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guide:damage_rating_v3 [2017/01/07 07:32] wesguide:damage_rating_v3 [2017/01/15 14:33] – [Tiers] fred
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 ====== Damage Rating (Version 3) ====== ====== Damage Rating (Version 3) ======
-Faced with an universe in chaos, where technology can make the difference between life and death, rose questions from our roleplayers such as "can my gun kill this thing?" or "how much punishment can my shuttle take?".+Faced with an universe in chaos, where technology can make the difference between life and death, questions rose from SARP roleplayers.
  
-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 'SADR' or 'SADRv3'; you can click [[guide:damage_rating_v2|here]] to see the previous version.+These included, "Can my gun kill this thing?", and "How much punishment can my shuttle take?"
  
-We look at this from the standpoint of a weapon's purpose. You will see many weapons listing their purpose in the SARPwikigoing from //light anti-personnel// to //heavy anti-capital//. Here our assumption is that //light anti-starship// weapon is meant to shoot down 'light starships'; why else call it that if it cannot do its job? There's also matter of scale: if you shoot the same weapon at something smaller than a starshipit'll likely be far more ruinous... but it'll likely do much less significant damage on bigger battleship+The Damage Rating system, version 3, is a guideline to help figure that out. [[guide:damage_rating_v2|Version 2]] had values expressed numerically and kind of hit point system for all targets. Version 3, often called "SADRv3" or just "v3", was proposed to fix the scaling problem between power armor and mecha (among other issues)and introduced an HP-less solution that would work better with roleplayed narrative and reduce the tabletop-style number crunching.
  
-SADRv3 keeps to a 'per-use' perspective on weapons, but that doesn't make all weapons equal: a pistol and a submachinegun may be in the same //light anti-personnel// tier; both can certainly kill an unprotected human with a well-placed bullet to the head or chest... but one clearly fires faster and may be a much deadlier weapon.+Version 3 looks at this from the standpoint of weapon's purpose. Players will see many weapons listing their purpose in the SARPwiki, going from //light anti-personnel// to //heavy anti-capital//
  
-Keep that in mind while you read down this articleBe it weapons, means of protectionand various vehicles..each SARPwiki article usually has 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's base assumption is that a //light anti-starship// weapon is meant to shoot down "light starships." There's also a matter of scale: if a player shoots the same weapon at something smaller than a starshipit'll likely be far more ruinousAgainst larger starship, it'll likely do much less significant damage
  
-You can also consult the [[damage_rating_v3_quick_reference|SADRv3 Quick Reference]] for a more condensed take on this.+Version 3 keeps to a "per attack" perspective on weapons, but that doesn't make all weapons equal: a pistol and a submachinegun are in the same //light anti-personnel// tier; both can certainly kill an unprotected human with a well-placed bullet to the head or chest. However, one clearly fires faster and might be a much deadlier weapon. 
 + 
 +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 [[:list_of_star_army_gms|Game Masters]] and the players in their care. 
 + 
 +You can also consult the [[damage_rating_v3_quick_reference|Quick Reference Guide]] for a more condensed take.
  
 ===== Tiers ===== ===== Tiers =====
  
-The table below lists over four columns.  +The table below lists four columns.  
-The first is numberedto help picture scaling. The second is the intended nomenclature for the tierthe actual purpose of the weapon (and the term you should see in other SARPwiki articles). The third column includes examples of targets within that tier, for which the 'per-use' result could be potentially lethal. The fourth column are examples of weapons within that tier. //The items mentioned are mostly from the Star Army of Yamatai to provide a stable benchmark.//+ 
 +  * The first is numbered to help picture scaling.  
 +  * The second is the intended nomenclature for the tier, also considered the actual purpose of the weapon (and the term you should see in other articles).  
 +  * The third includes examples of targets within that tier, for which the 'per-use' result could be potentially lethal.  
 +  * The fourth column are examples of weapons within that tier. //The items mentioned are mostly from the [[:star_army_of_yamatai|Star Army of Yamatai]] to provide a stable benchmark.// 
 + 
 +You will also notice that there are divisions by categories. They are: 
 +  * //Personnel//,  
 +  * //Power Armor//,  
 +  * //Mecha// 
 +  * and //Starships//
  
-You will also notice that there are divisions by categories: //Personnel//, //Power Armor//, //Mecha//((In SARP, "Mecha" is the catch-all term for larger robots and vehicles smaller than starships)), and //Starships//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 fightercrafts can load up anti-starship torpedoes in the hopes of taking down bigger prey. It's also fairly common for larger starships to carry a complement of weapons to deal with smaller targets such as fightercraft.+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 can load up anti-starship torpedoes to try to take down bigger prey. It's also fairly common for larger starships to carry a complement of weapons to deal with smaller targets.
  
 ^ Tier ^ Purpose ^ Defensive Example ^ Offensive Example ^ ^ Tier ^ Purpose ^ Defensive Example ^ Offensive Example ^
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 |  1  |  Light Anti-Personnel  | Flak jacket, riot armor | Smallarms such as pistols | |  1  |  Light Anti-Personnel  | Flak jacket, riot armor | Smallarms such as pistols |
 |  2  |  Medium Anti-Personnel  | Ballistic Vest, bodyarmor | [[stararmy:weapons:gp-1_assault_rifle|GP-1 Assault Rifle]], [[stararmy:weapons:nekovalkyrja_service_pistol_type_33|Nekovalkyrja Service Pistol (standard)]] | |  2  |  Medium Anti-Personnel  | Ballistic Vest, bodyarmor | [[stararmy:weapons:gp-1_assault_rifle|GP-1 Assault Rifle]], [[stararmy:weapons:nekovalkyrja_service_pistol_type_33|Nekovalkyrja Service Pistol (standard)]] |
-|  3  |  Heavy Anti-Personnel  | Hardsuits | [[ stararmy:weapons:nekovalkyrja_service_pistol_type_33|NSP (Heavy)]], [[stararmy:weapons:ke-m4-w2901_lasr|LASR]], [[stararmy:weapons:ke-m4-w2901_lasr-slag|SLAG grenades]] |+|  3  |  Heavy Anti-Personnel  | Hardsuits, nonspacy power armor | [[ stararmy:weapons:nekovalkyrja_service_pistol_type_33|NSP (Heavy)]], [[stararmy:weapons:ke-m4-w2901_lasr|LASR]], [[stararmy:weapons:ke-m4-w2901_lasr-slag|SLAG grenades]] |
 ^  Power Armor  ^^^^ ^  Power Armor  ^^^^
-|  4  |  Light Anti-Armor  | [[corp:zen:demon_m1_infantry_power_armor|M1 Demon]], [[stararmy:mindy_power_armor|M2 Mindy II]]  | [[[[stararmy:weapons:ke-m2-w2901_aether_beam_saber-rifle|Aether Saber-Rifle (Rapid-Fire)]], [[stararmy:weapons:ke-m6-w2921_atmospheric_space_plasma_rifle|Atmospheric/Space Plasma Rifle]]  |+|  4  |  Light Anti-Armor  | [[corp:zen:demon_m1_infantry_power_armor|M1 Demon]], [[stararmy:mindy_power_armor|M2 Mindy]]  | [[[[stararmy:weapons:ke-m2-w2901_aether_beam_saber-rifle|Aether Saber-Rifle (Rapid-Fire)]], [[stararmy:weapons:ke-m6-w2921_atmospheric_space_plasma_rifle|Atmospheric/Space Plasma Rifle]]  |
 |  5  |  Medium Anti-Armor  | [[stararmy:equipment:daisy_m6_infantry_power_armor|M6 Daisy]]  | [[stararmy:weapons:ke-m2-w2901_aether_beam_saber-rifle|Aether Saber-Rifle (Beam)]], [[stararmy:type_32_light_anti-armor_turret|Type 32 Dual-Gun Turret]] | |  5  |  Medium Anti-Armor  | [[stararmy:equipment:daisy_m6_infantry_power_armor|M6 Daisy]]  | [[stararmy:weapons:ke-m2-w2901_aether_beam_saber-rifle|Aether Saber-Rifle (Beam)]], [[stararmy:type_32_light_anti-armor_turret|Type 32 Dual-Gun Turret]] |
 |  6  |  Heavy Anti-Armor  | [[nepleslia:hostile|Hostile]], [[faction:mishhuvurthyar:ripper|Ripper]]  | [[stararmy:weapons:ke-m2-w2901_aether_beam_saber-rifle|Aether Saber-Rifle (Saber)]], [[stararmy:weapons:ke-m2-w2908_offensive_augmentation_pods|Offensive Mini-missile]] | |  6  |  Heavy Anti-Armor  | [[nepleslia:hostile|Hostile]], [[faction:mishhuvurthyar:ripper|Ripper]]  | [[stararmy:weapons:ke-m2-w2901_aether_beam_saber-rifle|Aether Saber-Rifle (Saber)]], [[stararmy:weapons:ke-m2-w2908_offensive_augmentation_pods|Offensive Mini-missile]] |
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 **Tier 0** \\ **Tier 0** \\
 \\ \\
-UnofficialTier 0'encompasses the unprotected human((This is also addressed in the "Being Unarmored" entry further below)) 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.+Unstatedtier 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 how the vertical relationships of the tiers listed above.
 ==== 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 //potentially lethal//. 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 //potentially lethal//.
  
-weapon can cause damage up to four steps above its tierEach step above reduces the damage it can cause since the target is bigger, heavieror in general better protected... so we'll label those steps as: //heavy damage////moderate damage//, //light damage//, and //negligible//.+Version 3 breaks down the damage a weapon can do along a stepped range, relative to the tiers of the weapon versus the target. The range goes from four steps below and four steps above, with //potentially lethal// considered "zero.
 + 
 +  * The //below steps// are reductions in a weapon'damage because the target is bigger, heavier or otherwise  better protected. Those steps are negligible, light, moderate and heavy.
  
-We also rate overkill in four steps, as can be significant to our narrative: //quite lethal//, //very lethal////assuredly lethal//, //total annihilation//.((There are only so many ways to say 'you are screwed'.))+  * The //above steps// are increases in a weapon's damage because the target is smallerlighter or otherwise less protected. Those steps are quite lethal, highly destructive, assuredly lethal and total annihilation.
  
-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  |  Very lethal  |+|  2 Above  |  Highly destructive  |
 |  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; but too wide in favor of the weapon means lots of overkill.+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 will cause overkill.
  
-Nothing in this article needs to be learned by heart. As long as the concept is grasped and that you can figure out "my nekovalkyrja service pistol will only do light damage to a Mindy armor"you've gleaned what most readers need to from the Damage Rating system. Based on the purpose seen on the weapon article, you're armed with the knowledge of what to expect from your tools. From there, the Game Master should be able to determine the result within the story narrative. +// **Nothing in this article needs to be learned by heart.** // As long as a reader or GM grasps the general concept and can figure out "my Nekovalkyrja Service Pistol will only do light damage to a Mindy armor," the player'gleaned what most readers need to from the Version 3 system.  
 + 
 +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#examples_of_use|click here]] to quickly get down to it, or read on to learn more about defenses. 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#examples_of_use|click here]] to quickly get down to it, or read on to learn more about defenses.
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 ==== Defenses ==== ==== Defenses ====
  
-There are two universal means of defense against direct harm in SARP. Armor and BarriersThey 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 screens which can absorb damage before its makes direct contact with what stands under its protection.+Barriers (also called "barrier shielding", "energy shields" and the like)) are a form of defensive energy screen that can absorb damage before its makes contact with what stands under its protection.
  
-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 barriers, light cruisers will have cruiser-tiered barriers, and so forth.+The potency of 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.
  
-Not all units have barriers. For example: +However, not all units have barriers. An example: 
-The M2 Mindy power armor acquired 'bubble barriertechnology through a modular backpack generator in YE 29. Even when the Mindy II was introduced, the 'bubble barriermodule was still optional; while the larger M6 Daisy could field a new 'conformal barriersystem. It wasn't until YE 36 that barrier shielding technology was refined enough that the Mindy II could have an inbuilt 'conformal barrierlike the Daisy. In YE 38, the Mindy IV comes standard with its own 'conformal barrier', its backpack slot instead dedicated to an inbuilt teleportation unit.+ 
 +The M2 Mindy power armor acquired "bubble barriertechnology through a modular backpack generator in [[calendar:ye_29|YE 29.]] Even when the Mindy II was introduced, the "bubble barriermodule was optional; the larger M6 Daisy fielded a new "conformal barriersystem. It wasn't until [[calendar:ye_36|YE 36]] that barrier shielding technology was refined enough that the Mindy II could have an inbuilt "conformal barrierlike the Daisy. In [[calendar:ye_38|YE 38,]] the [[stararmy:equipment:ke-m2-4_series_mindy_armor|Mindy IV]] came standard with its own "conformal barrier,its backpack slot instead dedicated to an inbuilt teleportation unit. |
  
 == Damaging and depleting Barriers == == Damaging and depleting Barriers ==
-Barriers aren'really choosy on where you hit themRegardless of if you aim at target'propulsionweapons, etc... if its intercepted by the barrier it will be depleted by the damage it has to stop.+Barriers don'discriminate against where they are hit. An attack will be intercepted by unit'barrier regardless of where that target was attacked (a graze on a limba shot to the back, a slash along the engines, etc.)  
 + 
 +That unit'barrier then will be depleted by the damage it has to stop
 + 
 +Science fiction commonly refers to the status of energy screens in percentile values. Scientifically, there's no actual way for an energy field to be setback by incoming weapon fire. You cannot hurt energy, but you can deplete stored energy through use.
  
-Science-fiction commonly refers to the status of energy screens in percentile values. But scientificallythere'no actual way for an energy field to be setback by incoming weapon fire. You cannot hurt energybut you can deplete stored energy through usage.+Sowhen a unit'barrier is "up"it's actually on "hot-standby": you have a minimally powered field that gives your unit the base protections from hazards and energy reserves ready to bolster the barrier with just enough energy to intercept attacks
  
-So, when your barrier is 'up', it's actually on "hot-standby": you have a minimally powered field that gives your unit the base protections from hazards and energy reserves ready to bolster the barrier with just enough energy to intercept attacks. In SARP, we have quantum computers and prediction sensors, so when there's an incoming attack, just enough energy gets flushed from reserve power to the barrier to cancel out the attack and then, you may receive feedback like "Barrier at 75%!"+In SARP, units commonly have high-powered computers (some quantum-level) and predictive sensors. When there's an incoming attack, just enough energy gets flushed from reserve power to the barrier to cancel out the attack. A unit's pilot then receives feedback such as, "Barrier at 75%!", or "Shields at half strength!"
  
-Here's a table that showson the rightmost columnhow much incoming damage could deplete barriers:+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 Barrier  ^+^ Weapon vs Target ^ Damage directly on target ^  Damage on fully charged barrier  ^
 |  4 Below  |  Negligible  |  Barrier undiminished  | |  4 Below  |  Negligible  |  Barrier undiminished  |
-|  3 Below  |  Light damage  |  around 7% damage to Barrier  | +|  3 Below  |  Light damage  |  around 7% damage to barrier  | 
-|  2 Below  |  Moderate Damage  |  around 12% damage to Barrier  | +|  2 Below  |  Moderate Damage  |  around 12% damage to barrier  | 
-|  1 Below  |  Heavy Damage  |  around 25% damage to Barrier  | +|  1 Below  |  Heavy Damage  |  around 25% damage to barrier  | 
-|  Equal  |  Potentially lethal  |  around 50% damage to Barrier  |+|  Equal  |  Potentially lethal  |  around 50% damage to barrier  |
 |  1 Above  |  Quite lethal  |  Barrier depleted (100% damage)  | |  1 Above  |  Quite lethal  |  Barrier depleted (100% damage)  |
-|  2 Above  |  Very lethal   Barrier depleted (50in excess), heavy damage to target +|  2 Above  |  Highly destructive   Barrier depleted (150damage), heavy damage to target 
-|  3 Above  |  Assuredly lethal  | Barrier depleted (100in excess), potentially lethal damage to target +|  3 Above  |  Assuredly lethal  | Barrier depleted (200damage), potentially lethal damage to target 
-|  4 Above  |  Total Annihilation  |  Barrier depleted (150in excess), very lethal damage to target  |+|  4 Above  |  Total Annihilation  |  Barrier depleted (250damage), quite lethal damage to target  |
  
-You might have noticed notation of damage in excess. There are ways to compensate for that, which we'll cover further in barrier facings.+The notations that go along with excess damage are discussed further in Barrier Facings immediately below.
  
 == Barrier facings == == Barrier facings ==
-Barrier technology comes in a few shapes of forms on how they are deployed and managedHere's an overview of some of the common ones:+Barrier technology comes in a few shapes in terms of deployment and managementThe common ones include:
  
-//Barrier Bubble://\\ +//Bubble//\\ 
-This kind of barrier forms an all-around protective bubble for the unit. It'one of the most rudimentary barrier technologies most commonly seen on power armor, mechaand 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.+This kind of barrier forms an all-around protective bubble for the unit. It'rudimentary barrier deployment most commonly seen on power armor, mecha and larger civilian craft. 
  
-//Conformal Barrier://\\ +It has only one universal facing. Near-misses can deplete the bubble even though they might not have actually hit the target directly.
-Slightly more advanced, this barrier lends "skin-tight" protection to its recipient. Near-misses are much less likely to needlessly deplete the barrier. it is usually seen on power armor, mecha and small fightercraft.+
  
-//Fore/Aft Barrier://\\ +//Conformal//\\ 
-more powerful barrier bubbleit has emitters handling the forward and aft hemispheres of the barrier bubble separately each facing has its own 100% energy reserveThese double-facing barriers are more common on fightercraft and small starships.+Slightly more advancedthis barrier lends "skin-tight" protection to its recipientNear-misses are much less likely to needlessly deplete the barrier
  
-//Six-sided Barrier://\\ +It is usually seen on power armor, mecha and small fightercraft.
-One of the most powerful barrier setup available, this layout divides barrier facings in quadrants: fore, aft, port, starboard, dorsal and ventral. Each facing has its own 100% energy reserve too. Typically, these will only be seen on state-of-the-art military starships and capital vessels.+
  
-Managing multiple barrier facings:\\ +//Two-faced//\\ 
-It is possible to transfer power from one facing to another, either to resplenish a facing at the expense of others, or reinforce a barrier facing's to absorb damage.+Two-faced has emitters that handle the forward and aft hemispheres of the barrier bubble separately — each facing has its own 100% energy reserve
  
-Reallocating energy reserves+These double-facing barriers are more common on fightercraft and small starships. 
-  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.+//Six-faced//\\ 
 +One of the most complex barrier setups available, this layout divides barrier facings in areas: fore, aft, port, starboard, dorsal and ventral. Each facing has its own 100% energy reserve too. Typically, these will only be seen on state-of-the-art military starships and capital vessels. Six-faced units sometimes will simplify how their facings are managed, with "fore" and "aft" commonly used. 
 + 
 +Though "facings" is used here, players and GMs use many other names, including angles, directions, regions, sides, sectors, zones, and so on. 
 + 
 +Managing barrier facings:\\ 
 +With multi-faced barrier units, it is possible to transfer power from one facing to another, either to replenish a facing at the expense of others, or reinforce a barrier facing's to absorb damage. 
 + 
 +|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 to 150%.| \\ \\ |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. Fifty percent is taken from five facings (250% total) and shunted to the aft facing, upping it to 350%. While the ship's aft now extremely well protected, the rear emitter is not made to handle such an energy load and risks quickly overloading.|
-  * Expecting damage on the fore barrier, a captain orders power to be rerouted from aft barrier to fore. The rear barrier is reduced to 50%, but the fore barrier is boosted and has 150%. +
-  * 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 barrier50% 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, equipment failures, and unhappy engineers.+
  
-== Resplenishing a Barrier == +In SARPthe safe limit to boost a barrier facing is 200%Going beyond invites malfunctionsequipment failures and unhappy engineers.
-Eventuallydamage depletes a barrier's reservesA craft that has multiple barrier facings can juggle its reserves aroundbut there's still less to play with.+
  
-As long as a barrier is not fired uponit is capable of recharging its reserves. In fact, taking //negligible// damage essentially means "taking so little damage that the barrier regenerates from it right away". With proper power - that usually happens through the actions of roleplayers such as tapping in auxiliary power, or choosing not to fire weapons, or having a power armor hide behind cover and wait - reserves for any facings available can be safely recovered at rate of 50% every 10 to 15 seconds (3% to 5% per second, depending on rate of activity).+== Replenishing a barrier == 
 +Eventuallydamage depletes a barrier'reserves. A craft with multiple barrier facings can juggle its reserves around, but there remains finite amount of total energy.
  
-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' a barrier.+As long as a barrier is not fired upon, it is capable of recharging its reserves.  
 + 
 +In fact, taking //negligible// damage can mean "taking so little damage that the barrier regenerates from it right away". With proper power — that usually happens through the actions of roleplayers such as tapping in auxiliary power, choosing not to fire weapons or having a power armor hide behind cover and wait — reserves for any facings available can be safely recovered at a rate of 50% every 10 to 15 seconds (3% to 5% per second, depending on rate of activity). 
 + 
 +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 systemssuch as capacitor reserves on the M2 Mindy and M6 Daisy power armorare designed to 'hot restart' a barrier.
  
  
 === Armor === === Armor ===
-Essentially, armor is what gets between something that's vulnerable and what means it harm to provide a layer of protection. Armor that does its job is armor that will mitigate incoming damage, from fending it off completely to partially sparing the user of what would have been a killing blow.+Essentially, armor is what gets between something that's vulnerable and what means it harm. Armor that does its job is will mitigate incoming damage, from completely fending it off to at least saving the user from what would have been a killing blow. 
 + 
 +An armor's resilience is defined by the tier its unit is part of.((this is mostly to nip in the bud any potential arms races - we want to encourage better design and quality writing in submissions, rather than one-upmanship)) 
  
-An armor's resilience and stopping power is defined by the tier its unit is part of.((this is mostly to nip in the bud any potential arms races - we want to encourage better design and quality writing in submissions, rather than one-upmanship)) 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 10mm of yama-dura plating and 15mm of durandium plating, though from reading article descriptions the Game Master is certainly free to come to his own conclusions.+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 10 mm of [[material:yama_dura|Yama-Dura]] plating and 15 mm of [[material:durandium|Durandium]] plating, though from reading article descriptions the GM is certainly free to come to his own conclusions.
  
 == Supplemental Armor == == Supplemental Armor ==
-It is not unknown for power armors carry along shields(("shields" is the nomenclature chosen to define additional armor - physical shields - meant to intercept attacks. "Barrier" is a term used to define energy fields used to absorb incoming attacks))For instance, the M6 Daisy power armor carries on its left forearm a zesuaium shield.+Power armors sometimes carry physical shields.(("shields" is the desired nomenclature for additional armor - tangible shields - meant to intercept attacks, as opposed to energy shields, which are barriers.)) For instance, the M6 Daisy power armor carries on its left forearm a [[material:zesuaium|Zesuaium]] shield.
  
-The performance of supplemental armor is generally played by the ear by Game Masters. They are heavily reliant on the Game Masters protraying a user's skill of interposing the shield between himself and what means to harm him.+The performance of supplemental armor is generally played by the ear by Game Masters. They are heavily reliant on the GM's portrayal a user's skill of interposing the shield between themselves and what means to harm them.
  
-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'zesuaium shield could cope with attacks as a //heavy power armor// would. Damage to the shield is treated individually from the power armor: having a shield does not upgrade a power armor/mecha's defense tier, it is treated as a different location to damage that is tougher than the rest.+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'Zesuaium shield could cope with attacks as a //heavy power armor// would. Damage to the shield is treated individually from the power armor: having a shield does not upgrade a power armor/mecha's defense tier; instead, it is treated as a different location to damage that is tougher than the rest.
  
-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 of the GM.+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 up of the GM.**
  
 == Materials == == Materials ==
-Materials armors are made of do influence on how they perform, but we are going to account more for their special qualities rather than their resilience. As long as they are within the same tier, durandium armor and zesuaium armor handle aether weaponry the same way (as they both don't have any special resistance against that form of damage). Even though durandium is supposedly lighter and less dense, someone designing a light power armor and wanting to sheathe it in durandium plating will put the necessary amount of armor on it to make it fit within its tier.+Materials used in physical armor influence how they perform, but v3 accounts more for their special qualities rather than their resilience. As long as they are within the same tier, Durandium armor and Zesuaium armor handle aether weaponry the same way (as they both don't have any special resistance against that form of damage). 
  
-Here's a list of commonly seen armor materials in SARP, along with a short blurb of how they stand out.+Even though Durandium is supposedly lighter and less dense, someone designing a light power armor and wanting to sheathe it in Durandium plating will put the necessary amount of armor on it to make it fit within its tier. 
 + 
 +Here's a list of commonly seen materials in SARP, along with a short blurb of how they stand out.
  
 ^  Armor Material  ^  Properties  ^ ^  Armor Material  ^  Properties  ^
-|  Xiulurium  | Expensive, counts as Unarmored, grants stealth when energized. +|  [[material:Xiulurium]]  | Expensive, counts as Unarmored, grants stealth when energized. 
-|  Zanarium  | Grants noncombat stealth when energized if barrier and weapons are offline. +|  [[material:Zanarium]]  | Grants noncombat stealth when energized if barrier and weapons are offline. 
-|  Durandium  | Lightweight and inexpensive.  |+|  [[material:Durandium]]  | Lightweight and inexpensive.  |
 |  Durandium-T  | Transparent Durandium, counts as unarmored against beam-based weapons.  | |  Durandium-T  | Transparent Durandium, counts as unarmored against beam-based weapons.  |
-|  Yama-Dura  | Memory metal with minor noncombat regenerative properties. +|  [[material:Yama_Dura]]  | Memory metal with minor noncombat regenerative properties. 
-|  Nerimium  | Heavy, density absorbs well kinetic and heat impacts, inexpensive. +|  [[material:Nerimium]]  | Heavy, density absorbs well kinetic and heat impacts, inexpensive. 
-|  Yamataium  | Heavy, expensive, memory metal with significant noncombat regenerative properties. +|  [[material:Yamataium]]  | Heavy, expensive, memory metal with significant noncombat regenerative properties. 
-|  Zesuaium  | Heavy, expensive, cannot be repaired, resists electricity, kinetics, and heat.   |+|  [[material:zesuaium|Zesuaium]]  | Heavy, expensive, cannot be repaired, resists electricity, kinetics, and heat.   |
 |  Zesuaium-T  | Transparent Zesuaium, counts as unarmored against beam-based weapons.   | |  Zesuaium-T  | Transparent Zesuaium, counts as unarmored against beam-based weapons.   |
 |  Zesuaium-X  | Coated in Xiulurium, confers same properties as long as surface remains intact.  | |  Zesuaium-X  | Coated in Xiulurium, confers same properties as long as surface remains intact.  |
  
-Durandium is an extremely widespread material and makes for cheap, reliable armor. The Star Army of Yamatai'most fielded power armor, the M2 Mindy, relied greatly on durandium because it was lightweight. Since the Mindy's teleportation module could transfer only a limited amount of weight, the lighter armor permitted to bring along a bigger weapon payload.+material'properties give players options as to what they want to do.
  
-Buta Mindy power armor plated in durandium could take some serious damage from taking an Hostile's vibroblade in the chestIf the Mindy power armor'breastplate was in heavier zesuaium, the vibroblade wouldn't be able to put much of dent in it - zesuaium has the property of not being able to be reshaped through physical force.+Durandium is an extremely widespread material and makes for cheapreliable armor. The Mindy relied greatly on Durandium because it was lightweight. Since the Mindy'teleportation module could transfer only a limited amount of weight, the lighter armor permitted to bring along bigger weapon payload.
  
-There are ways around thatthough. If gauss bazooka is fired directly in the chest of that same zesuaium-plated Mindy, all the kinetic impact will be transfered directly over to the inner titanium framework. The zesuaium chestplate will not have bent, but it may still crush the user's ribcage from the impact.+However, a Mindy plated in Durandium could take some serious damage from a Hostile's vibroblade in the chest. If the Mindy's breastplate was Zesuaium, the vibroblade wouldn'be able to dent it, as Zesuaium has the property of not being able to be reshaped through physical force.
  
-== Being "Unarmored" == +Other aspects of physics remove that potential. If a gauss bazooka is fired directly in the chest of that same Zesuaium-plated Mindy, all the kinetic impact will be transferred directly over to the inner titanium framework. The Zesuaium chestplate will not have bentbut it may still crush the user'ribcage from the impact.
-You may have seen that term applying to the Xiulurium stealth materialso, let'elaborate.+
  
-Most of what is listed in the tiered list as target examples are items that are prepared or designed to endure damage coming //from weaponry//.((this goes somewhat beyond crash test dummies))+== Being "Unarmored" == 
 +Most of what is in the tier list as target examples are items that are prepared or designed to endure damage coming //from weaponry//.((this goes somewhat beyond crash test dummies))
  
-But many other items especially from the civilian market that may look like they could fit in those tiers are not actually armored. The guy in his leather jacket (exemplified in Tier 0), a car, an airplane, a communication satellite orbiting a planet, a starliner making passenger runs across Central Yamatai.+But many other items — especially from the civilian market — that may look like they could fit in those tiers are not actually armored. The guy in his leather jacket (exemplified in Tier 0), a car, an airplane, a communication satellite orbiting a planet, a starliner making passenger runs across Central Yamatai.
  
-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.

guide/damage_rating_v3.txt · Last modified: 2023/12/20 18:20 (external edit)