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guide:damage_rating_v3 [2017/01/11 10:42] – [Defenses] doshii_jun | guide:damage_rating_v3 [2018/05/26 11:04] – ↷ Links adapted because of a move operation iq | ||
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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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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 10 mm of [[material: | + | 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 [[materials: |
== Supplemental Armor == | == Supplemental Armor == | ||
- | Power armors sometimes carry physical shields.((" | + | Power armors sometimes carry physical shields.((" |
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. | 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. | ||
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^ Armor Material | ^ Armor Material | ||
- | | [[material:Xiulurium]] | Expensive, counts as Unarmored, grants stealth when energized. | + | | [[materials:xiulurium]] | Expensive, counts as Unarmored, grants stealth when energized. |
- | | [[material:Zanarium]] | Grants noncombat stealth when energized if barrier and weapons are offline. | + | | [[materials:zanarium]] | Grants noncombat stealth when energized if barrier and weapons are offline. |
- | | [[material:Durandium]] | Lightweight and inexpensive. | + | | [[materials:durandium]] | Lightweight and inexpensive. |
| Durandium-T | | Durandium-T | ||
- | | [[material:Yama_Dura]] | Memory metal with minor noncombat regenerative properties. | + | | [[materials:yama_dura]] | Memory metal with minor noncombat regenerative properties. |
- | | [[material:Nerimium]] | Heavy, density absorbs well kinetic and heat impacts, inexpensive. | + | | [[materials:nerimium]] | Heavy, density absorbs well kinetic and heat impacts, inexpensive. |
- | | [[material:Yamataium]] | Heavy, expensive, memory metal with significant noncombat regenerative properties. | + | | [[materials:yamataium]] | Heavy, expensive, memory metal with significant noncombat regenerative properties. |
- | | [[material: | + | | [[materials: |
| Zesuaium-T | | Zesuaium-T | ||
| Zesuaium-X | | Zesuaium-X | ||
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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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* ADR2 is light anti-armor(4) | * ADR2 is light anti-armor(4) | ||
* ADR3 is medium to heavy anti-armor(5~6) | * ADR3 is medium to heavy anti-armor(5~6) | ||
- | * ADR4 is around light-to-medium anti-mecha (7~8) | + | * ADR4 is around light-to-medium anti-mecha (7~8 ) |
* ADR5 is around medium-to-heavy anti-mecha (8~9) | * ADR5 is around medium-to-heavy anti-mecha (8~9) | ||
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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 |