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guide:damage_rating_v3 [2017/01/15 14:33] – [Tiers] fredguide:damage_rating_v3 [2017/04/22 11:58] – [New Submissions] 8-same-tier weapon budget removed fred
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 |  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]] | |  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]]  | [[[[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  | [[stararmy:mindy_power_armor|M2 Mindy IV]], [[stararmy:equipment:ke-m6-2a_daisy_power_armor|M6 Daisy 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]] 
-|  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: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]] |
 ^  Mecha  ^^^^ ^  Mecha  ^^^^
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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 are more common on fightercraft and small starships.+[[https://stararmy.com/roleplay-forum/index.php?threads/power-pack-armor-resubmission.46297/#post-322116|There are no double-facing barriers from something not mecha sized.]] 
 + 
  
 //Six-faced//\\ //Six-faced//\\
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 |  3  |  Heavy Personnel  | Hardsuits | human-sized, fullbody, not as thick as power armor | |  3  |  Heavy Personnel  | Hardsuits | human-sized, fullbody, not as thick as power armor |
 ^  Power Armor  ^^^^ ^  Power Armor  ^^^^
-|  4  |  Light Armor  | [[corp:zen:demon_m1_infantry_power_armor|M1 Demon]], [[stararmy:mindy_power_armor|M2 Mindy]]  | bigger than human-sized, fits in an office's doorframe (under 6' 8" tall)  | +|  4  |  Light Armor  | [[stararmy:mindy_power_armor|M2 Mindy IV]], [[stararmy:equipment:ke-m6-2a_daisy_power_armor|M6 Daisy II]]  | bigger than human-sized, fits in an office's doorframe (under 6' 8" tall)  | 
-|  5  |  Medium Armor  | [[stararmy:equipment:daisy_m6_infantry_power_armor|M6 Daisy]]  | bigger than human-sized, has to bend down to fit in an office's doorframe |+|  5  |  Medium Armor  |   | bigger than human-sized, has to bend down to fit in an office's doorframe |
 |  6  |  Heavy Armor  | [[nepleslia:hostile|Hostile]], [[faction:mishhuvurthyar:ripper|Ripper]]  | bigger than human-sized, barely fits in an office's corridor | |  6  |  Heavy Armor  | [[nepleslia:hostile|Hostile]], [[faction:mishhuvurthyar:ripper|Ripper]]  | bigger than human-sized, barely fits in an office's corridor |
 ^  Mecha  ^^^^ ^  Mecha  ^^^^
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 | Medium | [[material:yama_dura]], Zanarium |  +.025c  |  .40c  | | Medium | [[material:yama_dura]], Zanarium |  +.025c  |  .40c  |
 | Heavy | [[material:Yamataium]], [[material:Zesuaium]], [[material:Nerimium]] |  None  |  .375c  | | Heavy | [[material:Yamataium]], [[material:Zesuaium]], [[material: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, I'd convert 8 heavy anti-mecha weapons into 4 light anti-starship weapons, and then convert those fours into: 
-  * 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 power armor ===+=== vs. lightweight power armor ===
 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, then covered an flexible outer covering, and plating over the less articulated regions. 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, then covered an flexible outer covering, and plating over the less articulated regions.
  
-The M6 Daisy Power Armor is one such unit.+The M2 Mindy IV Power Armor is one such unit.
  
 ^  Weapon vs Target  ^  Descriptor  ^ Examples  ^ ^  Weapon vs Target  ^  Descriptor  ^ Examples  ^

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