. My godzilla-impersonator is armed and ready to tear Chiaki escort destroyers out of the sky! | ||
=== More powerful armor and barrier === | === More powerful armor and barrier === | ||
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That kind of deterioration is for the Game Master to describe and take into account. Also bear in mind that even though the damage caused might not to lethal, injuries come with their own hazards such as bleeding. | That kind of deterioration is for the Game Master to describe and take into account. Also bear in mind that even though the damage caused might not to lethal, injuries come with their own hazards such as bleeding. | ||
- | === vs. mediumweight | + | === vs. lightweight |
Power Armors in the tier table is the first point where we can fully go four steps above and four steps below in lethality. | Power Armors in the tier table is the first point where we can fully go four steps above and four steps below in lethality. | ||
Unlike body armor which is directly set over flesh, power armors operate on a more robust foundation: a pressure-proof lining to environmentally protect the wearer, along with an endoskeleton that serves as armature for motor actuators or artificial muscle-fibers, | Unlike body armor which is directly set over flesh, power armors operate on a more robust foundation: a pressure-proof lining to environmentally protect the wearer, along with an endoskeleton that serves as armature for motor actuators or artificial muscle-fibers, | ||
- | The M6 Daisy Power Armor is one such unit. | + | The M2 Mindy IV Power Armor is one such unit. |
^ Weapon vs Target | ^ Weapon vs Target |