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fred_s_damage_rating_revision [2015/09/16 15:17] – [Lethality] eistheid | guide:damage_rating_v3 [2023/12/20 18:20] (current) – external edit 127.0.0.1 | ||
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- | ====== | + | ====== Damage Rating |
- | Because Fred was tired of the complaints on the present damage rating system, he decided to start working on a new system which would serve as a better | + | Faced with a universe in chaos, where technology can make the difference between life and death, questions rose from SARP [[guide: |
- | Pardon the dust. This is being done on the fly. | + | These included, "Can my gun kill this thing?", |
- | Bear in mind that these are guidelines meant to help players know how effective their tools are, while still providing Game Masters | + | The Damage Rating system, version 3, is a guideline |
- | ==== Class ==== | + | Version 3 looks at this from the standpoint of a weapon' |
- | >At the heart of the Damage Rating | + | The system's base assumption |
- | > | + | |
- | >This information is intended to be used to give Game Masters and Players an idea of what to expect from the application of a particular | + | |
- | > | + | |
- | >While the values presented on this page are meant to be as accurate as possible it is not intended to be used as a final arbiter as to the function of a weapon. Rather it is a guideline to help GMs and Players determine whether the equipment suits their application before reading the equipment' | + | |
- | > | + | |
- | >It is important to note that while a weapon can be expected to defeat it's intended target within | + | |
- | ^ Class ^ Purpose ^ Defensive Example ^ Offensive Example ^ | + | 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 to the narrative between [[guide: | ||
+ | |||
+ | You can also consult the [[guide: | ||
+ | ===== Tiers ===== | ||
+ | The table below lists four columns. | ||
+ | |||
+ | * The first is numbered to help picture scaling. | ||
+ | * The second is the intended nomenclature for the tier, also considered the actual purpose of the weapon (and the term you should see in other articles). | ||
+ | * The third includes examples of targets within that tier, for which the ' | ||
+ | * The fourth column are examples of weapons within that tier. The items mentioned are mostly from the [[stararmy: | ||
+ | |||
+ | You will also notice that there are divisions by categories. They are: | ||
+ | * Personnel, | ||
+ | * Power Armor, | ||
+ | * Mecha, | ||
+ | * and Starships. | ||
+ | |||
+ | 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 [[guide: | ||
+ | |||
+ | ^ | ||
^ 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 |
- | ^ | + | ^ |
- | | 7 | Light Anti-Vehicle | + | | 7 | Light Anti-Mecha | [[faction: |
- | | 8 | Medium Anti-Vehicle | + | | 8 | Medium Anti-Mecha |
- | | 9 | Heavy Anti-Vehicle | + | | 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 | Super Eikan Heavy Cruiser | - | | + | ^ Capital Starship |
- | | 14 | Medium Anti-Capital Ship | Sharie Battleship, | + | | 13 | Light Anti-Capital Ship | [[stararmy: |
- | | 15 | Heavy Anti-Capital Ship | 3km+ Structures, Dreadnoughts | + | | 14 | Medium Anti-Capital Ship |
+ | | 15 | Heavy Anti-Capital Ship | [[stararmy: | ||
+ | ==== Tier 0 ==== | ||
+ | Unstated, Tier 0 encompasses the unprotected [[species: | ||
- | ==== Lethality | + | ===== Handling Damage |
+ | This section reviews the vertical relationships of the tiers listed above. | ||
- | When you design a weapon | + | ==== Attacks ==== |
+ | As alluded | ||
- | Therefore, when using a light anti-personnel | + | Version 3 breaks down the damage |
- | > | + | * The below steps are reductions in a weapon's damage because |
- | > | + | |
- | > | + | |
- | === Diminishing / Increasing Lethality === | + | |
- | A weapon' | + | |
- | > | + | * The above steps are increases in a weapon' |
- | > | + | |
- | >For the purposes of helping illustrate this point the below chart gives examples of approximate results from the use of weapons from classes above and below a target' | + | |
- | ^ Weapon Class vs Target ^ Approximate Outcome ^ | + | When put visually, it's going to look like this table: |
- | | 4 Below | Negligible (nothing significant) | | + | |
- | | 3 Below | Light damage (around 12.5% of expected damage) | | + | |
- | | 2 Below | Moderate Damage ( around 25% of expected damage) | | + | |
- | | 1 Below | Heavy Damage (around 50% of expected damage) | | + | |
- | | Equal | Potentially lethal | | + | |
- | | 1 Above | Potentially lethal ( around 150% of expected damage) | | + | |
- | | 2 Above | Quite lethal (around 200% of expected damage) | | + | |
- | | 3 Above | Very lethal (around 300% of expected damage) | | + | |
- | | 4 Above | Assuredly lethal (instant destruction) | | + | |
- | This said, this sets power armor like the Mindy to still do its job of protecting its wearer against anti-personnel weapons... but this does not make being peppered upon by smallarms or anti-personnel grenades a trivial matter. | + | ^ Weapon vs 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 | ||
- | Weapons achieving larger lethality could very well spell the end of a target despite not hitting in a critical location. A man struck in the shoulder by an aether saber-rifle could be vaporized on hit. If you're a power armor stuck in the blast radius | + | 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 |
- | > | + | Nothing in this article needs to be learned by heart. As long as a reader or [[guide: |
- | > | + | |
- | >In addition weapons of a higher class could very well spell the end of a target despite not hitting it in a critical location. For example an unarmored man struck in the shoulder by an aether saber-rifle could be vaporized by the hit. Another example is that an individual in a power armor that is stuck in the blast radius of an anti-starship torpedo, you can probably count on it being the end for you. | + | |
- | ==== Protection ==== | + | |
- | No, not //that// kind of protection. Shame on you for thinking dirty thoughts. | + | Based on the purpose stated in the weapon article, a [[members: |
+ | |||
+ | At the end of this article are outcomes given as inspiration as to how this might be applied, along with several tips. You can [[guide: | ||
+ | |||
+ | ==== Defenses ==== | ||
+ | There are two universal means of defense against direct harm in SARP: physical armor and energy barriers. | ||
+ | |||
+ | === Barriers === | ||
+ | Barriers (also called " | ||
+ | |||
+ | The potency of a barrier always is on the same tier as the unit fielding it.((This is mostly to nip in the bud any potential arms races - we want to encourage better design and quality writing in submissions instead of one-upmanship.)) Destroyers will have destroyer-tier barriers, light cruisers will have cruiser-tiered barriers, and so forth. | ||
+ | |||
+ | However, not all units have barriers. An example: | ||
+ | |||
+ | | The [[stararmy: | ||
+ | |||
+ | == Damaging and Depleting Barriers == | ||
+ | Barriers don't discriminate against where they are hit. An attack will be intercepted by a unit's barrier regardless of where that target was attacked (a graze on a limb, a shot to the back, a slash along the engines, etc.) | ||
+ | |||
+ | That unit's barrier then will be depleted by the damage it has to stop. | ||
+ | |||
+ | Science fiction commonly refers to the status of energy screens in percentile values. Scientifically, | ||
+ | |||
+ | So, when a unit's barrier is " | ||
+ | |||
+ | In SARP, units commonly have high-powered computers (some quantum-level) and predictive sensors. When there' | ||
+ | |||
+ | Below is the attack table, now with a third column that shows how much an attack could deplete a barrier. | ||
+ | |||
+ | ^ Weapon vs 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 | ||
+ | |||
+ | The notations that go along with excess damage are discussed further in the Replenishing a Barrier section below. | ||
+ | |||
+ | == Barrier Facings == | ||
+ | Barrier technology comes in a few shapes in terms of deployment and management. The common ones include: | ||
+ | |||
+ | ^ Type ^ Description ^ | ||
+ | ^ Bubble | ||
+ | ^ Conformal | ||
+ | ^ Two-Faced | ||
+ | ^ Six-Faced | ||
+ | |||
+ | Though " | ||
+ | |||
+ | == Managing Barrier Facings == | ||
+ | With multi-faced barrier units, it is possible to transfer power from one facing to another, either to replenish a facing at the expense of others, or reinforce a barrier' | ||
+ | |||
+ | | A starfighter with fore shields as 50% and aft shields at 100% could transfer 50% from the aft shields to bring the fore shields back to 100%. The same starfighter could instead decide to balance its shields and share reserves evenly: getting 75% on both facings. | | ||
+ | |||
+ | | 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, | ||
+ | |||
+ | == Replenishing a Barrier == | ||
+ | Eventually, damage depletes a barrier' | ||
+ | |||
+ | As long as a barrier is not fired upon, it is capable of recharging its reserves. | ||
+ | |||
+ | In fact, taking negligible damage can mean " | ||
+ | |||
+ | 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 [[stararmy: | ||
=== Armor === | === Armor === | ||
+ | Essentially, | ||
+ | |||
+ | 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 millimeters of [[materials: | ||
+ | |||
+ | == Supplemental Armor == | ||
+ | [[guide: | ||
+ | |||
+ | The performance of supplemental armor is generally played by the ear by [[guide: | ||
+ | |||
+ | 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 holding it. For example, the [[stararmy: | ||
+ | |||
+ | There comes a point when a shield has sustained so much abuse that it looks more like an abstract metal representation of Swiss cheese rather than anything capable of granting protection. How long shields can stand up to damage and deterioration is up to the [[guide: | ||
+ | |||
+ | == Materials == | ||
+ | [[: | ||
+ | |||
+ | Even though [[materials: | ||
+ | |||
+ | Here's a list of commonly seen [[: | ||
+ | |||
+ | ^ Armor Material | ||
+ | | [[materials: | ||
+ | | [[materials: | ||
+ | | [[materials: | ||
+ | | [[materials: | ||
+ | | [[materials: | ||
+ | | [[materials: | ||
+ | | [[materials: | ||
+ | | [[materials: | ||
+ | | [[materials: | ||
+ | | [[materials: | ||
+ | |||
+ | A [[: | ||
+ | |||
+ | [[materials: | ||
+ | |||
+ | However, a [[stararmy: | ||
+ | |||
+ | Other aspects of physics remove that potential. If a [[stararmy: | ||
+ | |||
+ | == Being " | ||
+ | Most of what is in the tier list as target examples are items that are prepared or designed to endure damage coming from weaponry.((This goes somewhat beyond crash test dummies.)) | ||
+ | |||
+ | But many other items — especially from the civilian market — that may look like they could fit in those tiers are not actually armored. The guy in his leather jacket (exemplified in Tier 0), a car, an airplane, a communication satellite orbiting a planet, a starliner making passenger runs across Central [[faction: | ||
+ | |||
+ | These are unarmored. They take damage one step worse than usual for their tier. | ||
+ | |||
+ | ===== Setting Submissions ===== | ||
+ | This section is made in the interest of making new submissions adhere to SADRv3. | ||
+ | |||
+ | ==== New Submissions ==== | ||
+ | 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? === | ||
+ | Here's a variant of the Tier table with the approximate sizing of what would fit in each category. | ||
+ | |||
+ | Note: The sizes listed in the following table are averages, not hard values. Deviation from them __within reason__ is acceptable.((What is considered " | ||
+ | |||
+ | ^ Tier ^ Type ^ Example ^ Note ^ | ||
+ | ^ Personnel | ||
+ | | 1 | Light Personnel | ||
+ | | 2 | Medium Personnel | ||
+ | | 3 | Heavy Personnel | ||
+ | ^ Power Armor ^^^^ | ||
+ | | 4 | Light Armor | [[stararmy: | ||
+ | | 5 | Medium Armor | [[faction: | ||
+ | | 6 | Heavy Armor | [[corp: | ||
+ | ^ Mecha ^^^^ | ||
+ | | 7 | Light Mecha | [[faction: | ||
+ | | 8 | Medium Mecha | [[faction: | ||
+ | | 9 | Heavy Mecha | [[stararmy: | ||
+ | ^ Starship | ||
+ | | 10 | Light Starship | ||
+ | | 11 | Medium Starship | ||
+ | | 12 | Heavy Starship | ||
+ | USS Enterprise (CVN-65)|Enterprise]].((Roughly equivalent to 820~2,052 feet long; " | ||
+ | | 13 | Light Capital Ship | [[stararmy: | ||
+ | | 14 | Medium Capital Ship | [[stararmy: | ||
+ | | 15 | Heavy Capital Ship | [[stararmy: | ||
+ | |||
+ | === How Fast Can I Go? === | ||
+ | Anything bipedal and [[species: | ||
+ | |||
+ | SARP's major [[: | ||
+ | |||
+ | * [[stararmy: | ||
+ | * [[faction: | ||
+ | |||
+ | [[guide: | ||
+ | |||
+ | ^ Armor Type ^ Examples ^ Speed Bonus ^ Maximum Speed ^ | ||
+ | | Unarmored | ||
+ | | Light | [[materials: | ||
+ | | Medium | ||
+ | | Heavy | [[materials: | ||
+ | |||
+ | === More Powerful Armor and Barriers === | ||
+ | Aside from how you describe how your unit's armor plating, the [[: | ||
+ | |||
+ | For the unit's barriers, 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 [[guide: | ||
+ | |||
+ | 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 == | ||
+ | It's possible that ships have multiple systems running their barrier. This typically doesn' | ||
+ | |||
+ | For example, say I have a ship with 4 [[technology: | ||
+ | |||
+ | Another example is the [[stararmy: | ||
+ | |||
+ | ==== Article Templates ==== | ||
+ | Elements of SADRv3 get mentioned in a few places in an article. Any SADRv3 notation can also be linked back to this article for ease of reference. | ||
+ | |||
+ | === Units === | ||
+ | The following is for " | ||
+ | |||
+ | == Statistical Data / General == | ||
+ | Insert the following under " | ||
+ | < | ||
+ | |||
+ | == Armored Hull == | ||
+ | Should include the following line before the description of the armor' | ||
+ | |||
+ | < | ||
+ | |||
+ | == Barrier Systems == | ||
+ | Also previously known as " | ||
+ | |||
+ | < | ||
+ | |||
+ | == Weapons Systems == | ||
+ | Weapon systems need to be listed with the following nomenclature: | ||
+ | |||
+ | < | ||
+ | |||
+ | Example: | ||
+ | * [[stararmy: | ||
+ | |||
+ | === Weapons === | ||
+ | The following is for weapon articles. | ||
+ | |||
+ | == Purpose == | ||
+ | In weapon articles, the first primary entry for " | ||
+ | |||
+ | < | ||
+ | |||
+ | ==== Translating from SADRv2 ==== | ||
+ | This section covers how to convert from [[guide: | ||
+ | |||
+ | === Quick and Dirty Reading === | ||
+ | If you come across an article talking about [[guide: | ||
+ | |||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | |||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | |||
+ | * Personnel-grade weapons with [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | |||
+ | * Armor-grade weapons with [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | |||
+ | * Ship-grade weapons with [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | |||
+ | == Damage Per Interval == | ||
+ | [[guide: | ||
- | Having extra armor effectively doesn' | + | Weapon lethality under SADRv3 is counted " |
- | === The nature of vehicles | + | === 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. | ||
- | Being in a vehicle, in itself, also lends a degree of protection | + | With this said, if a weapon was made to cause damage to a light armor (Tier 4) on multiple hits, it should not be considered |
- | === Shielding === | + | To give an example, the [[stararmy: |
- | Shielding, in turn, is the plot tool that likely provides GMs with the ability | + | ===== Examples of Use ===== |
+ | Below are some potential outcomes for different targets, 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 [[stararmy: | ||
- | " | + | ==== vs. Lightly-Protected Personnel ==== |
+ | Practically everything can give a bad day to a light personnel (Tier 1) 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: | ||
- | In general, most vehicles with good-shielding will be equipped with same-class shields with an Endurance of 2. This is based on the level of lethality displayed by Wes during the Sakura plot. This means that a potentially ship-killing hit will be able to be soaked up by the shielding. | + | ^ Weapon vs. Target |
+ | | Equal | Potentially Lethal | ||
+ | | 1 Above | Quite Lethal | ||
+ | | | ||
+ | | 3 Above | Assuredly Lethal | ||
+ | | 4 Above | Total Annihilation | ||
- | " | + | Since most modern handguns are qualified |
- | To make it more simple, shields usually go from full strength to half-strength when something | + | More on that in the next section. |
- | Shield recovery is usually a matter of player action, depending on opportunities left by both equipment | + | ==== vs. Heavily-Protected Personnel ==== |
+ | This covers protection conferred | ||
- | For power armor, | + | ^ 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 | ||
- | For larger vehicles such as starships, shield recovery can be a matter | + | Weapons striking below the tier of the target' |
+ | Bear in mind that while a [[corp: | ||
- | ==== Conversion considerations ==== | + | That kind of deterioration is for the [[guide: |
- | === Rate of Fire? === | + | |
- | Lethality here is being considered per-shot. The damage potential for weaponry that has a very rate of fire is something that's unique to the weapon | + | ==== vs. Lightweight Power Armor ==== |
+ | [[guide: | ||
- | This said, if a weapon was made to cause damage to a ' | + | Unlike body armor which is set directly over flesh, [[guide: |
- | === Weapons and what can use them === | + | The Light Armor (Tier 4) [[stararmy: |
- | Before, an unit's class level created a certain expectation as to what kind of weapon it could field. Following this revision, this would be loosened. | + | |
- | It's entirely | + | ^ Weapon vs. 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 | Very Lethal | ||
+ | | 3 Above | Assuredly Lethal | ||
+ | | 4 Above | Total Annihilation | ||
- | The same could be said within our roleplay, where we expect the KFY-produced Aether Saber-Rifle to be able to cut holes through | + | Since a [[guide: |
- | The same can be said for limited-use weaponry such as grenades. A person | + | State-of-the-art [[guide: |
- | Missiles/ | + | ==== vs. Medium-Sized Starship ==== |
+ | Once the mecha category is reached, the units are no longer conformal to a humanoid' | ||
- | //The reverse is also true.// | + | It's much the same for [[: |
- | Let' | + | ^ Weapon vs 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 | Very Lethal | ||
+ | | 3 Above | Assuredly Lethal | ||
+ | | 4 Above | Total Annihilation | ||
- | == Plumeria weapon complement brainstorm == | + | Like [[guide: |
- | It's built around | + | Potentially lethal damage is essentially attacks that get past the hull. Just like how a knife can cause damage to different organs in the [[species:human|human]] body, some of them a [[species: |
- | The two railguns | + | Even 'flesh wounds' |
- | The turreted anti-ship cannons, though, don't have me as convinced | + | Connecting with an Assuredly Lethal attack, or pouring a lot of successive firepower into a [[: |
- | The smaller anti-armor weapons I believe were meant as a direct counter to Mishhu battlepods, as well as some extra duty to shoot down power armor and incoming missiles. I don't think a power armor, when hit by that, should really expect | + | Capital vessels |
- | The two torpedoes the Plumeria can carry are weapons I expect to directly supplement the ship-killing firepower it can bring to bear with its traditionally slow-charging railguns. They' | + | ===== OOC Notes ===== |
+ | [[members: |