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guide:damage_rating_v3_quick_reference [2018/03/10 08:54] – ↷ Links adapted because of a move operation | guide:damage_rating_v3_quick_reference [2023/09/24 04:18] – ↷ 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 [[guide: | + | ===== Tiers ===== |
+ | //For more information, | ||
- | This is meant to be consulted by anyone already aware of how SADRv3 functions and just wants to have a quick overview of the guidelines. | + | ^ Tier ^ Purpose |
- | + | ||
- | ===== Tiers ===== | + | |
- | ^ 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 |
- | | 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' | ||
- | === Barrier === | ||
- | == Damaging and depleting Barriers == | ||
- | Here's a table that shows, on the rightmost column, how much incoming damage could deplete barriers: | ||
- | ^ Weapon vs Target ^ Damage directly on target ^ Damage on fully-charged Barrier | + | ==== Barriers ==== |
- | | 4 Below | Negligible | + | //For more information, |
- | | 3 Below | Light damage | + | |
- | | 2 Below | Moderate | + | |
- | | 1 Below | Heavy Damage | + | |
- | | Equal | Potentially lethal | + | |
- | | 1 Above | Quite lethal | + | |
- | | 2 Above | Very lethal | + | |
- | | | + | |
- | | 4 Above | Total Annihilation | + | |
- | == Barrier facings | + | === Damaging and Depleting Barriers === |
- | Barrier technology comes in a few shapes of forms on how they are deployed and managed. | + | Here' |
- | //Barrier | + | ^ Weapon vs Target |
- | has only one universal facing and near-misses can deplete the bubble even though they might not have actually hit the target | + | | 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 |
- | this barrier lends " | + | Barrier technology comes in a few shapes in terms of deployment and management. The common ones include: |
- | //Fore/Aft Barrier://\\ | + | ^ Type ^ Description ^ |
- | Offers a forward and aft facings | + | ^ Bubble |
+ | ^ Conformal | ||
+ | ^ Two-Faced | ||
+ | ^ Six-Faced | ||
- | // | + | === Managing |
- | Fore, aft, port, starboard, dorsal and ventral quadrants, each having a 100% reserve pool. | + | Barrier facings can be transferred to replenish depleted ones. Transfering power over the " |
- | Managing multiple barrier facings: | + | === Replenishing a Barrier |
- | Barrier | + | When not being fired on, barrier regeneration |
- | == Resplenishing a Barrier | + | ==== Armor ==== |
- | When not being fired on, barrier regeneration can be safely recovered at a rate of 50% every 10 to 15 seconds | + | //For more information, see [[guide: |
- | === Armor == | + | === Supplemental |
- | == Supplemental Armor == | + | Shields are made of heavier plating than the unit using it, thus its resilience can be treated |
- | Shields are made of heavier plating than what the unit using it, its resilience can be treated | + | |
- | == Material | + | === Materials === |
- | Here's a list of commonly seen armor materials in SARP, along with a short blurb of how they stand out. | + | Here's a list of commonly seen [[:materials|materials]] |
- | ^ Armor Material | + | |
- | | Xiulurium | + | |
- | | Zanarium | + | |
- | | Durandium | + | |
- | | Durandium-T | + | |
- | | Yama-Dura | + | |
- | | Nerimium | + | |
- | | Yamataium | + | |
- | | Zesuaium | + | |
- | | Zesuaium-T | + | |
- | | Zesuaium-X | + | |
- | == Being " | + | ^ Armor Material |
+ | | [[materials: | ||
+ | | [[materials: | ||
+ | | [[materials: | ||
+ | | [[materials: | ||
+ | | [[materials: | ||
+ | | [[materials: | ||
+ | | [[materials: | ||
+ | | [[materials: | ||
+ | | [[materials: | ||
+ | | [[materials: | ||
+ | |||
+ | === Being " | ||
Units that are not actually armored take damage one step worse than usual for their tier. | 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. lightweight power armor === | + | ==== vs. Lightly-Protected Personnel ==== |
- | Example of damage on a M2 Mindy IV 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: |