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- | ====== | + | ====== Damage Rating |
- | The Damage Rating System is intended to be used to give Game Masters and Players an idea of what to expect from the application of a particular weapon, while also giving an idea of what they can expect their defences to withstand. This reference gives GMs and Players a tool to help in the process of making informed decisions regarding their chosen equipment. | + | Faced with a universe in chaos, where technology |
- | 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' | + | These included, "Can my gun kill this thing?", |
- | It is important | + | 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 is that a light anti-starship |
- | ^ Class ^ Purpose ^ Offensive | + | 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 | Ultra Light Anti-Personnel | [[corp:zen:zen_arms_little_killer|Zen Arms Little Killer]] and | + | | 1 | Light Anti-Personnel |
- | | 2 | Light Anti-Personnel | [[corp: | + | | 2 | |
- | | 3 | Medium Anti-Personnel | + | | |
- | | | + | |
- | | 5 | Super Heavy Anti-Personnel | [[stararmy: | + | |
^ Power Armor ^^^^ | ^ Power Armor ^^^^ | ||
- | | | + | | |
- | | 7 | Light Anti-Armor | [[nepleslia: | + | | |
- | | | + | | |
- | | | + | ^ |
- | | 10 | Super Heavy Anti-Armor | [[nepleslia: | + | | |
- | ^ | + | | |
- | | | + | | |
- | | 12 | Light Anti-Vehicle | + | |
- | | | + | |
- | | 14 | Heavy Anti-Vehicle | + | |
- | | | + | |
^ Starship | ^ Starship | ||
- | | | + | | |
- | | | + | | |
- | | | + | | |
- | | | + | ^ Capital Starship |
- | | | + | | |
- | | | + | | |
- | ==== Lethality | + | | |
+ | ==== Tier 0 ==== | ||
+ | Unstated, Tier 0 encompasses the unprotected [[species: | ||
- | When a weapon is designed with the intention | + | ===== Handling Damage ===== |
+ | This section reviews | ||
- | Therefore, it can be expected that when using a light anti-personnel | + | ==== Attacks ==== |
+ | As alluded to before, using a weapon | ||
- | === Diminishing / Increasing Lethality === | + | Version 3 breaks down the damage |
- | While a weapon's designated purpose should give a clear idea as to what you can expect | + | |
- | 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' | + | * The below steps are reductions in a weapon' |
- | ^ Weapon Class vs Target ^ Approximate Outcome ^ | + | * The above steps are increases in a weapon' |
- | | 4 Below | Negligible (nothing significant) | | + | |
- | | 3 Below | Light damage | + | |
- | | 2 Below | Moderate Damage ( around 25% of expected damage) | | + | |
- | | 1 Below | Heavy Damage (around 50% of expected damage) | | + | |
- | | Equal | Potentially | + | |
- | | 1 Above | Potentially | + | |
- | | 2 Above | Quite lethal (around 200% of expected damage) | | + | |
- | | 3 Above | Very lethal (around 300% of expected damage) | | + | |
- | | 4 Above | Assuredly lethal (instant destruction) | | + | |
- | With this in mind, it can be clearly understood that a power armor like the Mindy will do its job and protect the wearer from anti-personnel weapons, however | + | When put visually, it's going to look like this table: |
- | >To further clarify, it is best not to think of damage in terms of " | + | ^ 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 | ||
- | 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 | + | 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. |
- | ==== Protection ==== | + | |
- | This section | + | Nothing in this article needs to be learned by heart. As long as a reader or [[guide: |
+ | |||
+ | 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 | ||
+ | |||
+ | == 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 | ||
+ | |||
+ | | 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 | ||
+ | |||
+ | 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 | ||
=== 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: | ||
- | At its most basic armor is what gets between an individual and what is trying to kill them. Different materials function in different ways as such it is a good idea to research what materials you are likely to be interacting with so as to best determine how to represent | + | * [[guide: |
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
- | >Unlike shielding systems, armor provides a more dynamic and potentially longer lasting defence reliant on the skill of the individual or crew. What this means is that a Player, or enemy may choose to engage in behaviours that improve the effectiveness of their armor, such as attempting to deny a foe clean hits, or angling one's armor to improve general effectiveness. This allows skilled users to endure more damage than might otherwise be expected from a particular armor. | + | * Personnel-grade weapons with [[guide: |
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
- | It is important to note that changing how much armor a unit has is going to affect which class it belongs in. Adding extra armor to a Daisy for example might move it from Class 8 (Medium | + | * Armor-grade weapons with [[guide: |
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
- | >Should it be desired a GM may keep in mind that typically throughout the course of an operation, that the integrity of a units armor may degrade as it sustains fire. To elaborate, while weapon of equivalent Class can be expected to penetrate or destroy the armor of the target((barring circumstantial | + | * Ship-grade weapons with [[guide: |
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide:damage_rating_v2# | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
- | >As a result of this, opportunities may arise in the narrative for Players to target weakened portions of enemy armor to more effectively defeat | + | == Damage Per Interval == |
+ | [[guide: | ||
- | === The nature of vehicles === | + | Weapon lethality under SADRv3 is counted " |
- | As one would expect placing one's self within a vehicle lends a degree | + | === Converting from SADRv2 === |
+ | The "rough and dirty" heading above can help, but the spirit | ||
- | It is important to remember that weapons fire that slowly wears away at the armor of a unit is likely under the class value of the machine. Should | + | With this said, if a weapon |
- | === Shielding === | + | To give an example, the [[stararmy: |
- | Shielding is a plot tool that provides GMs with the ability to lend players | + | ===== 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: | ||
- | “Shield Class” indicates the kind of abuse that the shielding systems are made to withstand at the utmost, while “Shield Charges” indicates | + | ==== 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: | ||
- | As an example, in general most vehicles with good-shielding will be equipped with shields of the same class as the vehicle with an Charge count of 2. For example a Mindy with fully charged shields | + | ^ Weapon vs. Target |
+ | | Equal | Potentially Lethal | ||
+ | | 1 Above | Quite Lethal | ||
+ | | 2 Above | Very Lethal | ||
+ | | 3 Above | Assuredly Lethal | ||
+ | | 4 Above | Total Annihilation | ||
- | This means that for a starship a potentially ship-killing hit will be able to be soaked up by the shielding twice. | + | Since most modern handguns are qualified as light anti-personnel (Tier 1) weapons, they are made to defeat protection like the above policeman' |
- | When a shield receives damage from a source | + | More on that in the next section. |
- | To give an example: Shields usually go from full strength to half-strength when something that could kill a player hits him. This provides a function for the player that could be considered equivalent of two extra lives; though with the caveat that the shield doesn' | + | ==== vs. Heavily-Protected Personnel ==== |
+ | This covers protection conferred by padding and plating directly over the [[species: | ||
- | The process | + | ^ 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 example with power armor, a player could duck into cover for a time to allow the shielding system to recharge, or alternatively shields could be restored by shunting capacitor power to the shield generator which could help it recover. It is recommended | + | Weapons striking below the tier of the target' |
- | For larger vehicles such as starships, shield recovery can instead be portrayed | + | Bear in mind that while a [[corp: |
- | ==== Conversion considerations ==== | + | |
- | === Rate of Fire? === | + | |
- | For the purpose | + | That kind of deterioration |
- | With this said, if a weapon was made to cause damage to a 'light armor' (Class 7) on multiple hits, it should not be considered a "Light Anti-Armor Weapon" | + | ==== vs. Lightweight Power Armor ==== |
+ | [[guide: | ||
- | === Weapons and what can use them === | + | Unlike body armor which is set directly over flesh, [[guide: |
- | Before, using the previous system it was common that a unit's ' | + | |
- | It's entirely possible in the context of modern warfare to have infantry use anti-materiel rifles, or man portable missile systems to be able to shoot and damage/ | + | The Light Armor (Tier 4) [[stararmy: |
- | The same could be said within our roleplay, where we expect the KFY-produced Aether Saber-Rifle to be able to cut holes through a ship's hull; this may solidly situate them in the (Class 7) "Light Anti-Mecha" category | + | ^ 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 | ||
- | This same attitude can be applied toward for limited-use weaponry such as grenades. A person can carry a number of anti-personnel grenades | + | Since a [[guide: |
- | Missiles/ | + | State-of-the-art [[guide: |
- | //The reverse | + | ==== vs. Medium-Sized Starship ==== |
+ | Once the mecha category is reached, the units are no longer conformal to a humanoid' | ||
- | Let' | + | It's much the same for [[: |
- | == Plumeria weapon complement brainstorm == | + | ^ 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 | ||
- | It is built around a singular weapon: its aether shock array. Since the title “pocket battleship” is used in reference to this warship, it would be credible | + | Like [[guide:mecha_and_power_armors# |
- | The two railguns on its wings serve the warship more as its dogfighting weapons to use against other ships around its size class. Intended | + | Potentially lethal damage is essentially attacks that get past the hull. Just like how a knife can cause damage |
- | The turreted anti-ship cannons | + | Even 'flesh wounds' |
- | The smaller anti-armor weapons were meant as a direct counter | + | Connecting with an Assuredly Lethal attack, or pouring a lot of successive firepower into a [[: |
- | The two torpedoes the Plumeria can carry are weapons are meant to directly supplement | + | Capital vessels and starbases |
+ | ===== OOC Notes ===== | ||
+ | [[members: |