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guide:damage_rating_v3 [2017/01/09 01:55] – [Defenses] through barriers doshii_jun | guide:damage_rating_v3 [2017/12/02 10:56] – ↷ Links adapted because of a move operation wes | ||
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Version 3 keeps to a "per attack" | 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 [[:list_of_star_army_gms|Game Masters]] and the players in their care. | + | 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 [[guide:game master|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. | You can also consult the [[damage_rating_v3_quick_reference|Quick Reference Guide]] for a more condensed take. | ||
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* 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 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 ' | * 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 [[: | + | * The fourth column are examples of weapons within that tier. //The items mentioned are mostly from the [[stararmy: |
You will also notice that there are divisions by categories. They are: | You will also notice that there are divisions by categories. They are: | ||
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| 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 ^^^^ | ||
- | | 7 | Light Anti-Mecha | + | | 7 | Light Anti-Mecha |
| 8 | Medium Anti-Mecha | | 8 | Medium Anti-Mecha | ||
| 9 | Heavy Anti-Mecha | | 9 | Heavy Anti-Mecha | ||
^ Starship | ^ Starship | ||
- | | 10 | Light Anti-Starship | + | | 10 | Light Anti-Starship |
- | | 11 | Medium Anti-Starship | + | | 11 | Medium Anti-Starship |
| 12 | Heavy Anti-Starship | | 12 | Heavy Anti-Starship | ||
- | | 13 | Light Anti-Capital Ship | [[stararmy:starships: | + | | 13 | Light Anti-Capital Ship | [[stararmy:starship_classes: |
- | | 14 | Medium Anti-Capital Ship | [[stararmy: | + | | 14 | Medium Anti-Capital Ship | [[stararmy: |
| 15 | Heavy Anti-Capital Ship | 3km+ Structures, Dreadnoughts | [[stararmy: | | 15 | Heavy Anti-Capital Ship | 3km+ Structures, Dreadnoughts | [[stararmy: | ||
\\ | \\ | ||
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Two-faced has emitters that handle the forward and aft hemispheres of the barrier bubble separately — each facing has its own 100% energy reserve. | Two-faced has emitters that handle the forward and aft hemispheres of the barrier bubble separately — each facing has its own 100% energy reserve. | ||
- | These double-facing barriers | + | [[https:// |
+ | |||
// | // | ||
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|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.| | ||
\\ | \\ | ||
- | |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 facing (at 100%) to fore (also 100%). The aft barrier is reduced to 50%, but the fore barrier is boosted to 150%.| |
In SARP, the safe limit to boost a barrier facing is 200%. Going beyond invites malfunctions, | In SARP, the safe limit to boost a barrier facing is 200%. Going beyond invites malfunctions, | ||
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=== 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 | ||
- | | | + | | |
- | | | + | | |
- | | | + | | |
| Durandium-T | | Durandium-T | ||
- | | | + | | |
- | | | + | | |
- | | | + | | |
- | | 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 in the chest of that same zesuaium-plated Mindy, all the kinetic impact will be transfered | + | However, a Mindy plated in Durandium could take some serious damage from a Hostile' |
+ | |||
+ | 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 | ||
== Being " | == Being " | ||
- | You may have seen that term applying | + | Most of what is in the tier list as target examples are items that are prepared or designed |
- | 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)) | + | 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 |
- | 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. | + | These are //unarmored//. They take damage one step worse than usual for their tier. |
- | + | ||
- | All of 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 | [[faction:nepleslia:equipment: |
^ Mecha ^^^^ | ^ Mecha ^^^^ | ||
- | | 7 | Light Mecha | [[stararmy: | + | | 7 | Light Mecha | [[stararmy: |
| 8 | Medium Mecha | [[stararmy: | | 8 | Medium Mecha | [[stararmy: | ||
| 9 | Heavy Mecha | Larger shuttles | | 9 | Heavy Mecha | Larger shuttles | ||
^ Starship | ^ Starship | ||
- | | 10 | Light Starship | + | | 10 | Light Starship |
- | | 11 | Medium Starship | + | | 11 | Medium Starship |
| 12 | Heavy Starship | | 12 | Heavy Starship | ||
- | | 13 | Light Capital Ship | [[stararmy:starships: | + | | 13 | Light Capital Ship | [[stararmy:starship_classes: |
| 14 | Medium Capital Ship | [[stararmy: | | 14 | Medium Capital Ship | [[stararmy: | ||
| 15 | Heavy Capital Ship | 3km+ Structures, Dreadnoughts | Multi-kilometer structures. SARP has gone up to 25km+ | | | 15 | Heavy Capital Ship | 3km+ Structures, Dreadnoughts | Multi-kilometer structures. SARP has gone up to 25km+ | | ||
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^ Armor Type ^ Examples ^ Spd Bonus ^ Spd Max ^ | ^ Armor Type ^ Examples ^ Spd Bonus ^ Spd Max ^ | ||
| Unarmored | Xiulurium | +.075c | | Unarmored | Xiulurium | +.075c | ||
- | | Light Armor | [[material: | + | | Light Armor | [[materials: |
- | | Medium | [[material: | + | | Medium | [[materials: |
- | | Heavy | [[material:Yamataium]], [[material:Zesuaium]], [[material:Nerimium]] | None | .375c | | + | | Heavy | [[materials:yamataium]], [[materials:zesuaium]], [[materials:nerimium]] | None | .375c | |
- | + | ||
- | === 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 |