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guide:damage_rating_v3 [2018/06/12 09:47] – [Tiers] capitalized “dual-bladed” frostjaegerguide: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 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?", and "How much punishment can my shuttle take?" These included, "Can my gun kill this thing?", and "How much punishment can my shuttle take?"
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 The system's base assumption is that a //light anti-starship// weapon is meant to shoot down "light starships." There's also a matter of scale: if a player shoots the same weapon at something smaller than a starship, it'll likely be far more ruinous. Against a larger starship, it'll likely do much less significant damage.  The system's base assumption is that a //light anti-starship// weapon is meant to shoot down "light starships." There's also a matter of scale: if a player shoots the same weapon at something smaller than a starship, it'll likely be far more ruinous. Against a larger starship, it'll likely do much less significant damage. 
  
-Version 3 keeps to a "per attack" perspective on weapons, but that doesn't make all weapons equal: a pistol and a submachinegun are in the same //light anti-personnel// tier; both can certainly kill an unprotected human with a well-placed bullet to the head or chest. However, one clearly fires faster and might be a much deadlier weapon.+Version 3 keeps to a "per attack" perspective on weapons, but that doesn't make all weapons equal: a pistol and a submachine gun are in the same //light anti-personnel// tier; both can certainly kill an unprotected human with a well-placed bullet to the head or chest. However, one clearly fires faster and might be a much deadlier weapon.
  
-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.+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: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.
  
 ===== Tiers ===== ===== Tiers =====
- 
 The table below lists four columns.  The table below lists four columns. 
  
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   * //Personnel//,    * //Personnel//, 
   * //Power Armor//,    * //Power Armor//, 
-  * //Mecha//+  * //Mecha//,
   * and //Starships//   * and //Starships//
  
-These are for ease of reference and scalebut 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  | Flak jacket, riot armor | Smallarms such as pistols | |  1  |  Light Anti-Personnel  | Flak jacket, riot armor | Smallarms such as pistols |
-|  2  |  Medium Anti-Personnel  | Ballistic Vest, bodyarmor | [[stararmy:weapons:gp-1_assault_rifle|GP-1 Assault Rifle]], [[stararmy:weapons:nekovalkyrja_service_pistol_type_33|Nekovalkyrja Service Pistol (standard)]] | +|  2  |  Medium Anti-Personnel  | Ballistic Vest, bodyarmor | [[stararmy:weapons:gp-1_assault_rifle|GP-1 Assault Rifle]], [[stararmy:weapons:nekovalkyrja_service_pistol_type_33|Nekovalkyrja Service Pistol (Standard)]] | 
-|  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  | [[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]]  | |  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:weapons:ke-m2-w2901_aether_beam_saber-rifle|Aether Saber-Rifle (Beam)]], [[stararmy:weapons: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:weapons:type_32_light_anti-armor_turret|Type 32 Dual-Gun Turret]] |
-|  6  |  Heavy Anti-Armor  | [[faction:nepleslia:equipment: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  | [[faction:nepleslia:equipment: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  ^^^^
 |  7  |  Light Anti-Mecha  | [[stararmy:tasha_m9_team_autonomous_support_heavy_armor|M9 TASHA]], [[faction:nepleslia:equipment:aggressor|Aggressor]], small shuttlepods  | [[stararmy:weapons:ke-m6-w3000_50mm_gauss_bazooka|50mm Gauss Bazooka]], [[stararmy:weapons:anti-fighter_turret_type_31|Type 31 Quad-Gun Turret]] | |  7  |  Light Anti-Mecha  | [[stararmy:tasha_m9_team_autonomous_support_heavy_armor|M9 TASHA]], [[faction:nepleslia:equipment:aggressor|Aggressor]], small shuttlepods  | [[stararmy:weapons:ke-m6-w3000_50mm_gauss_bazooka|50mm Gauss Bazooka]], [[stararmy:weapons:anti-fighter_turret_type_31|Type 31 Quad-Gun Turret]] |
-|  8  |  Medium Anti-Mecha  | [[stararmy:small_craft:ke-v9_nodachi_assault_fighter|V9 Nodachi]], most shuttlecraft  | [[stararmy:small_craft:v8_kawarime:ke-v8-w3100|Kawarime]]/[[stararmy:weapons:ke-v9-w3300|Nodachi Turbo-Aether cannon]] |+|  8  |  Medium Anti-Mecha  | [[stararmy:small_craft:ke-v9_nodachi_assault_fighter|V9 Nodachi]], most shuttlecraft  | [[stararmy:small_craft:v8_kawarime:ke-v8-w3100|Kawarime]]/[[stararmy:weapons:ke-v9-w3300|Nodachi Turbo-Aether Cannon]] |
 |  9  |  Heavy Anti-Mecha  | Larger shuttles  | [[stararmy:type_31_secondary_anti-starship_turret|Type 31 Dual-Cannon Turret]]  | |  9  |  Heavy Anti-Mecha  | Larger shuttles  | [[stararmy:type_31_secondary_anti-starship_turret|Type 31 Dual-Cannon Turret]]  |
 ^  Starship  ^^^^ ^  Starship  ^^^^
-|  10  |  Light Anti-Starship   | Corvettes, [[stararmy:starship_classes:yui_7_scout|Yui-7 Scout]], [[stararmy:starship_classes:chiaki_escort_destroyer_refit|Chiaki Escort]] | [[stararmy:weapons:ke-d7-w3200_mass_driver_gun|Chiaki Mass Driver Gun (Solid round)]]  | +|  10  |  Light Anti-Starship   | Corvettes, [[stararmy:starship_classes:yui_7_scout|Yui-7 Scout]], [[stararmy:starship_classes:chiaki_escort_destroyer_refit|Chiaki Escort]] | [[stararmy:weapons:ke-d7-w3200_mass_driver_gun|Chiaki Mass Driver Gun (Solid Round)]]  | 
-|  11  |  Medium Anti-Starship  | Destroyers, [[stararmy:starship_classes:plumeria_medium_gunship|Plumeria Gunship]] | [[stararmy:weapons:ke-d7-w3200_mass_driver_gun|Chiaki Mass Driver Gun (Antimatter round)]], [[stararmy:weapons:ke-s3-w2901_positron_accelerator_cannons|Plumeria Positron Railgun]]  |+|  11  |  Medium Anti-Starship  | Destroyers, [[stararmy:starship_classes:plumeria_medium_gunship|Plumeria Gunship]] | [[stararmy:weapons:ke-d7-w3200_mass_driver_gun|Chiaki Mass Driver Gun (Antimatter Round)]], [[stararmy:weapons:ke-s3-w2901_positron_accelerator_cannons|Plumeria Positron Railgun]]  |
 |  12  |  Heavy Anti-Starship   | Cruisers, [[corp:geshrinari_shipyards:light_cruiser_2a|Ookami Light Cruiser]] | [[stararmy:weapons:ke-d2-w3200_shock_cannon|Yui-type Aether Array]], [[stararmy:weapons:ke-b3-w3100_superheavy_turret|Sharie Aether Turret]], [[stararmy:weapons:ke-z1_series_anti-starship_torpedoes|Z1 Torpedoes]]  | |  12  |  Heavy Anti-Starship   | Cruisers, [[corp:geshrinari_shipyards:light_cruiser_2a|Ookami Light Cruiser]] | [[stararmy:weapons:ke-d2-w3200_shock_cannon|Yui-type Aether Array]], [[stararmy:weapons:ke-b3-w3100_superheavy_turret|Sharie Aether Turret]], [[stararmy:weapons:ke-z1_series_anti-starship_torpedoes|Z1 Torpedoes]]  |
-|  13  |  Light Anti-Capital Ship   | [[stararmy:starship_classes:super_eikan|Super Eikan Heavy Cruiser]] | [[stararmy:weapons:ke-s3-w3020_main_weapon_array|Plumeria-type Dual-Bladed Aether Array]], [[stararmy:weapons:ke-s3-w3020_main_weapon_array|Eikan Positron Cannon]]  |+|  13  |  Light Anti-Capital Ship   | [[stararmy:starship_classes:super_eikan|Super Eikan Heavy Cruiser]] | [[stararmy:weapons:ke-s3-w3020_main_weapon_array|Plumeria-type Dual-Bladed Aether Array]], [[stararmy:weapons:ke-s3-w3020_main_weapon_array|Eikan-type Positron Cannon]]  |
 |  14  |  Medium Anti-Capital Ship  | [[stararmy:starship_classes:sharie-class_battleship|Sharie Battleship]] | [[stararmy:starship_classes:super_eikan#weapon_systems|Eikan-type Aether Array]], [[stararmy:weapons:as-7|AS-7 Torpedoes]] | |  14  |  Medium Anti-Capital Ship  | [[stararmy:starship_classes:sharie-class_battleship|Sharie Battleship]] | [[stararmy:starship_classes:super_eikan#weapon_systems|Eikan-type Aether Array]], [[stararmy:weapons:as-7|AS-7 Torpedoes]] |
 |  15  |  Heavy Anti-Capital Ship  | 3km+ Structures, Dreadnoughts | [[stararmy:weapons:ke-b3-w3000_main_weapon_array|Sharie-type Dual-Pronged Aether Array]]  | |  15  |  Heavy Anti-Capital Ship  | 3km+ Structures, Dreadnoughts | [[stararmy:weapons:ke-b3-w3000_main_weapon_array|Sharie-type Dual-Pronged Aether Array]]  |
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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 //potentially lethal// considered "zero." 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 //potentially lethal// considered "zero."
  
-  * The //below steps// are reductions in a weapon's damage because the target is bigger, heavier or otherwise  better protected. Those steps are negligible, light, moderate and heavy.+  * The //below steps// are reductions in a weapon's damage because the target is bigger, heavier or otherwise better protected. Those steps are negligible, light, moderate and heavy.
  
   * The //above steps// are increases in a weapon's damage because the target is smaller, lighter or otherwise less protected. Those steps are quite lethal, highly destructive, assuredly lethal and total annihilation.   * The //above steps// are increases in a weapon's damage because the target is smaller, lighter or otherwise less protected. Those steps are quite lethal, highly destructive, assuredly lethal and total annihilation.
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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 downand 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," the player's gleaned what most readers need to from the Version 3 system.  // **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," the player's gleaned what most readers need to from the Version 3 system. 
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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#examples_of_use|click here]] to quickly get down to itor read on to learn more about defenses.+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#examples_of_use|click here]] to quickly get down to it or read on to learn more about defenses.
  
 ==== Defenses ==== ==== Defenses ====
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 === Barrier === === Barrier ===
-Barriers (also called "barrier shielding", "energy shields" and the like)) are a form of defensive energy screen that can absorb damage before its makes contact with what stands under its protection.+Barriers (also called "barrier shielding", "energy shields" and the like)) are a form of defensive energy screen that can absorb damage before it makes contact with what stands under its protection.
  
-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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 //Six-faced//\\ //Six-faced//\\
-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 "fore" and "aft" commonly used.+One of the most complex barrier setups available, this layout divides barrier facings into 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 "fore" and "aft" commonly used.
  
 Though "facings" is used here, players and GMs use many other names, including angles, directions, regions, sides, sectors, zones, and so on. Though "facings" is used here, players and GMs use many other names, including angles, directions, regions, sides, sectors, zones, and so on.
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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, equipment failures and unhappy engineers.+In SARP, the safe limit to boost a barrier facing is 200%. Going beyond invites malfunctions, equipment failuresand unhappy engineers.
  
 == Replenishing a barrier == == Replenishing a barrier ==
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 In fact, taking //negligible// damage can mean "taking so little damage that the barrier regenerates from it right away". With proper power — that usually happens through the actions of roleplayers such as tapping in auxiliary power, choosing not to fire weapons or having a power armor hide behind cover and wait — reserves for any facings available can be safely recovered at a rate of 50% every 10 to 15 seconds (3% to 5% per second, depending on rate of activity). In fact, taking //negligible// damage can mean "taking so little damage that the barrier regenerates from it right away". With proper power — that usually happens through the actions of roleplayers such as tapping in auxiliary power, choosing not to fire weapons or having a power armor hide behind cover and wait — reserves for any facings available can be safely recovered at a rate of 50% every 10 to 15 seconds (3% to 5% per second, depending on rate of activity).
  
-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' a barrier.+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 M2 Mindy and M6 Daisy power armor, are designed to 'hot restart' a barrier.
  
  
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 Essentially, armor is what gets between something that's vulnerable and what means it harm. Armor that does its job is will mitigate incoming damage, from completely fending it off to at least saving the user from what would have been a killing blow. Essentially, armor is what gets between something that's vulnerable and what means it harm. Armor that does its job is will mitigate incoming damage, from completely fending it off to at least saving the user from what would have been a killing blow.
  
-An armor's resilience is defined by the tier its unit is part of.((this is mostly to nip in the bud any potential arms races - we want to encourage better design and quality writing in submissions, rather than one-upmanship)) +An armor's resilience is defined by the tier its unit is part of.((This is mostly to nip in the bud any potential arms races - we want to encourage better design and quality writing in submissions, rather than one-upmanship.)) 
  
 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:yama_dura|Yama-Dura]] plating and 15 mm of [[materials:durandium|Durandium]] plating, though from reading article descriptions the GM is certainly free to come to his own conclusions. 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:yama_dura|Yama-Dura]] plating and 15 mm of [[materials:durandium|Durandium]] plating, though from reading article descriptions the GM is certainly free to come to his own conclusions.
  
 == Supplemental Armor == == Supplemental Armor ==
-Power armors sometimes carry physical shields.(("shields" is the desired nomenclature for additional armor - tangible shields - meant to intercept attacks, as opposed to energy shields, which are barriers.)) For instance, the M6 Daisy power armor carries on its left forearm a [[materials:zesuaium|Zesuaium]] shield.+Power armors sometimes carry physical shields.(("Shields" is the desired nomenclature for additional armor - tangible shields - meant to intercept attacks, as opposed to energy shields, which are barriers.)) For instance, the M6 Daisy power armor carries on its left forearm a [[materials:zesuaium|Zesuaium]] shield.
  
-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 of a user's skill of interposing the shield between themselves and what means to harm them.
  
 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's Zesuaium shield could cope with attacks as a //heavy power armor// would. Damage to the shield is treated individually from the power armor: having a shield does not upgrade a power armor/mecha's defense tier; instead, it is treated as a different location to damage that is tougher than the rest. 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's Zesuaium shield could cope with attacks as a //heavy power armor// would. Damage to the shield is treated individually from the power armor: having a shield does not upgrade a power armor/mecha's defense tier; instead, it is treated as a different location to damage that is tougher than the rest.
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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  | Space shuttle-sized, around 40x25x20 meters  | |  9  |  Heavy Mecha  | Larger shuttles  | Space shuttle-sized, around 40x25x20 meters  |
 ^  Starship  ^^^^ ^  Starship  ^^^^
-|  10  |  Light Starship   | Corvettes, [[stararmy:starship_classes:yui_7_scout|Yui-7 Scout]], [[stararmy:starship_classes:chiaki_escort_destroyer_refit|Chiaki Escort]] | up to 100 meters long, fits in a football field  | +|  10  |  Light Starship   | Corvettes, [[stararmy:starship_classes:yui_7_scout|Yui-7 Scout]] | up to 100 meters long, fits in a football field  | 
-|  11  |  Medium Starship  | Destroyers, [[stararmy:starship_classes:plumeria_medium_gunship|Plumeria Gunship]] | 100~250 meters long, as big or bigger than US Navy Destroyers  |+|  11  |  Medium Starship  | Destroyers, [[stararmy:starship_classes:chiaki_escort_destroyer_refit|Chiaki Escort]], [[stararmy:starship_classes:plumeria_medium_gunship|Plumeria Gunship]] | 100~250 meters long, as big or bigger than US Navy Destroyers  |
 |  12  |  Heavy Starship   | Cruisers, [[corp:geshrinari_shipyards:light_cruiser_2a|Ookami Light Cruiser]] | 250~500 meters long, about as big or bigger than an US Navy Aircraft carrier  | |  12  |  Heavy Starship   | Cruisers, [[corp:geshrinari_shipyards:light_cruiser_2a|Ookami Light Cruiser]] | 250~500 meters long, about as big or bigger than an US Navy Aircraft carrier  |
 |  13  |  Light Capital Ship   | [[stararmy:starship_classes:super_eikan|Super Eikan Heavy Cruiser]] | 500~1000 meters long, can be bigger than the tallest building on Earth  | |  13  |  Light Capital Ship   | [[stararmy:starship_classes:super_eikan|Super Eikan Heavy Cruiser]] | 500~1000 meters long, can be bigger than the tallest building on Earth  |
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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. Airspeed of anything not fightercraft tends to cap at Mach 1.7, actual aerodynes reach up to Mach 5.+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. The airspeed of anything not fightercraft tends to cap at Mach 1.7, actual aerodynes reach up to Mach 5.
  
-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, shuttlesand 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, submissions that become larger-than-life for readers are usually seen in better light too, whereas NTSE moderators try to be on the crackdown for anything that might be contentiously overpowered.+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, submissions that become larger-than-life for readers are usually seen in better light too, whereas NTSE moderators try to be on the crackdown for anything that might be contentiously overpowered.
  
 == Multiple barrier systems == == Multiple barrier systems ==
 It's possible that ships have multiple systems running their barrier. This typically doesn't make the barrier stronger or more capable of handling more damage, but it can change how it's meant to work. It's possible that ships have multiple systems running their barrier. This typically doesn't make the barrier stronger or more capable of handling more damage, but it can change how it's meant to work.
  
-For example, say I have a ship with 4 gravimetric drives. Each drive is able to raise a barrier to full strength, but usually the share the load of keeping a barrier online. That's an expression of //loadsharing// and //redundancy// - without one of these gravimetric drives, you wouldn't be able to keep a barrier active so in this case, you have 3 spares.+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 //loadsharing// and //redundancy// - without one of these gravimetric drives, you wouldn't be able to keep a barrier active so in this case, you have 3 spares.
  
-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 field that prematurely detonates warheads and bends harmful beams and radiation away, while another offers protection to deflect more physical projectiles from impacting the ship. If the system supporting the distorsion field took damage, one protective aspect of the barrier may be lost.+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 field that prematurely detonates warheads and bends harmful beams and radiation away, while another offers protection to deflect more physical projectiles from impacting the ship. If the system supporting the distortion field took damage, one protective aspect of the barrier may be lost.
  
 ==== 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 "Type": Insert the following under "Type":
 <code>**SARPv3 Tier:** (target type, i.e.: Medium Starship)</code>  <code>**SARPv3 Tier:** (target type, i.e.: Medium Starship)</code> 
 +
 == Armored Hull == == Armored Hull ==
 Should include the following line before the description of the armor's composition: Should include the following line before the description of the armor's composition:
 <code>The (unitname)'s armor has the defensive profile of a (target type, i.e.: Light Mecha).</code>  <code>The (unitname)'s armor has the defensive profile of a (target type, i.e.: Light Mecha).</code> 
 +
 == Barrier Systems == == Barrier Systems ==
 Also previously known as "Shield Systems" under previous templates. Also previously known as "Shield Systems" under previous templates.
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 example: example:
   * [[stararmy:weapons:ke-s3-w3020_main_weapon_array|Light Anti-Capital Main Weapon Array]]</code>   * [[stararmy:weapons:ke-s3-w3020_main_weapon_array|Light Anti-Capital Main Weapon Array]]</code>
 +
 === 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, ADRand 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, //cinematic//. The "rough and dirty" heading above can help, but the spirit of converting weapons into SADRv3 was first meant to encourage it looking dramatic, //cinematic//.
  
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 ===== Examples of use ===== ===== Examples of use =====
- 
 Below are outcomes for different targets for inspiration, 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 Nekovalkyrja Service Pistol set on 'heavy' can cause a grenade-like blast, something //very lethal// to a soldier only in uniform, the Game Master would entirely be in the right to judge that if the person dives down in time, perhaps she'd emerge only singed/dazed from the experience. Below are outcomes for different targets for inspiration, 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 Nekovalkyrja Service Pistol set on 'heavy' can cause a grenade-like blast, something //very lethal// to a soldier only in uniform, the Game Master would entirely be in the right to judge that if the person dives down in time, perhaps she'd emerge only singed/dazed from the experience.
  
 === 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  | Incineration, being scattered into meaty chunks and fine pink mist  | |  4 Above  |  Total Annihilation  | Incineration, being scattered into meaty chunks and fine pink mist  |
  
-Since most modern handguns are qualified as //light anti-personnel// weapons, they are made to defeat protection like the above policeman's riot armor. That is why policemen usually have ballistic vests in high risk situations - that kind of protection (Tier 2) would prove lifesaving and would result in heavy damage (cracked ribs/severe bruising) instead. +Since most modern handguns are qualified as //light anti-personnel// weapons, they are made to defeat protection like the above policeman's riot armor. That is why policemen usually have ballistic vests in high-risk situations - that kind of protection (Tier 2) would prove lifesaving and would result in heavy damage (cracked ribs/severe bruising) instead. 
  
 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 human body, such as the full-body hardsuits of Nepleslian Senator Laj Vinross Yu's elite cadre of femme fatale, the 'Uniques'.
-This covers protection confered by padding and plating directly over the human body, such as the full-body hardsuits of Nepleslian Senator Laj Vinross Yu's elite cadre of femme fatale, the 'Uniques'.+
  
 ^  Weapon vs Target  ^  Descriptor  ^ Examples  ^ ^  Weapon vs Target  ^  Descriptor  ^ Examples  ^
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 Weapons striking below the tier of the target's protection aren't ineffective: the armor is just doing its job of protecting the wearer's life against harm. Also of note is that damage implies some level of deterioration on level of the armor. Even though a body-armored 'Unique' could survive being hosed all over by a //light anti-infantry// submachinegun, her armor would deteriorate and become covered in pockmarks. Continued attacks could keep chewing away at the protection until it becomes compromised. Weapons striking below the tier of the target's protection aren't ineffective: the armor is just doing its job of protecting the wearer's life against harm. Also of note is that damage implies some level of deterioration on level of the armor. Even though a body-armored 'Unique' could survive being hosed all over by a //light anti-infantry// submachinegun, her armor would deteriorate and become covered in pockmarks. Continued attacks could keep chewing away at the protection until it becomes compromised.
  
-Bear in mind that an Unique being shot a few times over her hardsuit's right shoulder may mean that this area is more vulnerable, but her chestplate and left shoulder would still be pristine and still quite capable of coping with similar abuse.+Bear in mind that Unique being shot a few times over her hardsuit's right shoulder may mean that this area is more vulnerable, but her chestplate and left shoulder would still be pristine and still quite capable of coping with similar abuse.
  
 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, 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 an armature for motor actuators or artificial muscle-fibers, then covered flexible outer covering, and plating over the less articulated regions.
  
 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 include life support functions that can save its wearer from injury. A wearer may be able to ride out injuries thanks to injected painkillers, bleeding up to having a limb severed can be sealed, someone in cardiac arrest could be reanimated.+State-of-the-art power armor commonly includes life support functions that can save its wearer from injury. A wearer may be able to ride out injuries thanks to injected painkillers, bleeding up to having a limb severed can be sealed, someone experiencing a cardiac arrest could be reanimated.
  
 === vs. medium-sized starship === === vs. medium-sized starship ===
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 ^  Weapon vs Target  ^  Descriptor  ^ Examples  ^ ^  Weapon vs Target  ^  Descriptor  ^ Examples  ^
 |  4 Below  |  Negligible  | dents, heat sears the surface, enough to ruin a paintjob | |  4 Below  |  Negligible  | dents, heat sears the surface, enough to ruin a paintjob |
-|  3 Below  |  Light Damage  | gouges or noticable pockmarks; heat warps the armor as it melts |+|  3 Below  |  Light Damage  | gouges or noticeable pockmarks; heat warps the armor as it melts |
 |  2 Below  |  Moderate Damage  | armor might crack, fissure or threaten to buckle; heat causes indents from reaching boiling point | |  2 Below  |  Moderate Damage  | armor might crack, fissure or threaten to buckle; heat causes indents from reaching boiling point |
 |  1 Below  |  Heavy damage  | armor is twisted, torn or cratered nearly through; heat sufficient to vaporize deeper depressions | |  1 Below  |  Heavy damage  | armor is twisted, torn or cratered nearly through; heat sufficient to vaporize deeper depressions |
-|  Equal  |  Potentially lethal  | Hull breach, possible loss of function on vital system may cripple the ship |+|  Equal  |  Potentially lethal  | Hull breach, possible loss of function on vital system may cripple the ship |
 |  1 Above  |  Quite lethal  | Compartment-wide damage, wide sections open to space | |  1 Above  |  Quite lethal  | Compartment-wide damage, wide sections open to space |
-|  2 Above  |  Very lethal  | Loss of major structural component such as main gun and pylons |+|  2 Above  |  Very lethal  | Loss of major structural components such as main gun and pylons |
 |  3 Above  |  Assuredly lethal  | If hit centermass, destruction of the entire ship | |  3 Above  |  Assuredly lethal  | If hit centermass, destruction of the entire ship |
 |  4 Above  |  Total Annihilation  | Ship bound to disintegrate even if caught at the edge of the attack  | |  4 Above  |  Total Annihilation  | Ship bound to disintegrate even if caught at the edge of the attack  |
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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.
  
-//Potentially lethal// damage is essentially attacks that get past the hull. Just like how a knife can cause damage to different organs in the human body, some of them a human cannot go without, it's the same for vehicles. Such an attack striking the Plumeria's lounge or shuttlebay will impair some functions of the shipbut are unlikely to slow it down in combat. However, strikes to its weapons, engines and shield systems will prove far more telling. Taking out the power supply in engineering will be crippling, forcing the ship to run on backup power. A hit on the bridge could be ruinous to retaining control of the ship. Striking directly at the the armory or the anti-matter storage could result in catastrophic consequences.+//Potentially lethal// damage is essentially attacks that get past the hull. Just like how a knife can cause damage to different organs in the human body, some of them a human cannot go without, it's the same for vehicles. Such an attack striking the Plumeria's lounge or shuttlebay will impair some functions of the ship but are unlikely to slow it down in combat. However, strikes to its weapons, engines and shield systems will prove far more telling. Taking out the power supply in engineering will be crippling, forcing the ship to run on backup power. A hit on the bridge could be ruinous to retaining control of the ship. Striking directly at the armory or the anti-matter storage could result in catastrophic consequences.
  
 Even 'flesh wounds' on a vehicle can come with their share of trouble. On a Plumeria, we could be looking at power surges, severed electrical connections that need to be bypassed, coolant leaks, venting atmosphere, etcetera. Even 'flesh wounds' on a vehicle can come with their share of trouble. On a Plumeria, we could be looking at power surges, severed electrical connections that need to be bypassed, coolant leaks, venting atmosphere, etcetera.

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