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guide:damage_rating_v3 [2017/01/09 00:45] – [Handling Damage] doshii_jun | guide:damage_rating_v3 [2017/01/10 17:57] – [Defenses] up to "being unarmored" doshii_jun | ||
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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 | + | Version 3 breaks down the damage a weapon can do along a stepped range, relative |
- | We also rate overkill in four steps, as can be significant to our narrative: | + | * The //below steps// are reductions in a weapon' |
- | So, to put that visually, it's going to look like this table: | + | * The //above steps// are increases in a weapon' |
+ | |||
+ | 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 |
+ | |||
+ | Based on the purpose | ||
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# | 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# | ||
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==== 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 barrier | + | The potency of a barrier always |
- | Not all units have barriers. | + | However, not all units have barriers. |
- | 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 |
- | //Barrier | + | // |
- | This kind of barrier forms an all-around protective bubble for the unit. It' | + | This kind of barrier forms an all-around protective bubble for the unit. It' |
- | //Conformal Barrier:// | + | It has only one universal facing. Near-misses |
- | Slightly more advanced, this barrier lends " | + | |
- | //Fore/Aft Barrier://\\ | + | //Conformal//\\ |
- | A more powerful barrier bubble, it has emitters handling the forward and aft hemispheres of the barrier | + | Slightly |
- | //Six-sided Barrier:// | + | It is usually |
- | 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 | + | |
- | Managing multiple barrier facings:\\ | + | // |
- | It is possible to transfer power from one facing to another, either to resplenish a facing at the expense | + | Two-faced has emitters that handle |
- | Reallocating | + | These double-facing barriers are more common on fightercraft and small starships. |
- | | + | |
- | * The same fightercraft could instead decide to balance its shields and share reserves evenly: getting 75% on both facings. | + | // |
+ | 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 | ||
+ | |||
+ | Though " | ||
+ | |||
+ | 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' | ||
+ | |||
+ | |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. | + | In SARP, the safe limit to boost a barrier facing is 200%. Going beyond invites malfunctions, |
- | * The safe limit to boost a barrier facing is 200%. Going beyond invites malfunctions, | + | |
+ | == Replenishing a barrier == | ||
+ | Eventually, damage depletes a barrier' | ||
- | == Resplenishing | + | As long as a barrier is not fired upon, it is capable of recharging |
- | Eventually, damage depletes a barrier' | + | |
- | 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' | + | 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 |
- | 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 | ^ 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 material and makes for cheap, reliable armor. The Star Army of Yamatai' | + | A material' |
+ | |||
+ | Durandium is an extremely widespread material and makes for cheap, reliable armor. The Mindy relied greatly on Durandium | ||
- | But, a Mindy power armor plated in durandium | + | However, a Mindy plated in Durandium |
- | There are ways around | + | Other aspects of physics remove |
== Being " | == Being " |