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sadrv3_quick_reference [2016/12/31 19:27] – created fred | guide:damage_rating_v3_quick_reference [2021/11/12 11:57] – ↷ Links adapted because of a move operation wes | ||
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- | ====== | + | ====== |
- | + | This is a condensed version of [[guide: | |
- | This is a condensed version of [[fred_s_damage_rating_revision|Star Army Damage Rating, Version 3]] article. | + | |
===== Tiers ===== | ===== Tiers ===== | ||
- | ^ Tier ^ Purpose ^ Defensive Example ^ Offensive Example ^ | + | //For more information, |
+ | |||
+ | ^ 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:starships: | + | | 13 | Light Anti-Capital Ship | [[stararmy:starship_classes: |
- | | 14 | Medium Anti-Capital Ship | [[stararmy: | + | | 14 | Medium Anti-Capital Ship | [[stararmy: |
- | | 15 | Heavy Anti-Capital Ship | 3km+ Structures, Dreadnoughts | + | | 15 | Heavy Anti-Capital Ship | [[stararmy: |
+ | ===== Attacks ===== | ||
+ | //For more information, | ||
- | ==== Attacks ==== | + | Using a weapon in the same tier as its target means that the weapon is capable of putting |
- | Using a weapon in the same tier as its target means this weapon is capable of putting | + | |
^ Weapon vs Target ^ Descriptor | ^ Weapon vs Target ^ Descriptor | ||
| 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 | ||
- | What you need to take from this is that you cause less 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; but too wide in favor of the weapon means lots of overkill. | + | What you need to take from this is that you cause less 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 |
- | ==== Defenses ==== | + | ===== Defenses |
An armor' | An armor' | ||
- | === Armor Materials == | ||
- | Here's a list of commonly seen armor materials in SARP, along with a short blurb of how they stand out. | ||
- | ^ Armor Material | + | ==== Barriers ==== |
- | | Xiulurium | + | //For more information, see [[guide: |
- | | Zanarium | + | |
- | | Durandium | + | |
- | | Durandium-T | + | |
- | | Yama-Dura | + | |
- | | Nerimium | + | |
- | | Yamataium | + | |
- | | Zesuaium | + | |
- | | Zesuaium-T | + | |
- | | Zesuaium-X | + | |
- | == Being " | + | === Damaging and Depleting Barriers === |
- | Units that are not actually armored take damage | + | Here's a table that shows on the rightmost column how much incoming |
- | == Supplemental Armor == | + | ^ Weapon vs Target |
- | Shields are made of heavier plating than what the unit using it, its resilience can be treated as going up to one step above the tier of the unit. For example, the M6 Daisy' | + | | 4 Below | Negligible |
+ | | 3 Below | Light Damage | ||
+ | | 2 Below | Moderate Damage | ||
+ | | 1 Below | Heavy Damage | ||
+ | | Equal | Potentially Lethal | ||
+ | | 1 Above | Quite Lethal | ||
+ | | 2 Above | Highly Destructive | ||
+ | | 3 Above | Assuredly Lethal | ||
+ | | 4 Above | Total Annihilation | ||
- | === Barrier === | + | === Barrier |
- | == Damaging | + | Barrier technology comes in a few shapes in terms of deployment |
- | Here's a table that shows, on the rightmost column, how much incoming damage could deplete barriers: | + | |
- | ^ Weapon vs Target ^ Damage directly on target | + | ^ |
- | | 4 Below | + | ^ Bubble |
- | | 3 Below | Light damage | + | ^ Conformal |
- | | 2 Below | Moderate Damage | + | ^ Two-Faced |
- | | 1 Below | + | ^ Six-Faced |
- | | | + | |
- | | 1 Above | + | |
- | | 2 Above | Very lethal | + | |
- | | 3 Above | + | |
- | | 4 Above | Total Annihilation | + | |
- | == Barrier | + | === Managing |
- | Barrier | + | Barrier |
- | //Barrier | + | === Replenishing a Barrier |
- | has only one universal facing and near-misses | + | When not being fired on, barrier regeneration |
- | //Conformal Barrier://\\ | + | ==== Armor ==== |
- | this barrier lends " | + | //For more information, |
- | //Fore/Aft Barrier://\\ | + | === Supplemental Armor === |
- | Offers a forward and aft facings | + | Shields are made of heavier plating than the unit using it, thus its resilience can be treated being one step above the tier of the unit holding it. For example, the [[stararmy: |
- | //Six-sided Barrier://\\ | + | === Materials === |
- | Fore, aft, port, starboard, dorsal and ventral quadrants, each having | + | Here's a list of commonly seen [[:materials|materials]] in SARP, along with a short blurb of how they stand out. |
- | Managing multiple | + | ^ Armor Material |
- | Barrier facings can be transfered to resplenish depleted ones. Transfering power over capacity can be safely done up to 200%; going beyond that risks damaging the barrier system from prolongued overloads. | + | | [[materials: |
+ | | [[materials: | ||
+ | | [[materials:durandium|Durandium]] | ||
+ | | [[materials: | ||
+ | | [[materials: | ||
+ | | [[materials: | ||
+ | | [[materials: | ||
+ | | [[materials: | ||
+ | | [[materials: | ||
+ | | [[materials: | ||
- | == Resplenishing a Barrier | + | === Being " |
- | When not being fired on, barrier regeneration can be safely recovered at a rate of 50% every 10 to 15 seconds (3% to 5% per second, depending on rate of activity) or by actions from roleplayers. Depleting a barrier by excess causes an overload which renders | + | Units that are not actually armored take damage one step worse than usual for their tier. |
- | ===== Examples of use ===== | + | ===== Examples of Use ===== |
- | Below are outcomes for different targets given as inspiration | + | //For more information, |
- | === vs. mediumweight power armor === | + | ==== vs. Lightly-Protected Personnel ==== |
- | Example of damage on a M6 Daisy power armor: | + | Example of damage on a //light personnel// (Tier 1) target, such as a policeman in riot armor: |
- | ^ Weapon vs Target | + | ^ Weapon vs. Target |
- | | 4 Below | Negligible | + | | Equal | Potentially Lethal |
- | | 3 Below | Light Damage | + | | 1 Above | Quite Lethal |
- | | 2 Below | Moderate Damage | + | | 2 Above | Very Lethal |
- | | 1 Below | Heavy damage | + | | 3 Above | Assuredly Lethal |
- | | Equal | Potentially | + | | 4 Above | Total Annihilation |
- | | 1 Above | Quite lethal | + | |
- | | 2 Above | Very lethal | + | ==== vs. Heavily-Protected Personnel ==== |
- | | 3 Above | Assuredly | + | Example of damage on a //heavy personnel// (Tier 3) target, such as a [[corp: |
+ | |||
+ | ^ 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 | ||
+ | |||
+ | ==== vs. Lightweight Power Armor ==== | ||
+ | Example of damage on a //light armor// (Tier 4) target, such as a [[stararmy: | ||
+ | |||
+ | ^ Weapon vs. Target | ||
+ | | 4 Below | Negligible | ||
+ | | 3 Below | Light Damage | ||
+ | | 2 Below | Moderate Damage | ||
+ | | 1 Below | Heavy Damage | ||
+ | | Equal | Potentially | ||
+ | | 1 Above | Quite Lethal | ||
+ | | 2 Above | Very Lethal | ||
+ | | 3 Above | Assuredly | ||
| 4 Above | Total Annihilation | | 4 Above | Total Annihilation | ||
- | === vs. medium-sized starship | + | ==== vs. Medium-Sized Starship ==== |
- | Example of damage on a Plumeria | + | Example of damage on a //medium |
^ 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 |
+ | |||
+ | ===== OOC Notes ===== | ||
+ | [[user: |