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guide:damage_rating_v3 [2018/05/26 11:04] – ↷ Links adapted because of a move operation iq | guide:damage_rating_v3 [2018/08/22 16:04] – [Damage Rating (Version 3)] fixed a redlink frostjaeger | ||
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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, questions rose from SARP roleplayers. | + | Faced with a universe in chaos, where technology can make the difference between life and death, questions rose from SARP [[guide: |
- | These included, "Can my gun kill this thing?", | + | These included, "Can my gun kill this thing?", |
- | The Damage Rating system, version 3, is a guideline to help figure that out. [[guide: | + | The Damage Rating system, version 3, is a guideline to help figure that out. [[guide: |
- | Version 3 looks at this from the standpoint of a weapon' | + | Version 3 looks at this from the standpoint of a weapon' |
- | The system' | + | The system' |
- | 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 [[guide: | + | 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 to the narrative between [[guide: |
- | + | ||
- | You can also consult | + | |
+ | You can also consult the [[guide: | ||
===== Tiers ===== | ===== Tiers ===== | ||
- | |||
The table below lists four columns. | The table below lists four columns. | ||
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* // | * // | ||
* //Power Armor//, | * //Power Armor//, | ||
- | * //Mecha// | + | * //Mecha//, |
- | * and // | + | * and // |
- | 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 | + | 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 [[guide: |
- | ^ Tier ^ Purpose ^ Defensive Example ^ Offensive Example ^ | + | ^ Tier ^ Purpose |
^ Personnel | ^ Personnel | ||
- | | 1 | Light Anti-Personnel | + | | 1 | Light Anti-Personnel |
- | | 2 | Medium Anti-Personnel | + | | 2 | Medium Anti-Personnel |
- | | 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: | + | | 13 | Light Anti-Capital Ship |
- | | 14 | Medium Anti-Capital Ship | [[stararmy: | + | | 14 | Medium Anti-Capital Ship | [[stararmy: |
- | | 15 | Heavy Anti-Capital Ship | 3km+ Structures, Dreadnoughts | + | | 15 | Heavy Anti-Capital Ship | [[stararmy: |
- | \\ | + | ==== Tier 0 ==== |
- | **Tier 0** \\ | + | Unstated, |
- | \\ | + | |
- | Unstated, | + | |
===== Handling Damage ===== | ===== Handling Damage ===== | ||
- | This section reviews | + | This section reviews 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 // | 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 // | ||
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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 // | 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 // | ||
- | * The //below steps// are reductions in a weapon' | + | * The //below steps// are reductions in a weapon' |
* The //above steps// are increases in a weapon' | * The //above steps// are increases in a weapon' | ||
- | Put visually, it's going to look like this table: | + | When put visually, it's going to look like this table: |
- | ^ Weapon vs Target ^ Descriptor | + | |
+ | ^ Weapon vs Target | ||
| 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 | + | | Equal | Potentially |
- | | 1 Above | Quite lethal | + | | 1 Above | Quite Lethal |
- | | 2 Above | Highly | + | | 2 Above | Highly |
- | | 3 Above | Assuredly | + | | 3 Above | Assuredly |
- | | 4 Above | Total annihilation | + | | 4 Above | Total Annihilation |
- | 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. | + | 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 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," | + | //**Nothing in this article needs to be learned by heart.**// As long as a reader or [[guide: |
- | 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. | + | Based on the purpose stated in the weapon article, a [[user: |
- | 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 [[guide:damage_rating_v3# |
==== Defenses ==== | ==== Defenses ==== | ||
- | |||
There are two universal means of defense against direct harm in SARP: physical armor and energy barriers. | There are two universal means of defense against direct harm in SARP: physical armor and energy barriers. | ||
- | === Barrier | + | === Barriers |
- | Barriers (also called " | + | Barriers (also called " |
- | The potency of a 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. | + | The potency of a barrier always is on the same tier as the unit fielding it.((This is mostly |
However, not all units have barriers. An example: | However, not all units have barriers. An example: | ||
- | | The M2 Mindy power armor acquired " | + | | The [[stararmy: |
- | == Damaging and depleting | + | == Damaging and Depleting |
Barriers don't discriminate against where they are hit. An attack will be intercepted by a unit's barrier regardless of where that target was attacked (a graze on a limb, a shot to the back, a slash along the engines, etc.) | Barriers don't discriminate against where they are hit. An attack will be intercepted by a unit's barrier regardless of where that target was attacked (a graze on a limb, a shot to the back, a slash along the engines, etc.) | ||
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Below is the attack table, now with a third column that shows how much an attack could deplete a barrier. | Below is the attack table, now with a third column that shows how much an attack could deplete a barrier. | ||
- | ^ Weapon vs Target ^ Damage | + | ^ Weapon vs Target |
- | | 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 | + | | Equal | Potentially |
- | | 1 Above | Quite lethal | + | | 1 Above | Quite Lethal |
- | | 2 Above | Highly | + | | 2 Above | Highly |
- | | 3 Above | Assuredly | + | | 3 Above | Assuredly |
- | | 4 Above | Total Annihilation | + | | 4 Above | Total Annihilation |
- | The notations that go along with excess damage are discussed further in Barrier | + | The notations that go along with excess damage are discussed further in the // |
- | == Barrier | + | == Barrier |
Barrier technology comes in a few shapes in terms of deployment and management. The common ones include: | Barrier technology comes in a few shapes in terms of deployment and management. The common ones include: | ||
- | // | + | ^ Type ^ Description ^ |
- | This kind of barrier forms an all-around protective bubble for the unit. It's a rudimentary barrier deployment most commonly seen on power armor, mecha and larger civilian craft. | + | ^ Bubble |
+ | ^ Conformal | ||
+ | ^ Two-Faced | ||
+ | ^ Six-Faced | ||
- | It has only one universal facing. Near-misses can deplete the bubble even though they might not have actually hit the target directly. | + | Though " |
- | // | + | == Managing Barrier Facings == |
- | Slightly more advanced, this barrier lends "skin-tight" protection | + | With multi-faced barrier units, it is possible |
- | It is usually seen on power armor, mecha and small fightercraft. | + | | A starfighter 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 starfighter 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 |
- | Two-faced has emitters that handle | + | |
- | [[https:// | + | In SARP, the safe limit to boost a barrier facing is 200%. Going beyond invites malfunctions, |
- | + | == Replenishing a Barrier | |
- | + | Eventually, damage depletes a barrier' | |
- | // | + | |
- | 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 " | + | |
- | + | ||
- | 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.| | + | |
- | \\ | + | |
- | |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.| | + | |
- | + | ||
- | In SARP, the safe limit to boost a barrier facing is 200%. Going beyond invites malfunctions, | + | |
- | + | ||
- | == Replenishing a barrier | + | |
- | Eventually, damage depletes a barrier' | + | |
As long as a barrier is not fired upon, it is capable of recharging its reserves. | As long as a barrier is not fired upon, it is capable of recharging its reserves. | ||
- | In fact, taking // | + | 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 resetting a tripped fusebox). Certain systems, such as capacitor reserves on the [[stararmy: | ||
=== 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 10 mm of [[materials: | + | 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 millimeters |
== Supplemental Armor == | == Supplemental Armor == | ||
- | Power armors | + | [[guide: |
- | 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 [[guide: |
- | 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 holding it. For example, the [[stararmy: |
- | 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.** | + | 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 to the [[guide: |
== Materials == | == Materials == | ||
- | 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). | + | [[: |
- | 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. | + | Even though |
- | Here's a list of commonly seen materials in SARP, along with a short blurb of how they stand out. | + | Here's a list of commonly seen [[:materials|materials]] |
^ Armor Material | ^ Armor Material | ||
- | | [[materials: | + | | [[materials: |
| [[materials: | | [[materials: | ||
- | | [[materials: | + | | [[materials: |
- | | Durandium-T | + | | |
| [[materials: | | [[materials: | ||
- | | [[materials: | + | | [[materials: |
| [[materials: | | [[materials: | ||
| [[materials: | | [[materials: | ||
- | | Zesuaium-T | + | | |
- | | Zesuaium-X | + | | |
- | A material' | + | A [[: |
- | Durandium is an extremely widespread material and makes for cheap, reliable armor. The Mindy relied greatly on Durandium because it was lightweight. Since the Mindy' | + | [[materials: |
- | However, a Mindy plated in Durandium could take some serious damage from a Hostile' | + | However, a [[stararmy: |
- | 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 bent, but it may still crush the user's ribcage from the impact. | + | Other aspects of physics remove that potential. If a [[stararmy: |
== Being " | == Being " | ||
- | Most of what is in the tier list as target examples are items that are prepared or designed to endure damage coming //from weaponry// | + | Most of what is in the tier list as target examples are items that are prepared or designed to endure damage coming //from weaponry// |
- | 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 |
These are // | These are // | ||
+ | |||
===== 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 |
==== New Submissions ==== | ==== New Submissions ==== | ||
Here we'll discuss prickly stuff that can rise up during the process for making and seeing new submissions approved. | Here we'll discuss prickly stuff that can rise up during the process for making and seeing new submissions approved. | ||
- | === What size do I fit in? === | ||
- | Here's a variant of the Tier table with approximate sizing of what would fit in each category. | ||
- | ^ Tier ^ Type ^ Example ^ Note ^ | + | === What Size Do I Fit In? === |
+ | Here's a variant of the Tier table with the approximate sizing of what would fit in each category. | ||
+ | |||
+ | //Note: The sizes listed in the following table are averages, not hard values. Deviation from them __**within reason**__ is acceptable.// | ||
+ | |||
+ | ^ Tier ^ Type ^ Example ^ Note ^ | ||
^ Personnel | ^ Personnel | ||
- | | 1 | Light Personnel | + | | 1 | Light Personnel |
- | | 2 | Medium Personnel | + | | 2 | Medium Personnel |
- | | 3 | Heavy Personnel | + | | 3 | Heavy Personnel |
^ Power Armor ^^^^ | ^ Power Armor ^^^^ | ||
- | | 4 | Light Armor | [[stararmy: | + | | 4 | Light Armor | [[stararmy: |
- | | 5 | Medium Armor | | + | | 5 | Medium Armor | [[faction: |
- | | 6 | Heavy Armor | [[faction: | + | | 6 | Heavy Armor | [[corp: |
^ Mecha ^^^^ | ^ Mecha ^^^^ | ||
- | | 7 | Light Mecha | [[stararmy: | + | | 7 | Light Mecha | [[faction: |
- | | 8 | Medium Mecha | [[stararmy: | + | | 8 | Medium Mecha | [[faction: |
- | | 9 | Heavy Mecha | Larger shuttles | + | | 9 | Heavy Mecha | [[stararmy: |
^ 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: | + | USS Enterprise (CVN-65)|Enterprise]]// |
- | | 14 | Medium Capital Ship | [[stararmy: | + | | 13 | Light Capital Ship |
- | | 15 | Heavy Capital Ship | 3km+ Structures, Dreadnoughts | + | | 14 | Medium Capital Ship | [[stararmy: |
+ | | 15 | Heavy Anti-Capital Ship | [[stararmy: | ||
- | === How fast can I go? === | + | === How Fast Can I Go? === |
- | Anything | + | Anything |
- | SARP's major factions like Yamatai and Nepleslia have a listing of speed standards which should be prime reference for what your sublight and faster-than-light speeds ought to look like for fighters, shuttles and starships. | + | SARP's major [[:faction|factions]] like [[faction: |
- | SADRv2 had this table defining how armor weight would have influence on the top sublight speed that could be reached. See below for its SADRv3 adaptation: | + | * [[stararmy:starship_speeds]] |
+ | * [[faction: | ||
- | ^ Armor Type ^ Examples ^ Spd Bonus ^ Spd Max ^ | + | [[guide:damage_rating_v2|SADRv2]] had this table defining how armor weight influenced the top sublight speed that could be reached. See below for its SADRv3 adaptation: |
- | | Unarmored | Xiulurium | +.075c | + | |
- | | Light Armor | [[materials:durandium|Durandium]] | +.05c STL | .425c | | + | |
- | | Medium | [[materials:yama_dura]], | + | |
- | | Heavy | [[materials: | + | |
- | === More powerful armor and barrier === | + | ^ Armor Type ^ Examples ^ Speed Bonus ^ Maximum Speed ^ |
- | Aside from how you describe how your unit's armor plating, the materials | + | | Unarmored |
+ | | Light | [[materials: | ||
+ | | Medium | ||
+ | | Heavy | [[materials: | ||
- | For the barrier, it's the same. You pick the type of technology | + | === More Powerful Armor and Barriers === |
+ | Aside from how you describe how your unit' | ||
- | Basically, don't try to make your baby a special snowflake just with numbers | + | For the unit's barriers, it's the same. You pick the type of technology used to define facings, but then longevity has more to do with power systems |
- | == Multiple | + | Basically, don't try to make your baby a special snowflake just with numbers and labels to overshadow other articles and look powerful. Strive for quality and good descriptions; |
+ | |||
+ | == Multiple | ||
It's possible that ships have multiple systems running their barrier. This typically doesn' | It's possible that ships have multiple systems running their barrier. This typically doesn' | ||
- | For example, say I have a ship with 4 gravimetric drives. Each drive is able to raise a barrier to full strength, but usually | + | For example, say I have a ship with 4 [[technology: |
- | Another example is the Combined Field System used by the Star Army of Yamatai. The Combined Field is exactly that, fields combined to fulfill different functions: one projects a distorsion | + | Another example is the [[stararmy: |
==== Article Templates ==== | ==== Article Templates ==== | ||
- | Elements of SADRv3 get mentioned in a few places in an article. | + | Elements of SADRv3 get mentioned in a few places in an article. Any SADRv3 notation can also be linked back to this article for ease of reference. |
- | Any SADRv3 notation can also be linked back to the this article for ease of reference. | + | |
=== Units === | === Units === | ||
+ | The following is for " | ||
+ | |||
== Statistical Data / General == | == Statistical Data / General == | ||
Insert the following under " | Insert the following under " | ||
< | < | ||
+ | |||
== Armored Hull == | == Armored Hull == | ||
Should include the following line before the description of the armor' | Should include the following line before the description of the armor' | ||
+ | |||
< | < | ||
+ | |||
== Barrier Systems == | == Barrier Systems == | ||
- | Also previously known as " | + | Also previously known as " |
- | Should | + | |
< | < | ||
+ | |||
== Weapons Systems == | == Weapons Systems == | ||
- | The weapons | + | Weapon systems |
< | < | ||
- | example: | + | |
+ | Example: | ||
* [[stararmy: | * [[stararmy: | ||
+ | |||
=== Weapons === | === Weapons === | ||
+ | The following is for weapon articles. | ||
+ | |||
== Purpose == | == Purpose == | ||
In weapon articles, the first primary entry for " | In weapon articles, the first primary entry for " | ||
+ | |||
< | < | ||
==== Translating from SADRv2 ==== | ==== Translating from SADRv2 ==== | ||
- | === Quick and dirty reading === | + | This section covers how to convert from [[guide: |
- | If you come across an article talking about SP, PDR, ADR and SDR; you're looking after something that matches the way the Damage Rating system worked before, under SADRv2. | + | |
- | To quickly convert:\\ | + | === Quick and Dirty Reading === |
- | * SPs and grade (personnel and mecha) can help you figure out broad category of the unit. | + | If you come across an article talking about [[guide: |
- | * SP1 is unarmored | + | |
- | * SP2 is light personnel | + | |
- | * SP3-4 is medium personnel | + | |
- | * SP5 is heavy personnel | + | |
- | * SP5~10 covers light and medium armors. | + | |
- | * SP10~15 is heavy armor | + | |
- | * SP15~25 will cover most of what is in the Mecha category. Pay more attention to what the type of unit is.\\ | + | |
- | * SPs for ships is in a different grade | + | |
- | * SP10~15 is light starship | + | |
- | * SP20-25 is medium starship | + | |
- | * SP30~35 is heavy starships, light cruisers and the like | + | |
- | * SP40-45 was for light capital vessel | + | |
- | * SP50 was the maximum, about equivalent to medium and heavy capital vessels. | + | |
- | * Personnel | + | * [[guide: |
- | * PDR1~2 is light anti-personnel(1) | + | * [[guide:damage_rating_v2# |
- | * PDR3~4 is medium anti-personnel(2) | + | * [[guide: |
- | * PDR5 is heavy anti-personnel(3) | + | * [[guide: |
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
- | * Armor grade weapons with ADR translate into: | + | * [[guide:damage_rating_v2# |
- | * ADR1 is heavy anti-personnel(3) | + | * [[guide: |
- | * ADR2 is light anti-armor(4) | + | * [[guide: |
- | * ADR3 is medium to heavy anti-armor(5~6) | + | * [[guide: |
- | * ADR4 is around light-to-medium anti-mecha (7~8 ) | + | * [[guide: |
- | * ADR5 is around medium-to-heavy anti-mecha (8~9) | + | * [[guide: |
- | * Ship grade weapons with SDR translate into: | + | * Personnel-grade weapons with [[guide: |
- | * SDR1 is heavy anti-mecha(9) | + | * [[guide: |
- | * SDR2 is light anti-starship(10) | + | * [[guide: |
- | * SDR3 is medium anti-starship(11) | + | * [[guide: |
- | * SDR4 is heavy anti-starship (12) | + | |
- | * SDR5 is covered anything in anti-capital (13~15) | + | |
- | == Damage | + | * Armor-grade weapons with [[guide: |
- | SADRv2 had values like PDR/ADR/SDR calculate the damage potential a weapon could output under 10 seconds, so it tried to abstractly take rate-of-fire into account. | + | * [[guide: |
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | |||
+ | * Ship-grade weapons with [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | |||
+ | == Damage | ||
+ | [[guide: | ||
Weapon lethality under SADRv3 is counted " | Weapon lethality under SADRv3 is counted " | ||
=== Converting from SADRv2 === | === Converting from SADRv2 === | ||
- | |||
The "rough and dirty" heading above can help, but the spirit of converting weapons into SADRv3 was first meant to encourage it looking dramatic, // | The "rough and dirty" heading above can help, but the spirit of converting weapons into SADRv3 was first meant to encourage it looking dramatic, // | ||
- | With this said, if a weapon was made to cause damage to a 'light armor' | + | With this said, if a weapon was made to cause damage to a //light armor// (Tier 4) on multiple hits, it should not be considered a //light anti-armor// (Tier 4) weapon. While the weapon can be described as being used to assault such targets, when it comes to the tier the author should, depending on the intended |
- | To give an example, the LASR was designed for use near friendly assets where the potential collateral damage of more powerful weapons was not desired. As such, while it has frequently been employed in an anti-armor role the weapon can be better thought of as an "Anti-Heavy Personnel Weapon" | + | To give an example, the [[stararmy: |
- | ===== Examples of use ===== | + | ===== Examples of Use ===== |
+ | Below are some potential outcomes for different targets, along with a few tips. These aren't absolutes, as in the chaos of combat there can be plenty of mitigating factors. For instance, even though a [[stararmy: | ||
- | Below are outcomes for different targets for inspiration, | + | ==== vs. Lightly-Protected Personnel ==== |
+ | Practically everything | ||
- | === vs. lightly protected personnel === | + | ^ Weapon |
+ | | Equal | Potentially Lethal | ||
+ | | 1 Above | Quite Lethal | ||
+ | | 2 Above | Very Lethal | ||
+ | | 3 Above | Assuredly Lethal | ||
+ | | 4 Above | Total Annihilation | ||
- | Practically everything can give a bad day to a //light personnel// target. If someone packing serious heat is motivated in taking down, say, a policeman in riot armor, the following might happen depending on how badly the poor policeman is outgunned: | + | Since most modern handguns are qualified as //light anti-personnel// |
- | + | ||
- | ^ Weapon vs Target | + | |
- | | Equal | Potentially lethal | + | |
- | | 1 Above | Quite lethal | + | |
- | | 2 Above | Very lethal | + | |
- | | 3 Above | Assuredly lethal | + | |
- | | 4 Above | Total Annihilation | + | |
- | + | ||
- | Since most modern handguns are qualified as //light anti-personnel// | + | |
More on that in the next section. | More on that in the next section. | ||
- | === vs. heavily protected personnel | + | ==== vs. Heavily-Protected Personnel |
+ | This covers protection conferred by padding and plating directly over the [[species: | ||
- | This covers protection confered by padding and plating directly over the human body, such as the full-body hardsuits | + | ^ Weapon vs. Target |
+ | | 2 Below | Moderate Damage | ||
+ | | 1 Below | Heavy Damage | ||
+ | | Equal | Potentially Lethal | ||
+ | | 1 Above | Quite Lethal | ||
+ | | 2 Above | Very Lethal | ||
+ | | 3 Above | Assuredly Lethal | ||
+ | | 4 Above | Total Annihilation | ||
- | ^ Weapon vs Target | + | Weapons striking below the tier of the target' |
- | | 2 Below | Moderate Damage | + | |
- | | 1 Below | Heavy damage | + | |
- | | Equal | Potentially lethal | + | |
- | | | + | |
- | | 2 Above | Very lethal | + | |
- | | 3 Above | Assuredly lethal | + | |
- | | 4 Above | Total Annihilation | + | |
- | Weapons striking below the tier of the target' | + | Bear in mind that while a [[corp: |
- | Bear in mind that an Unique being shot a few times over her hardsuit' | + | That kind of deterioration is for the [[guide: |
- | That kind of deterioration | + | ==== vs. Lightweight Power Armor ==== |
+ | [[guide: | ||
- | === vs. lightweight | + | Unlike body armor which is set directly over flesh, [[guide: |
- | 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. | + | The [[stararmy:equipment: |
- | The M2 Mindy IV Power Armor is one such unit. | + | ^ Weapon vs. Target |
- | + | | 4 Below | Negligible | |
- | ^ Weapon vs Target | + | | 3 Below | Light Damage |
- | | 4 Below | Negligible | + | | 2 Below | Moderate Damage |
- | | 3 Below | Light Damage | + | | 1 Below | Heavy Damage |
- | | 2 Below | Moderate Damage | + | | Equal | Potentially |
- | | 1 Below | Heavy damage | + | | 1 Above | Quite Lethal |
- | | Equal | Potentially | + | | 2 Above | Very Lethal |
- | | 1 Above | Quite lethal | + | | 3 Above | Assuredly |
- | | 2 Above | Very lethal | + | |
- | | 3 Above | Assuredly | + | |
| 4 Above | Total Annihilation | | 4 Above | Total Annihilation | ||
- | Since a power armor is motorized and possesses components to help it operate far beyond the norm of human prowess, sustaining damage can hinder or take out these components (onboard computer, power supply, propulsion system...) and reduce the unit's performance. | + | Since a [[guide: |
- | State-of-the art power armor commonly | + | State-of-the-art [[guide: |
- | === vs. medium-sized starship | + | ==== vs. Medium-Sized Starship ==== |
- | Once the mecha category is reached, the units are no longer conformal to a humanoid' | + | Once the mecha category is reached, the units are no longer conformal to a humanoid' |
- | It's much the same for starships, just on a greater scale. Let's cover how a Plumeria | + | It's much the same for [[guide: |
^ Weapon vs Target | ^ Weapon vs Target | ||
- | | 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 | + | | Equal | Potentially |
- | | 1 Above | Quite lethal | + | | 1 Above | Quite Lethal |
- | | 2 Above | Very lethal | + | | 2 Above | Very Lethal |
- | | 3 Above | Assuredly | + | | 3 Above | Assuredly |
- | | 4 Above | Total Annihilation | + | | 4 Above | Total Annihilation |
+ | |||
+ | Like [[guide: | ||
- | Like power armor, larger vehicles deteriorate from successive | + | // |
- | //Potentially lethal// damage is essentially attacks | + | Even 'flesh wounds' |
- | Even 'flesh wounds' | + | Connecting with an //Assuredly Lethal// attack, or pouring a lot of successive firepower into a [[guide: |
- | Connecting with an //Assuredly Lethal// attack, or pouring a lot of successive firepower | + | Capital vessels and starbases are in the upper range of the tiers, the point where weapons |
- | Capital vessels are in the upper range of the tiers, the point where weapons in this setting become less likely to cause ' | + | ===== OOC Notes ===== |
+ | [[user: |