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- | | :!: **This rules addendum is currently //not// approved for implementation.** :!: | | + | These rules govern the quantity and quality of firepower available to the numerous [[guide: |
- | + | ||
- | //The following is an addendum that, if approved, would be an additional requirement of the [[guide: | + | |
- | + | ||
- | These rules govern the quantity and quality of firepower available to the numerous [[guide: | + | |
- | + | ||
- | === Disclaimer === | + | |
- | These rules **do not** address the following topics, due to the fact that we believe it is the job of the [[guide: | + | |
- | + | ||
- | * Area of Effect | + | |
- | * Ammunition Capacity | + | |
- | * Missile Velocity | + | |
- | * Missile Sizes | + | |
- | * Muzzle Velocity | + | |
===== How much weaponry? ===== | ===== How much weaponry? ===== | ||
- | Usually, for infantrymen and power armor, this is self-explanatory... or at least easily ruled on. No one expects an infantryman or a power armor to dual-wield bazookas while carrying four spares on their back. For mecha and starships, however, it becomes more nebulous. The rule we offer is: a rough maximum of 8 same-[[guide:damage_rating_v3_quick_reference#tiers|tier]] weapons as the unit carrying them, and an absolute limit of 10 same-[[guide: | + | Usually, for infantrymen and [[guide: |
- | * Getting a higher-[[guide: | + | * Getting a higher-tier weapon costs 2 weapons of the tier below. |
- | * Getting a lower-[[guide: | + | * Getting a lower-tier weapon costs 1/2 of a weapon from the tier above. |
- | Here are a few things to keep in mind: | + | * OTWs can be converted normally into lower-tier weapons and higher-tier weapons. |
- | * For weapon systems that use ammunition with different [[guide: | + | * TEWGs can only be converted into lower-tier weapons and can only contain weapons below the tier of the weapon's host platform - more on this in the section below. |
- | * For weapon systems located in turrets (like the [[stararmy: | ||
- | * For missile systems with a single “launch tube” and a loading system for internal ammo storage, similar to the torpedo tubes found on modern-day submarines: each “launch tube” counts as a single weapon system and is calculated just like above. | + | ==== What is a Tier-Equivalent Weapon Group? ==== |
- | + | A [[guide: | |
- | * For missile systems with multiple single-shot “launch tubes,” like the VLS (vertical launch systems) found on modern-day guided missile destroyers or the hardpoint-mounted missile racks and rocket pods found on modern-day military aircraft: each " | + | |
- | * For weapon systems located internally in and/or externally mounted on [[guide:damage_rating_v3# | + | * 2 Tier 9 (Heavy Anti-Mecha) |
+ | * 1 Tier 9 (Heavy Anti-Mecha) Type 31 Secondary Anti-Starship Turret + 4 Tier 7 (Light Anti-Mecha) | ||
+ | * 8 Tier 7 (Light Anti-Mecha) Type 31 Anti-Fighter Turrets | ||
+ | * 6 Tier 7 (Light Anti-Mecha) Type 31 Anti-Fighter Turrets]] + 8 Tier 5 (Medium Anti-Armor) | ||
- | Remember that it doesn' | + | A gun capable of firing Tier 10 (Light Anti-Starship) [[stararmy: |
- | ===== Tier Conversion Table ===== | + | ==== Notes ==== |
- | The following | + | //The following |
- | ==== Usage ==== | + | * **[[guide: |
- | //Note: "Host platform" | + | |
- | * **//[[guide: | + | * For weapon systems that use ammunition with different |
- | * **// | + | * For weapon |
- | \\ | + | * For missile launchers (like the [[stararmy: |
- | <WRAP center> | + | * Bombs and torpedoes deployed from a small craft’s hardpoints (like the [[stararmy: |
- | ^ Suggested Maximum Weapon Capacity | + | |
- | ^ Absolute Maximum Weapon Capacity | + | |
- | ^ | + | ===== Loadout Example: Giant Robot Dinosaur ===== |
- | | +3 | 8 | | + | Let's say that I'm an evil [[species:mishhuvurthyar: |
- | | +2 | 4 | | + | |
- | | +1 | 2 | | + | |
- | ^ 0 ^ 1 ^ | + | |
- | | | + | |
- | | | + | |
- | | -3 | 1/8 | | + | |
- | | -4 | 1/16 | | + | |
- | | -5 | 1/32 | | + | |
- | | -6 | 1/64 | | + | |
- | | -7 | 1/128 | | + | |
- | | -8 | 1/256 | | + | |
- | | -9 | + | |
- | | -10 | 1/1,024 | | + | |
- | | -11 | 1/2,048 | | + | |
- | | -12 | 1/4,096 | + | |
- | | -13 | 1/ | + | |
- | | -14 | 1/ | + | |
- | </ | + | |
- | ===== Loadout Examples ===== | + | Given that 80-meter-tall units fit under the "Light Starship" |
- | The following sections are meant to serve as examples of how the system is meant to be used. | + | |
- | ==== Loadout Example: Giant Robot Dinosaur ==== | + | * 8 Tier 10 (Light Anti-Starship) Weapons |
- | Let's say that I'm an evil [[faction: | + | |
- | Given that 80-meter-tall units fit under the "Light Starship" | + | * 2 Tier-Equivalent Weapon Groups |
- | * 8 [[guide: | + | Since I want to have two Laser Eyes of Destruction™, |
- | So, if I want to have two Laser Eyes of Destruction™, | + | |
- | + | ||
- | | + | |
...and then convert those four weapons into: | ...and then convert those four weapons into: | ||
- | * 2 [[guide: | + | * 2 Tier 12 (Heavy Anti-Starship) weapons |
So, in the case of my giant robot dinosaur with laser eyes, it //can// kill with a glare. | So, in the case of my giant robot dinosaur with laser eyes, it //can// kill with a glare. | ||
- | But wait, I wanted it to breathe fire too! And I want my fire breath to cause more damage than my laser eyes. Back to the drawing board: I divide 1 of those [[guide: | + | But wait, I wanted it to breathe fire too! And I want my fire breath to cause more damage than my laser eyes. Back to the drawing board: I divide 1 of those Tier 12 (Heavy Anti-Starship) weapons back into 2 Tier 11 (Medium Anti-Starship) weapons. Those two will actually be my laser eyes. The bigger one is my fire breath. So, now, my loadout looks like: |
- | + | ||
- | * 1 [[guide: | + | |
- | * 2 [[guide: | + | |
- | + | ||
- | And there we go. My Godzilla impersonator is armed and ready to smash, stomp, burn, rip, and tear [[location: | + | |
- | + | ||
- | ==== Loadout Example: Ke-V9 " | + | |
+ | * 1 Tier 12 (Heavy Anti-Starship) Plasma Flamethrower of Doom™ | ||
+ | * 2 Tier 11 (Medium Anti-Starship) Eyes of Destruction™ | ||
- | ==== Loadout Example: Ke-C11-2 Super Eikan-class Heavy Cruiser ==== | + | Then I remember that I’ve forgotten about the 2 Tier-Equivalent Weapon Groups. Back to the drawing board one more time: I take those 2 Tier-Equivalent Weapon Groups and - since they' |
+ | * 4 Tier 9 (Heavy Anti-Mecha) Spike Launchers of Devastation™ | ||
+ | These launchers, located on the flanks of my Giant Robot Dinosaur, will be my point-defense against any pesky fighter jets the inhabitants of Kyoto City send to fight me. So, now my loadout looks like this... | ||
+ | * On-Tier Weapons: | ||
+ | * 1 Tier 12 (Heavy Anti-Starship) Plasma Flamethrower of Doom™ | ||
+ | * 2 Tier 11 (Medium Anti-Starship) Eyes of Destruction™ | ||
- | ===== Damage Rating (Version 3) Tier Chart ===== | + | * Tier-Equivalent Weapon Groups |
- | //The following table was copied directly from the [[guide: | + | * 4 Tier 9 (Heavy Anti-Mecha) Spike Launchers of Devastation™ |
- | <WRAP center> | + | ...and there we go. My Godzilla impersonator is armed and ready to smash, stomp, burn, rip, and tear Kyoto City into rubble! MUAHAHAHAHA! |
- | ^ [[guide: | + | |
- | ^ Personnel | + | |
- | | 1 | Light Anti-Personnel | + | |
- | | 2 | Medium Anti-Personnel | + | |
- | | 3 | Heavy Anti-Personnel | + | |
- | ^ Power Armor ^^^^ | + | |
- | | 4 | Light Anti-Armor | + | |
- | | 5 | Medium Anti-Armor | + | |
- | | 6 | Heavy Anti-Armor | + | |
- | ^ Mecha ^^^^ | + | |
- | | 7 | Light Anti-Mecha | + | |
- | | 8 | Medium Anti-Mecha | + | |
- | | 9 | Heavy Anti-Mecha | + | |
- | ^ Starship | + | |
- | | 10 | Light Anti-Starship | + | |
- | | 11 | Medium Anti-Starship | + | |
- | | 12 | Heavy Anti-Starship | + | |
- | | 13 | Light Anti-Capital Ship | [[stararmy: | + | |
- | | 14 | Medium Anti-Capital Ship | [[stararmy: | + | |
- | | 15 | Heavy Anti-Capital Ship | 3km+ Structures, Dreadnoughts | [[stararmy: | + | |
- | </ | + | |
- | ===== OOC Notes ===== | + | ===== Resources |
- | [[user:frostjaeger]] created this article on 2017/04/22 12:28. | + | [[https://docs.google.com/ |