Further work done on this:
- Still strongly considering changing the term 'Class' in the article to 'Category' to not conflict with the use of 'Class' in submissions.
- Pondering changing Anti-Vehicle to Anti-Mecha for more consistency. We refer to them as being so a lot around the SARPwiki (and SADRv2)
@Wes @Doshii Jun I tried compiling a listing of KFY weaponry to provide as benchmark examples:
Based on the Daisy Power Armor:
LASR -
Heavy Anti-Personnel:
In roleplay, the weapon never really seemed to rise to the occasion of being an actual Light Anti-Armor weapon; in general it was dwarfed by other weapons in the Daisy's repertoire. However, it boasted a very high rate-of-fire that did encourage the belief that it could deal significant damage through sustained fire. It also was always considered excellent in going through Mishhu carapace (which I currently rate also as Heavy Personnel-tier defense). Omitting the SLAG grenade for the moment.
Forearm Pulse Energy Weapons -
Medium/Heavy Anti-Personnel: This one seems in an odd-place stat-wise, the description is essentially different from how it's been roleplayed into (even by the creator); but the weapons are essentially built-in NSPs that have better performance than the handheld models. Their 'heavy' lethality comes from switching to the 'grenade-like' burst mode.
Atmospheric/Space Plasma Rifle -
Light Anti-Armor: The Plasma Rifle was the workhorse weapon for the unit, generally useful in most circumstances. While it had a respectable rate or fire, was energy-fed, and fired plasma, it was decently effective against most targets. However, a Daisy itself could sustain several shots of this rifle, which discourages me from calling 'Medium'. Omitting SLAG for later.
SLAG Grenades -
Light Anti-Armor: The era of SARP in which the SLAG was implemented actually didn't express much in the ways of actual Anti-Armor grenades. Since our only real SAoY reference for the havoc a grenade could cause was the NSP on heavy setting, that was kind of the benchmark. The SLAG as roleplayed had a tendency to knock Power Armors around, but rarely actually destroyed them. In the interest of adding value to the attachment, I made it a step above Anti-Personnel. It has value over the Plasma Rifle for its Area-of-Effect capabilities (context: HEI and SLEX rounds).
50mm Gauss Bazooka -
Light Anti-Mecha: This is the Daisy's heavy demolition weapon, the weapon of choice for bashing down airlock hatches and giving a bad day to Mishhu Mecha like the Rippers.
Based on the Mindy Power Armor:
Aether weaponry, such as the Mindy 2's
forearm weapons or the
Aether Beam Saber-Rifle.
- Rapid-Pulse - Light Anti-Armor : always defined as really dangerous, but rarely ever as immediately deadly, I placed it at Light Anti-Armor like the Plasma Rifle because I viewed it as about as deadly while not being equal to the beam mode, which had the tendency to F- things up much more in plots.
- Beam - Medium Anti-Armor : historically, even if you were sheathed in heavy zesuaium plating, taking a direct hit from this weapon was always very bad news for a Mindy or a Daisy. Bigger things tended to feel significantly less vulnerable, hence why I docked it down from thinking of it as 'Heavy'. Still a very powerful tool considering how diminutive the Mindy is.
- Sword - Light Anti-Mecha: the hull-cutter, likely the claim to fame the Mindy once had as being an anti-starship armor. I have no trouble beleiving it could chop off a Ripper legs in one swipe, or that it could believable carve into a bigger tank/mecha.
Black Spiral Positron Rifle "BSPR" -
Heavy Anti-Armor: The BSPR appeared as a very feared weapon wielded by Black Spiral's Black Mindy armors. Fell into disfavor compared to the saber-rifle because it wasn't useful in atmospheric environments and required a two-handed grip to handle. A similar design was eventually adopted for the M7 SARAH's shoulder cannons.
Shoulder-fired 35mm Autocannon -
Heavy Anti-Armor: I thought that was the weapon we saw on the Mindy II's art, but I can't find it anywhere - I only see the 50mm version that should be the analog to the Daisy's bazooka. Mrmm.
Offensive Mini-missiles -
Heavy Anti-Armor: Probably our Power Armors' closest way of emulating the Macross Missile Massacre, we have less missiles, but they are decidedly quite deadly to power armor and a threat even to larger units.
Based on Super Eikan Heavy Cruiser:
Front-facing Super-Heavy weapons -
Light Anti-Capital: In previous calculations I established that the Eikan "super-heavy" weapons were Class 11. They're probably a stronger version of the Plumeria's positron acceleration cannons.
Aether Shock Array -
Heavy Anti-Capital: The Eikan also seems to have the strongest possible lethality on its aether shock array.
Based on Sharie Battleship:
Double-Pronged Aether Shock Array -
Heavy-Anti-Capital: since the assembly for the Sharie seems obviously much more massive, I'd surmise the Sharie boasts other non-lethality-related advantages to its weapon.
28 x Superheavy Turrets -
Heavy Anti-Ship: Since that was the only unknown weapon system on the Sharie for me, I used everything else I knew to help me determine how it'd do, and figured out they'd likely hit as hard as a Z-1 Torpedo. (reasoning in the Quote below)
Since the previous known turret type made by KFY is an Heavy Anti-Mecha/Fighter mount (the ones on the Plumeria/Eikan), this turret is actually very powerful in comparison to the smaller models.
4x Torpedoes launchers -
Heavy Anti-Ship : fires Z-1 warheads, which we established previously with the Plumeria.
Trying to figure out armament with that 8-equal-class-weapon-on-a-ship idea from before. Pardon the sawdust. *cough*
Counting on the weapon systems I already knew:
1x Class 15 (2) (or 128/64)
28x Class X
4x Class 12 (4/8) (or 32/64)
100x Class 9 (100/64)
100x Class 7 (100/256) (or 25/64)
Now I have to figure out X.
So, total without superheavy turrets was around 265/64, leaving me 247/64 for the 28 turrets.
So, each superheavy turrets would therefore be ~8.8/64, or 4.4/32, or 2.2/16, or 1.1/8
Basically, I found out I can make them hit about as hard as a Z-1 torpedo relative to all a Sharie can carry if it has a proportional loadout equivalent to a Plumeria's, so X is equal to Class 12.
Again, based on something I find a little iffy, but it's a baseline that at least appears to be consistent. I expect it'll invite railing that the fractions involved are difficult ~sorry, making Cadet happy is still WIP
Let me know if that's acceptable. I know I have a tendency to undershoot Wes' preferences.