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guide:damage_rating_v3 [2018/05/26 11:47] – ↷ Links adapted because of a move operation | guide:damage_rating_v3 [2018/06/21 19:52] – Moved Chiaki to Tier 11 toshiro | ||
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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 roleplayers. |
These included, "Can my gun kill this thing?", | These included, "Can my gun kill this thing?", | ||
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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 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. | ||
===== 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 can load up anti-starship torpedoes to try to take down bigger prey. It's also fairly common for larger starships to carry a complement of weapons to deal with smaller targets. | + | 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 can load up anti-starship torpedoes to try to take down bigger prey. It's also fairly common for larger starships to carry a complement of weapons to deal with smaller targets. |
^ Tier ^ Purpose ^ Defensive Example ^ Offensive Example ^ | ^ Tier ^ Purpose ^ Defensive Example ^ Offensive Example ^ | ||
^ 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 | [[stararmy: |
| 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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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' | ||
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| 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 GM grasps the general concept and can figure out "my Nekovalkyrja Service Pistol will only do light damage to a Mindy armor," | ||
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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 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. | ||
- | 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# |
==== Defenses ==== | ==== Defenses ==== | ||
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=== Barrier === | === Barrier === | ||
- | 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.((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. |
However, not all units have barriers. An example: | However, not all units have barriers. An example: | ||
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// | // | ||
- | One of the most complex barrier setups available, this layout divides barrier facings | + | One of the most complex barrier setups available, this layout divides barrier facings |
Though " | Though " | ||
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|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%.| \\ \\ |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, | + | In SARP, the safe limit to boost a barrier facing is 200%. Going beyond invites malfunctions, |
== Replenishing a barrier == | == Replenishing a barrier == | ||
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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 | + | 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 |
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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 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 |
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' | ||
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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? === | === What size do I fit in? === | ||
- | Here's a variant of the Tier table with approximate sizing of what would fit in each category. | + | Here's a variant of the Tier table with the approximate sizing of what would fit in each category. |
^ Tier ^ Type ^ Example ^ Note ^ | ^ Tier ^ Type ^ Example ^ Note ^ | ||
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| 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: | | 13 | Light Capital Ship | [[stararmy: | ||
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=== How fast can I go? === | === How fast can I go? === | ||
- | Anything biped and human-sized usually can't go much faster than 30~45kph (humans probably go lower, nekos cap higher - articulations and muscle can only go so far). Larger mecha, thanks to longer strides and man-machine interfaces, can likely hit 50~90kph. Most inertial control systems go up to 100kph. | + | Anything biped and human-sized usually can't go much faster than 30~45kph (humans probably go lower, nekos cap higher - articulations and muscle can only go so far). Larger mecha, thanks to longer strides and man-machine interfaces, can likely hit 50~90kph. Most inertial control systems go up to 100kph. |
- | 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 factions like Yamatai and Nepleslia have a listing of speed standards which should be the prime reference for what your sublight and faster-than-light speeds ought to look like for fighters, shuttles, and starships. |
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: | 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: | ||
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For the barrier, it's the same. You pick the type of technology used to define facings, but then longevity has more to do with power systems and the actions of roleplayers handling the unit. | For the barrier, it's the same. You pick the type of technology used to define facings, but then longevity has more to do with power systems and the actions of roleplayers handling the unit. | ||
- | 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, | + | 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 barrier systems == | == Multiple barrier systems == | ||
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 gravimetric drives. Each drive is able to raise a barrier to full strength, but usually, they share the load of keeping a barrier online. That's an expression of // |
- | 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 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 distortion |
==== 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 the this article for ease of reference. | + | Any SADRv3 notation can also be linked back to this article for ease of reference. |
=== Units === | === Units === | ||
== 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 " | ||
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example: | example: | ||
* [[stararmy: | * [[stararmy: | ||
+ | |||
=== Weapons === | === Weapons === | ||
== Purpose == | == Purpose == | ||
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==== Translating from SADRv2 ==== | ==== Translating from SADRv2 ==== | ||
=== Quick and dirty reading === | === Quick and dirty reading === | ||
- | 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. | + | 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:\\ | To quickly convert:\\ | ||
- | * SPs and grade (personnel and mecha) can help you figure out broad category of the unit. | + | * SPs and grade (personnel and mecha) can help you figure out the broad category of the unit. |
* SP1 is unarmored | * SP1 is unarmored | ||
* SP2 is light personnel | * SP2 is light personnel | ||
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=== 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, // | ||
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===== Examples of use ===== | ===== Examples of use ===== | ||
- | |||
Below are outcomes for different targets for inspiration, | Below are outcomes for different targets for inspiration, | ||
=== vs. lightly protected personnel === | === vs. lightly protected personnel === | ||
- | |||
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: | 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: | ||
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| 4 Above | Total Annihilation | | 4 Above | Total Annihilation | ||
- | Since most modern handguns are qualified as //light anti-personnel// | + | 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 | |
- | This covers protection | + | |
^ Weapon vs Target | ^ Weapon vs Target | ||
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Weapons striking below the tier of the target' | Weapons striking below the tier of the target' | ||
- | Bear in mind that an Unique being shot a few times over her hardsuit' | + | Bear in mind that a Unique being shot a few times over her hardsuit' |
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. | ||
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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 an armature for motor actuators or artificial muscle-fibers, |
The M2 Mindy IV Power Armor is one such unit. | The M2 Mindy IV Power Armor is one such unit. | ||
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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 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. | ||
- | State-of-the art power armor commonly | + | State-of-the-art power armor commonly |
=== vs. medium-sized starship === | === vs. medium-sized starship === | ||
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^ 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 lethal | + | | Equal | Potentially lethal |
| 1 Above | Quite lethal | | 1 Above | Quite lethal | ||
- | | 2 Above | Very lethal | + | | 2 Above | Very lethal |
| 3 Above | Assuredly lethal | | 3 Above | Assuredly lethal | ||
| 4 Above | Total Annihilation | | 4 Above | Total Annihilation | ||
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Like power armor, larger vehicles deteriorate from successive damage over the same locations. | Like power armor, larger vehicles deteriorate from successive damage over the same locations. | ||
- | // | + | // |
Even 'flesh wounds' | Even 'flesh wounds' |