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fred_s_damage_rating_revision [2014/04/16 16:01] – external edit guide:damage_rating_v3 [2023/12/20 18:20] (current) – external edit 127.0.0.1
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-====== Fred'Damage Rating Revision ====== +====== Damage Rating (Version 3) ====== 
-Because Fred was tired of the complaints on the present damage rating systemhe decided to start working on a new system which would serve as a better guide to support the narrative of the Star Army Role Play.+Faced with a universe in chaos, where technology can make the difference between life and deathquestions rose from SARP [[guide:role-players|roleplayers]].
  
-Pardon the dust. This is being done on the fly.+These included, "Can my gun kill this thing?", and "How much punishment can my [[guide:aerospace_craft#shuttles|shuttle]] take?"
  
-==== Scale ====+The Damage Rating system, version 3, is a guideline to help figure that out. [[guide:damage_rating_v2|Version 2]] had values expressed numerically and a kind of hit point system for all targets. Version 3, often called "SADRv3" or just "v3", was proposed to fix the scaling problem between [[guide:mecha_and_power_armors#power_armors|power armor]] and [[guide:mecha_and_power_armors#mecha|mecha]] (among other issues), and introduced an HP-less solution that would work better with a roleplayed narrative and reduce the tabletop-style number crunching.
  
-^ Class ^ Purpose ^ Tentative examples ^ +Version looks at this from the standpoint of a weapon's purpose[[guide:role-players|Players]] will see many weapons listing their purpose in the SARPwiki, going from light anti-personnel to heavy anti-capital ship
-|  1  | Light Anti-Personnel | knife / vs. T-Shirt | +
-|  2  | Medium Anti-Personnel | vs. bulletproof vest & police protective gear | +
-|   | Heavy Anti-Personnel| vsarmored hardsuit | +
-|  4  | Light Anti-Armor LASR / vs. Mindy speed demon | +
-|  5  | Medium Anti-Armor | vs. middleground PA like Daisy | +
-|  6  | Heavy Anti-Armor | vsheftier Nep style PA | +
-|  7  | Light Anti-Mecha | vs. most Mishhu mecha | +
-|  8  | Medium Anti-Mecha | vs. VANDR-GO-HERE?+
-|  9  | Heavy Anti-Mecha | vs. ridiculous-giant-mecha | +
-|  10  | Light Anti-Starship | vs. scoutships | +
-|  11  | Medium Anti-Starship | vs. destroyers | +
-|  12  | Heavy Anti-Starship | vs. lighter cruisers | +
-|  13  | Light Anti-Capital Ship | vs. heavier cruiser | +
-|  14  | Medium Anti-Capital Ship | vs. battleship | +
-|  15  | Heavy Anti-Capital Ship | vs. multi-kilometer structures |+
  
-==== Lethality ====+The system's base assumption is that a light anti-starship weapon is meant to shoot down "light starships." There's also a matter of scale: if a [[guide:role-players|player]] shoots the same weapon at something smaller than a [[:starships|starship]], it'll likely be far more ruinous. Against a larger [[:starships|starship]], it'll likely do much less significant damage. 
  
-When you design a weapon to be able to effectively kill somethingthen when used you expect it to succeed at that task.+Version 3 keeps to a "per attack" perspective on weaponsbut that doesn't make all weapons equal: a pistol and a submachine gun are in the same light anti-personnel tier; both can certainly kill an unprotected [[species:human|human]] with a well-placed bullet to the head or chest. However, one clearly fires faster and might be a much deadlier weapon.
  
-Thereforewhen using a light anti-personnel weapon on a lightly protected person, a successful hit can potentially kill the targetIt doesn't mean it will, as striking a limb barring health complications such as shock or bleeding - will be less immediately fatal than going for the heart or brain.+Keep that in mind as you read this article. Be it weaponsprotective means or various vehicleseach article usually has wealth of information to offerSADRv3 is meant to add scale and perspective to those articles, but it does not demand — that is up to the narrative between [[guide:game master|Game Masters]] and the [[guide:role-players|players]] in their care.
  
-=== Diminishing / Increasing Lethality === +You can also consult the [[guide:damage_rating_v3_quick_reference|Quick Reference Guide]] for a more condensed take. 
-A weapon's purpose designates what expected target it is meant to be lethal to. That doesn't mean, however, that it will be ineffective when used against a hardier target. The reverse is also true: it can be that much more deadly if used on a softer target than its intended design.+===== Tiers ===== 
 +The table below lists four columns
  
-^ Weapon Class vs Target ^ Outcome ^ +  * The first is numbered to help picture scaling.  
- 4 Below  | Negligible (nothing significant+  * 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).  
-|  3 Below  | Light damage (12.5% of expected damage) | +  * The third includes examples of targets within that tier, for which the 'per-use' result could be potentially lethal 
- 2 Below  | Moderate Damage (25% of expected damage) | +  * The fourth column are examples of weapons within that tier. The items mentioned are mostly from the [[stararmy:start|Star Army of Yamatai]] to provide a stable benchmark.
-|  1 Below  | Heavy Damage (50% of expected damage) | +
-|  Equal  | Potentially lethal | +
- 1 Above  | Potentially lethal (150% of expected damage) | +
-|  2 Above  | Quite lethal (200% of expected damage) | +
-|  3 Above  | Very lethal (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.+You will also notice that there are divisions by categories. They are: 
 +  * Personnel,  
 +  * Power Armor,  
 +  * Mecha, 
 +  * and Starships.
  
-Weapons achieving larger lethality could very well spell the end of a target despite not hitting in a critical locationA 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 of an anti-starship torpedo, that'probably it for you too. +These are for ease of reference and scale but are not exclusiveFor example: an infantryman can carry an anti-mecha bazooka to take down tanks, and [[guide:aerospace_craft#fighters_and_bombers|strike craft]] can equip anti-starship torpedoes to take down bigger prey. It'also fairly common for larger [[:starships|starships]] to carry a complement of weapons to deal with smaller targets.
-==== Protection ====+
  
-No, not //that// kind of protectionShame on you for thinking dirty thoughts.+^  Tier  ^  Purpose  ^ Defensive Example ^ Offensive Example ^ 
 +^  Personnel  ^^^^ 
 +|  1  |  Light Anti-Personnel  | [[items:equipment:traditional_flak_vest|Traditional Flak Vest]], Riot Armor | Pistol rounds, [[corp:styrling:ss_45_caliber|Styrling .45 Caliber Pistol]] | 
 +|  2  |  Medium Anti-Personnel  | [[corp:styrling:muur_armor|Muur Armor]], Ballistic Vests, Body Armor | [[items:weapons:rifles:gp-12_pulse_rifle|GP-12 Pulse Rifle]], Rifle rounds, [[stararmy:weapons:nekovalkyrja_service_pistol_type_33|Type 33 NSP]] ([[stararmy:weapons:nekovalkyrja_service_pistol_type_33#pulse_mode|Pulse]]) | 
 +|  3  |  Heavy Anti-Personnel  | [[faction:nepleslia:equipment:golem_assault_armor|Golem Assault Armor]], Hardsuits | Grenades, [[stararmy:weapons:ke-m4-w2901_lasr|LASR]], [[stararmy:weapons:ke-m4-w2902_lasr-slag|SLAG Grenades]], [[stararmy:weapons:nekovalkyrja_service_pistol_type_33|Type 33 NSP]] ([[stararmy:weapons:nekovalkyrja_service_pistol_type_33#heavy_mode|Heavy]]) | 
 +^  Power Armor  ^^^^ 
 +|  4  |  Light Anti-Armor  | [[stararmy:equipment:ke-m6-2a_daisy_power_armor|Daisy II]], [[stararmy:equipment:ke-m2-4_series_mindy_armor|Mindy IV]],  | [[stararmy:weapons:ke-m2-w2901_aether_beam_saber-rifle|Aether Saber-Rifle (Rapid-Pulse)]], [[stararmy:weapons:ke-m6-w2921_atmospheric_space_plasma_rifle|Atmospheric/Space Plasma Rifle]] 
 +|  5  |  Medium Anti-Armor  | [[faction:nepleslia:equipment:m10_raider_light_armor|Raider]], [[faction:mishhuvurthyar:power_armor:reaper|Reaper]]  | [[stararmy:weapons:ke-m2-w2901_aether_beam_saber-rifle|Aether Saber-Rifle (Beam)]], [[stararmy:weapons:type_32_medium_anti-armor_turret|Type 32 Anti-Armor Turret]] | 
 +|  6  |  Heavy Anti-Armor  | [[corp:zen:devil_raid_suit|Devil]], [[faction:nepleslia:equipment:hostile|Hostile]], [[stararmy:equipment:kirie_thought_armor|Kirie]] | [[stararmy:weapons:ke-m2-w2901_aether_beam_saber-rifle|Aether Saber-Rifle (Saber)]], [[stararmy:weapons:ke-m2-w2908_offensive_augmentation_pods|Offensive Mini-Missiles]] | 
 +^  Mecha  ^^^^ 
 +|  7  |  Light Anti-Mecha  | [[faction:nepleslia:equipment:aggressor|Aggressor]], [[stararmy:equipment:tasha_m9_team_autonomous_support_heavy_armor|M9 TASHA]], [[stararmy:small_craft:ke-v6-2a_hayabusa_ii_starfighter|V6 Hayabusa II]]  | [[stararmy:weapons:ke-m6-w3000_50mm_gauss_bazooka|50mm Gauss Bazooka]],  [[stararmy:weapons:anti-fighter_turret_type_31|Type 31 Anti-Fighter Turret]] | 
 +|  8  |  Medium Anti-Mecha  | [[faction:nepleslia:vehicles:corona_heavy_gunship|Corona]], [[stararmy:small_craft:ke-v9_nodachi_assault_fighter|V9 Nodachi]]  | [[stararmy:weapons:ke-v9-w3300|Nodachi-Type Turbo Aether Cannon]] 
 +|  9  |  Heavy Anti-Mecha  | [[stararmy:small_craft:type_31_dropship|Type 31 Dropship]], [[stararmy:small_craft:ke-v7_ginga_bomber|V7 Ginga]] | [[stararmy:weapons:type_31_secondary_anti-starship_turret|Type 31 Anti-Starship Turret]] 
 +^  Starship  ^^^^ 
 +|  10  |  Light Anti-Starship   | [[stararmy:starship_classes:hayai-class_gunboat|Hayai Gunboat]], [[stararmy:starship_classes:yui_7_scout|Yui-7 Scout]] | [[stararmy:weapons:ke-d7-w3900_mass_launcher|Chiaki-Type Mass Launcher]] ([[items:weapons:ammunition:300mm_mass_launcher_round|Solid Round]]) 
 +|  11  |  Medium Anti-Starship  | [[stararmy:starship_classes:chiaki_escort_destroyer_refit|Chiaki Escort]], [[stararmy:starship_classes:plumeria_gunship_2e|Plumeria Gunship]] | [[stararmy:weapons:ke-d7-w3900_mass_launcher|Chiaki-Type Mass Launcher]] ([[stararmy:weapons:ke-d7-w3900_mass_launcher#discharge_information|Positron Shot]]) 
 +|  12  |  Heavy Anti-Starship   | [[stararmy:starship_classes:fuji-class_expeditionary_gunship|Fuji Gunship]], [[stararmy:starship_classes:urufu-class_cruiser|Urufu Light Cruiser]] | [[stararmy:weapons:ke-d2-w4000_shock_cannon|Chiaki-Type Aether Array]], [[stararmy:weapons:ke-b3-w3100_superheavy_turret|Sharie-Type Aether Turret]], [[stararmy:weapons:ammunition:ke-z1_series_anti-starship_torpedoes|Ke-Z1 Torpedoes]] 
 +^  Capital Starship  ^^^^ 
 +|  13  |  Light Anti-Capital Ship   | [[stararmy:starship_classes:heitan_class|Heitan Carrier]], [[stararmy:starship_classes:super_eikan|Super Eikan Heavy Cruiser]] | [[stararmy:weapons:ke-s3-w4000_aether_shock_array|Plumeria-Type Aether Array]], [[stararmy:starship_classes:super_eikan#weapon_systems|Eikan-Type Positron Cannon]] 
 +|  14  |  Medium Anti-Capital Ship  | [[stararmy:starship_classes:sharie-class_battleship|Sharie Battleship]], [[stararmy:starship_classes:yamato-class_flagship|Yamato Flagship]] | [[stararmy:starship_classes:super_eikan#weapon_systems|Eikan-Type Aether Array]], [[stararmy:weapons:ke-b5-w3901_type_39_anti-fortress_turret|Izanagai-Type Aether Turret]] | 
 +|  15  |  Heavy Anti-Capital Ship  | [[stararmy:starship_classes:izanagi-class_dreadnought|Izanagi Dreadnought]], [[stararmy:starship_classes:zodiac-class_star_fortress|Zodiac Star Fortress]] | [[stararmy:weapons:ke-b5-w3900_amenonuhoko-class_main_weapon_array|Izanagi-Type Aether Array]], [[stararmy:weapons:multi-mode_aether_shock_array]], [[stararmy:weapons:ke-b3-w3000_main_weapon_array|Sharie-Type Aether Array]] 
 +==== Tier 0 ==== 
 +Unstated, Tier 0 encompasses the unprotected [[species:human|human]] and means of harm such as bare fists, clubs, and knives. As this scope is relatable to us in real life, it's left up to common sense between [[guide:role-players|roleplayers]] and [[guide:game_master|Game Masters]]. 
 + 
 +===== Handling Damage ===== 
 +This section reviews the vertical relationships of the tiers listed above. 
 + 
 +==== Attacks ==== 
 +As alluded to before, using a weapon in the same tier as its target means this weapon is capable of putting it out of combat in a single well-placed attack. It is potentially lethal. 
 + 
 +Version 3 breaks down the damage a weapon can do along a stepped range, relative to the tiers of the weapon versus the target. The range goes from four steps below and four steps above, with potentially lethal considered "zero." 
 + 
 +  * The below steps are reductions in a weapon's damage because the target is bigger, heavier or otherwise better protected. Those steps are negligible, light, moderate and heavy. 
 + 
 +  * The above steps are increases in a weapon's damage because the target is smaller, lighter or otherwise less protected. Those steps are quite lethal, highly destructive, assuredly lethal and total annihilation. 
 + 
 +When put visually, it's going to look like this table: 
 + 
 +^  Weapon vs Target  ^  Descriptor 
 +|  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 
 + 
 +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. 
 + 
 +Nothing in this article needs to be learned by heart. As long as a reader or [[guide:game_master|Game Master]] grasps the general concept and can figure out "my [[stararmy:weapons:nekovalkyrja_service_pistol_type_33|Nekovalkyrja Service Pistol]] will only do light damage to a [[stararmy:mindy_power_armor|Mindy armor]]," the [[members:directory|player's]] gleaned what most readers need to from the Version 3 system.  
 + 
 +Based on the purpose stated in the weapon article, a [[members:directory|player]] or [[guide:game_master|Game Master]] is armed with the knowledge of what to expect from your tools. From there, the [[guide:game_master|Game Master]] should be able to determine the result within the story narrative.  
 + 
 +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:damage_rating_v3#examples_of_use|click here]] to quickly get down to it or read on to learn more about defenses. 
 + 
 +==== Defenses ==== 
 +There are two universal means of defense against direct harm in SARP: physical armor and energy barriers. 
 + 
 +=== Barriers === 
 +Barriers (also called "barrier shielding", "energy shields" and the like) are a form of defensive energy screen that can absorb damage before it makes contact with what stands under its protection. 
 + 
 +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:mindy_power_armor|M2 Mindy power armor]] acquired "bubble barrier" technology through a modular backpack generator in [[timeline:ye_29|YE 29.]] Even when the [[stararmy:equipment:ke-m2-2_series_mindy_armor|Mindy II]] was introduced, the "bubble barrier" module was optional; the larger [[stararmy:equipment:daisy_m6_infantry_power_armor|M6 Daisy]] fielded a new "conformal barrier" system. It wasn't until [[timeline:ye_36|YE 36]] that barrier shielding technology was refined enough that the [[stararmy:equipment:ke-m2-2_series_mindy_armor|Mindy II]] could have an inbuilt "conformal barrier" like the [[stararmy:equipment:daisy_m6_infantry_power_armor|M6 Daisy]]. In [[timeline:ye_38|YE 38]], the [[stararmy:equipment:ke-m2-4_series_mindy_armor|Mindy IV]] came standard with its own "conformal barrier," its backpack slot instead dedicated to an inbuilt teleportation unit. | 
 + 
 +== 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, there's no actual way for an energy field to be setback by incoming weapon fire. You cannot hurt energy, but you can deplete stored energy through use. 
 + 
 +So, when a unit's barrier is "up", it's actually on "hot-standby": you have a minimally powered field that gives your unit the base protections from hazards and energy reserves ready to bolster the barrier with just enough energy to intercept attacks.  
 + 
 +In SARP, units commonly have high-powered computers (some quantum-level) and predictive sensors. When there's an incoming attack, just enough energy gets flushed from reserve power to the barrier to cancel out the attack. A unit's pilot then receives feedback such as, "Barrier at 75%!", or "Shields at half strength!" 
 + 
 +Below is the attack table, now with a third column that shows how much an attack could deplete a barrier. 
 + 
 +^  Weapon vs Target  ^  Damage Directly on Target  ^ Damage on Fully-Charged Barrier ^ 
 +|  4 Below  |  Negligible  | Barrier undiminished. 
 +|  3 Below  |  Light Damage  | Around 7% damage to barrier. | 
 +|  2 Below  |  Moderate Damage  | Around 12% damage to barrier. | 
 +|  1 Below  |  Heavy Damage  | Around 25% damage to barrier. | 
 +|  Equal  |  Potentially Lethal  | Around 50% damage to barrier. | 
 +|  1 Above  |  Quite Lethal  | Barrier depleted (100% damage). | 
 +|  2 Above  |  Highly Destructive  | Barrier depleted (150% damage), heavy damage to target. | 
 +|  3 Above  |  Assuredly Lethal  | Barrier depleted (200% damage), potentially lethal damage to target. | 
 +|  4 Above  |  Total Annihilation  | Barrier depleted (250% damage), quite lethal damage to target. | 
 + 
 +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  | This kind of barrier forms an all-around protective bubble for the unit. It's a rudimentary barrier deployment most commonly seen on [[guide:mecha_and_power_armors#power_armors|power armor]], [[guide:mecha_and_power_armors#mecha|mecha]] and larger civilian craft. It has only one universal facing. Near-misses can deplete the bubble even though they might not have actually hit the target directly. | 
 +^  Conformal  | Slightly more advanced, this barrier lends "skin-tight" protection to its recipient. Near-misses are much less likely to needlessly deplete the barrier. It is usually seen on [[guide:mecha_and_power_armors#power_armors|power armor]], [[guide:mecha_and_power_armors#mecha|mecha]], and small [[guide:aerospace_craft#fighters_and_bombers|strike craft]]. | 
 +^  Two-Faced  | Two-faced barriers have emitters that handle the forward and aft hemispheres of the barrier bubble separately — each facing has its own 100% energy reserve. Host platforms smaller than [[guide:mecha_and_power_armors#mecha|mecha]] may not equip two-faced barriers.(([[https://stararmy.com/roleplay-forum/index.php?threads/power-pack-armor-resubmission.46297/#post-322116|Source]])) | 
 +^  Six-Faced  | One of the most complex barrier setups available, this layout divides barrier facings into areas: fore, aft, port, starboard, dorsal and ventralEach facing has its own 100% energy reserve too. Typically, these will only be seen on state-of-the-art military [[:starships|starships]] and [[:starships|capital ships]]. Six-faced units sometimes will simplify how their facings are managed, with "fore" and "aft" commonly used. | 
 + 
 +Though "facings" is used here, [[guide:role-players|players]] and [[guide:game_master|Game Masters]] use many other names, including angles, directions, regions, sides, sectors, zones, and so on. 
 + 
 +== 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's facing to absorb damage. 
 + 
 +| 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, equipment failures, and unhappy engineers. 
 + 
 +== Replenishing a Barrier == 
 +Eventually, damage depletes a barrier's reserves. A platform with multiple barrier facings can juggle its reserves around, but there remains a finite amount of total energy. 
 + 
 +As long as a barrier is not fired upon, it is capable of recharging its reserves.  
 + 
 +In fact, taking negligible damage can mean "taking so little damage that the barrier regenerates from it right away". With proper power — that usually happens through the actions of [[guide:role-players|roleplayers]] such as tapping in auxiliary power, choosing not to fire weapons or having a [[guide:mecha_and_power_armors#power_armors|power armor]] hide behind cover and wait — reserves for any facings available can be safely recovered at a rate of 50% every 10 to 15 seconds (3% to 5% per second, depending on rate of activity). 
 + 
 +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:mindy_power_armor|M2 Mindy]] and [[stararmy:equipment:daisy_m6_infantry_power_armor|M6 Daisy power armor]], are designed to 'hot restart' a [[guide:mecha_and_power_armors#power_armors|power armor's]] barrier.
  
 === Armor === === Armor ===
 +Essentially, armor is what gets between something that's vulnerable and what means it harm. Armor that does its job is will mitigate incoming damage, from completely fending it off to at least saving the user from what would have been a killing blow.
 +
 +An armor's resilience is defined by the tier its unit is part of.((Like with barriers, this is to prevent any potential arms races.)) 
 +
 +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:yama_dura|Yama-Dura]] plating and 15 millimeters of [[materials:durandium|Durandium]] plating, though from reading article descriptions a [[guide:game_master|Game Master]] is certainly free to come to his or her own conclusions.
 +
 +== Supplemental Armor ==
 +[[guide:mecha_and_power_armors#power_armors|Power armor]] and [[guide:mecha_and_power_armors#mecha|mecha]] sometimes carry physical shields.(("Shields" is the desired nomenclature for additional armor - tangible shields - meant to intercept attacks, as opposed to energy shields, which are barriers.)) For instance, the [[stararmy:equipment:daisy_m6_infantry_power_armor|M6 Daisy power armor]] carries on its left forearm a [[materials:zesuaium|Zesuaium]] shield.
 +
 +The performance of supplemental armor is generally played by the ear by [[guide:game_master|Game Masters]]. They are heavily reliant on the [[guide:game_master|Game Master's]]  portrayal of a user's skill of interposing the shield between themselves and what means to harm them.
 +
 +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:equipment:daisy_m6_infantry_power_armor|M6 Daisy's]] [[materials:zesuaium|Zesuaium]] shield can cope with attacks as a medium power armor (Tier 5) target would. Damage to the shield is treated separately from the [[guide:mecha_and_power_armors#power_armors|power armor]] or [[guide:mecha_and_power_armors#mecha|mecha]] holding it: having a shield does not upgrade a [[guide:mecha_and_power_armors#power_armors|power armor]] or [[guide:mecha_and_power_armors#mecha|mecha's]] defense tier; instead, it is treated as a different location to damage that is tougher than the rest.
 +
 +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:game_master|Game Master]].
 +
 +== Materials ==
 +[[:materials|Materials]] used in physical armor influence how they perform, but SADRv3 accounts more for their special qualities rather than their resilience. As long as they are within the same tier, [[materials:durandium|Durandium]] armor and [[materials:zesuaium|Zesuaium]] armor handle [[technology:aether_weaponry|aether weaponry]] the same way (as they both don't have any special resistance against that form of damage). 
 +
 +Even though [[materials:durandium|Durandium]] is supposedly lighter and less dense, someone designing a light [[guide:mecha_and_power_armors#power_armors|power armor]] and wanting to sheathe it in [[materials:durandium|Durandium]] plating will put the necessary amount of armor on it to make it fit within its tier.
 +
 +Here's a list of commonly seen [[:materials|materials]] in SARP, along with a short blurb of how they stand out.
 +
 +^  Armor Material  ^  Properties  ^
 +|  [[materials:xiulurium]]  | Expensive, counts as Unarmored (see below), grants stealth when energized.  |
 +|  [[materials:zanarium]]  | Grants noncombat stealth when energized if barrier and weapons are offline.  |
 +|  [[materials:durandium|Durandium]]  | Lightweight and inexpensive.  |
 +|  [[materials:transparent_durandium|Durandium-T]]  | Transparent [[materials:durandium|Durandium]], counts as unarmored against beam-based weapons.  |
 +|  [[materials:yama_dura]]  | Memory metal with minor noncombat regenerative properties.  |
 +|  [[materials:nerimium]]  | Heavy, density absorbs kinetic and heat impacts well, inexpensive.  |
 +|  [[materials:yamataium]]  | Heavy, expensive, memory metal with significant noncombat regenerative properties.  |
 +|  [[materials:zesuaium|Zesuaium]]  | Heavy, expensive, cannot be repaired, resists electricity, kinetics, and heat.   |
 +|  [[materials:zesuaium|Zesuaium]]-T  | Transparent [[materials:zesuaium|Zesuaium]], counts as unarmored against beam-based weapons.   |
 +|  [[materials:zesuaium|Zesuaium]]-X  | Coated in [[materials:xiulurium]], confers same properties as long as surface remains intact.  |
 +
 +A [[:materials|material's]] properties give [[guide:role-players|players]] options as to what they want to do.
 +
 +[[materials:durandium|Durandium]] is an extremely widespread [[:materials|material]] and makes for cheap, reliable armor. The [[stararmy:mindy_power_armor|Mindy]] relied greatly on [[materials:durandium|Durandium]] because it was lightweight. Since the [[stararmy:mindy_power_armor|Mindy's]] original [[stararmy:equipment:ke-m2-p2900|teleportation module]] could transfer only a limited amount of weight, the lighter armor permitted it to bring along a bigger weapon payload.
 +
 +However, a [[stararmy:mindy_power_armor|Mindy]] plated in [[materials:durandium|Durandium]] could take some serious damage from a [[faction:nepleslia:equipment:hostile|Hostile's]] [[faction:nepleslia:weapons:vbcs|vibrosaw knife]] in the chest. If the [[stararmy:mindy_power_armor|Mindy's]] breastplate was [[materials:zesuaium|Zesuaium]], the [[faction:nepleslia:weapons:vbcs|vibrosaw knife]] wouldn't be able to dent it, as [[materials:zesuaium|Zesuaium]] has the property of not being able to be reshaped through physical force.
 +
 +Other aspects of physics remove that potential. If a [[stararmy:weapons:ke-m6-w3000_50mm_gauss_bazooka|gauss bazooka]] is fired directly in the chest of that same [[materials:zesuaium|Zesuaium]]-plated [[stararmy:mindy_power_armor|Mindy]], all the kinetic impact will be transferred directly over to the inner titanium framework. The [[materials:zesuaium|Zesuaium]] chestplate will not have bent, but it may still crush its pilot's ribcage from the impact.
 +
 +== Being "Unarmored" ==
 +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:yamatai_star_empire|Yamatai]].
 +
 +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 "acceptable" is ultimately at the discretion of the individual [[guide:reviewing_submissions|reviewing]] the submission.))
 +
 +^ Tier ^  Type  ^ Example ^ Note ^
 +^  Personnel  ^^^^
 +|  1  |  Light Personnel  | [[items:equipment:traditional_flak_vest|Traditional Flak Vest]], Riot Armor | [[species:human|Human]]-sized; torso or full-body padding. |
 +|  2  |  Medium Personnel  | [[corp:styrling:muur_armor|Muur Armor]], Ballistic Vests, Body Armor | [[species:human|Human]]-sized; vest or full-body padding. |
 +|  3  |  Heavy Personnel  | [[faction:nepleslia:equipment:golem_assault_armor|Golem Assault Armor]], Hardsuits | [[species:human|Human]]-sized, full-body; not as thick as [[guide:mecha_and_power_armors#power_armors|power armor]]. |
 +^  Power Armor  ^^^^
 +|  4  |  Light Armor  | [[stararmy:equipment:ke-m6-2a_daisy_power_armor|Daisy II]], [[stararmy:mindy_power_armor|Mindy IV]],  | Can walk in through a doorway; around ~1.78 meters tall.((Roughly equivalent to 70 inches; a "doorway" refers to an opening that measures 80 inches (~2 meters) tall.))  |
 +|  5  |  Medium Armor  | [[faction:nepleslia:equipment:m10_raider_light_armor|Raider]], [[faction:mishhuvurthyar:power_armor:reaper|Reaper]] | Will hit head on top of doorway if walking in; around ~2.08 meters tall.((Roughly equivalent to 82 inches; a "doorway" refers to an opening that measures 80 inches (~2 meters) tall.)) |
 +|  6  |  Heavy Armor  | [[corp:zen:devil_raid_suit|Devil]], [[faction:nepleslia:equipment:hostile|Hostile]], [[stararmy:equipment:kirie_thought_armor|Kirie]]  | Can't walk in upright through a doorway; around ~2.30 meters tall.((Roughly equivalent to 91 inches; a "doorway" refers to an opening that measures 80 inches (~2 meters) tall.)) |
 +^  Mecha  ^^^^
 +|  7  |  Light Mecha  | [[faction:nepleslia:equipment:aggressor|Aggressor]], [[stararmy:equipment:tasha_m9_team_autonomous_support_heavy_armor|M9 TASHA]], [[stararmy:small_craft:ke-v6-2a_hayabusa_ii_starfighter|V6 Hayabusa II]]  | Fits in half a [[wp>Tennis court|tennis court]]; around 5~11 meters long.((Roughly equivalent to 16~36 feet long; "long" refers to the unit's largest dimension (length, width, or height).)) |
 +|  8  |  Medium Mecha  | [[faction:nepleslia:vehicles:corona_heavy_gunship|Corona]], [[stararmy:small_craft:ke-v9_nodachi_assault_fighter|V9 Nodachi]]  | Fits in a full [[wp>Tennis court|tennis court]]; around 9~21 meters long.((Roughly equivalent to 30~69 feet long; "long" refers to the unit's largest dimension (length, width, or height).)) |
 +|  9  |  Heavy Mecha  | [[stararmy:small_craft:type_31_dropship|Type 31 Dropship]], [[stararmy:small_craft:ke-v7_ginga_bomber|V7 Ginga]]  | Fits in an [[WP>Olympic-size swimming pool|Olympic swimming pool]]; around 21+ meters long.((Roughly equivalent to 69+ feet long; "long" refers to the unit's largest dimension (length, width, or height).))  |
 +^  Starship  ^^^^
 +|  10  |  Light Starship   | [[stararmy:starship_classes:hayai-class_gunboat|Hayai Gunboat]], [[stararmy:starship_classes:yui_7_scout|Yui-7 Scout]] | 50~125 meters long; fits (mostly) in an [[wp>American football#Field_and_equipment|American football field]].((Roughly equivalent to 164~401 feet long; "long" refers to the unit's largest dimension (length, width, or height).))  |
 +|  11  |  Medium Starship  | [[stararmy:starship_classes:chiaki_escort_destroyer_refit|Chiaki Escort]], [[stararmy:starship_classes:plumeria_gunship_2e|Plumeria Gunship]] | 100~275 meters long; as big as or bigger than the [[wp>Ticonderoga-class cruiser|Ticonderoga]].((Roughly equivalent to 328~902 feet long; "long" refers to the unit's largest dimension (length, width, or height).))  |
 +|  12  |  Heavy Starship   | [[stararmy:starship_classes:fuji-class_expeditionary_gunship|Fuji Gunship]], [[stararmy:starship_classes:urufu-class_cruiser|Urufu Light Cruiser]] | 250~625 meters long; as big as or bigger than the [[wp>
 +USS Enterprise (CVN-65)|Enterprise]].((Roughly equivalent to 820~2,052 feet long; "long" refers to the unit's largest dimension (length, width, or height).))  |
 +|  13  |  Light Capital Ship   | [[stararmy:starship_classes:heitan_class|Heitan Carrier]], [[stararmy:starship_classes:super_eikan|Super Eikan Heavy Cruiser]] | 500~1,250 meters long; can be bigger than the [[wp>Burj Khalifa|Burj Khalifa]].((Roughly equivalent to 1,640~4,101 feet long; "long" refers to the unit's largest dimension (length, width, or height).)) |
 +|  14  |  Medium Capital Ship  | [[stararmy:starship_classes:sharie-class_battleship|Sharie Battleship]], [[stararmy:starship_classes:yamato-class_flagship|Yamato Flagship]] | 1,000~2,500 meters long; ships this size could bridge a river.((Roughly equivalent to 3,281~8,202 feet long; "long" refers to the unit's largest dimension (length, width, or height).))  |
 +|  15  |  Heavy Capital Ship  | [[stararmy:starship_classes:izanagi-class_dreadnought|Izanagi Dreadnought]], [[stararmy:starship_classes:zodiac-class_star_fortress|Zodiac Star Fortress]] | 2,500+ meters long; can be over twice the height of [[wp>Angel Falls|Angel Falls]].((Roughly equivalent to 8,202+ feet long; "long" refers to the unit's largest dimension (length, width, or height).))  |
 +
 +=== How Fast Can I Go? ===
 +Anything bipedal and [[species:human|human]]-sized usually can't go much faster than 30 to 45 kilometers per hour ([[species:human|humans]] probably go lower, [[species:nekovalkyrja|Nekovalkyrja]] cap higher - articulations and muscle can only go so far). Larger [[guide:mecha_and_power_armors#mecha|mecha]], thanks to longer strides and man-machine interfaces, can likely hit 50 to 95 kilometers per hour. Most inertial control systems go up to 100 kilometers per hour. The airspeed of anything not a fightercraft tends to cap at Mach 1.7; actual [[wp>Aircraft#Heavier-than-air – aerodynes|aerodynes]] reach up to Mach 5.
 +
 +SARP's major [[:faction|factions]] like [[faction:yamatai_star_empire|Yamatai]] and [[faction:democratic_imperium_of_nepleslia|Nepleslia]] have a listing of speed standards which should be the prime reference for what your sublight and faster-than-light speeds ought to look like for your [[guide:aerospace_craft#fighters_and_bombers|fighters]], [[guide:aerospace_craft#shuttles|shuttles]], and [[:starships|starships]].
 +
 +  * [[stararmy:starship_speeds]]
 +  * [[faction:nepleslia:military:starship_speeds]]
 +
 +[[guide:damage_rating_v2|SADRv2]] had this table defining how armor weight influenced the top sublight speed that could be reached. See below for its SADRv3 adaptation:
 +
 +^  Armor Type  ^ Examples ^  Speed Bonus  ^  Maximum Speed  ^
 +|  Unarmored  | [[materials:xiulurium]] |  +.075c  |  0.450c  |
 +|  Light  | [[materials:durandium|Durandium]] |  +.050c  |  0.425c  |
 +|  Medium  | [[materials:yama_dura]], [[materials:zanarium]] |  +.025c  |  0.400c  |
 +|  Heavy  | [[materials:nerimium]], [[materials:yamataium]], [[materials:zesuaium]]  |  None  |  0.375c  |
 +
 +=== More Powerful Armor and Barriers ===
 +Aside from how you describe how your unit's armor plating, the [[:materials|materials]] used, and what its general composition is like, your unit's armor tier is what the unit is and no higher or lower.
 +
 +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:role-players|roleplayers]] handling the unit.
 +
 +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; submissions that become larger-than-life for readers are usually seen in a better light too, whereas NTSE moderators try to be on the crackdown for anything that might be contentiously overpowered.
 +
 +== Multiple Barrier Systems ==
 +It's possible that ships have multiple systems running their barrier. This typically doesn't make the barrier stronger or more capable of handling more damage, but it can change how it's meant to work.
 +
 +For example, say I have a ship with 4 [[technology:gravimetric_drive|gravimetric drives]]. Each drive is able to raise a barrier to full strength, but usually, they share the load of keeping a barrier online. That's an expression of loadsharing and redundancy - without one of these [[technology:gravimetric_drive|gravimetric drives]], you wouldn't be able to keep a barrier active so in this case, you have 3 spares.
 +
 +Another example is the [[stararmy:systems:combined_field_system|Combined Field System]] used by the [[stararmy:start|Star Army of Yamatai]]. The [[stararmy:systems:combined_field_system|Combined Field]] is exactly that, fields combined to fulfill different functions: one projects a distortion field that prematurely detonates warheads and bends harmful beams and radiation away, while another offers protection to deflect more physical projectiles from impacting the ship. If the system supporting the distortion field took damage, one protective aspect of the barrier may be lost.
 +
 +==== 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 "unit" articles such as [[guide:aerospace_craft|aerospace craft]], [[guide:ground_vehicles|ground vehicles]], [[guide:mecha_and_power_armors#mecha|mecha]], [[guide:mecha_and_power_armors#power_armors|power armor]], and [[:starships|starships]].
 +
 +== Statistical Data / General ==
 +Insert the following under "Type":
 +<code>DRv3 Tier: (target type, i.e.: Medium Starship)</code> 
 +
 +== Armored Hull ==
 +Should include the following line before the description of the armor's composition:
 +
 +<code>The (unitname)'s armor has the defensive profile of a (target type, i.e.: Light Mecha).</code> 
 +
 +== Barrier Systems ==
 +Also previously known as "Shield Systems" under previous templates; should include the following line before the description of the Barrier Shielding systems:
 +
 +<code>The (unitname)'s has a (barrier type, i.e.: conformal barrier) rated for (target type plural, i.e.: Light Mechas).</code>
 +
 +== Weapons Systems ==
 +Weapon systems need to be listed with the following nomenclature:
 +
 +<code>  * [[(Wiki link to weapon)|(weapon purpose) (weapon name)]]
 +
 +Example:
 +  * [[stararmy:weapons:ke-s3-w3020_main_weapon_array|Light Anti-Capital Main Weapon Array]]</code>
 +
 +=== Weapons ===
 +The following is for weapon articles.
 +
 +== Purpose ==
 +In weapon articles, the first primary entry for "Purpose:" needs to provide information matching the "Purpose" entry of the Tier table.
 +
 +<code>Purpose: [[(wiki link back to this article's Tier heading)|(weapon's purpose, i.e.: Light Anti-Mecha)]]</code>
 +
 +==== Translating from SADRv2 ====
 +This section covers how to convert from [[guide:damage_rating_v2|SADRv2]] to SADRv3.
 +
 +=== Quick and Dirty Reading ===
 +If you come across an article talking about [[guide:damage_rating_v2#base_structural_points|SP]], [[guide:damage_rating_v2#personnel_scale|PDR]], [[guide:damage_rating_v2#armor_scale|ADR]], [[guide:damage_rating_v2#starship_scale|SDR]], or some combination thereof, you're looking at something that matches the way the Damage Rating system worked before, under [[guide:damage_rating_v2|SADRv2]].
 +
 +  * [[guide:damage_rating_v2#base_structural_points|SPs]] and grade (personnel and mecha) can help you figure out the broad tier of the unit.
 +    * [[guide:damage_rating_v2#base_structural_points|SP]] 1 is Tier 0, Unarmored.
 +    * [[guide:damage_rating_v2#base_structural_points|SP]] 2 is Tier 1, Light Personnel.
 +    * [[guide:damage_rating_v2#base_structural_points|SP]] 3-4 is Tier 2, Medium Personnel.
 +    * [[guide:damage_rating_v2#base_structural_points|SP]] 5 is Tier 3, Heavy Personnel.
 +    * [[guide:damage_rating_v2#base_structural_points|SP]] 5~10 is Tier 4, Light Armor.
 +    * [[guide:damage_rating_v2#base_structural_points|SP]] 10~15 covers Tiers 5 and 6, Medium Armor and Heavy Armor.
 +    * [[guide:damage_rating_v2#base_structural_points|SP]] 15~25 will cover most of what is in the Mecha category. Pay more attention to what the type of unit is.
 +
 +  * [[guide:damage_rating_v2#base_structural_points|SPs]] for [[:starships|starships]] are in a different grade.
 +    * [[guide:damage_rating_v2#base_structural_points|SP]] 10~15 is Tier 10, Light Starship.
 +    * [[guide:damage_rating_v2#base_structural_points|SP]] 20~25 is Tier 11, Medium Starship.
 +    * [[guide:damage_rating_v2#base_structural_points|SP]] 30~35 is Tier 12, Heavy Starship - light [[guide:glossary:cruiser|cruisers]] and the like.
 +    * [[guide:damage_rating_v2#base_structural_points|SP]] 40~45 is Tier 13, Light Capital Ship.
 +    * [[guide:damage_rating_v2#base_structural_points|SP]] 50 is Tier 14 or Tier 15, Medium Capital Ship or Heavy Capital Ship.
 +
 +  * Personnel-grade weapons with [[guide:damage_rating_v2#personnel_scale|PDR]] translate into:
 +    * [[guide:damage_rating_v2#personnel_scale|PDR]] 1~2 is Tier 1, Light Anti-Personnel.
 +    * [[guide:damage_rating_v2#personnel_scale|PDR]] 3~4 is Tier 2, Medium Anti-Personnel.
 +    * [[guide:damage_rating_v2#personnel_scale|PDR]] 5 is Tier 3, Heavy Anti-Personnel.
 +
 +  * Armor-grade weapons with [[guide:damage_rating_v2#armor_scale|ADR]] translate into:
 +    * [[guide:damage_rating_v2#armor_scale|ADR]] 1 is Tier 3, Heavy Anti-Personnel.
 +    * [[guide:damage_rating_v2#armor_scale|ADR]] 2 is Tier 4, Light Anti-Armor.
 +    * [[guide:damage_rating_v2#armor_scale|ADR]] 3 is Tier 5 or Tier 6, Medium Anti-Armor or Heavy Anti-Armor.
 +    * [[guide:damage_rating_v2#armor_scale|ADR]] 4 is Tier 7 or Tier 8, Light Anti-Mecha or Medium Anti-Mecha.
 +    * [[guide:damage_rating_v2#armor_scale|ADR]] 5 is Tier 8 or Tier 9, Medium Anti-Mecha or Heavy Anti-Mecha.
 +
 +  * Ship-grade weapons with [[guide:damage_rating_v2#starship_scale|SDR]] translate into:
 +    * [[guide:damage_rating_v2#starship_scale|SDR]] 1 is Tier 9, Heavy Anti-Mecha.
 +    * [[guide:damage_rating_v2#starship_scale|SDR]] 2 is Tier 10, Light Anti-Starship.
 +    * [[guide:damage_rating_v2#starship_scale|SDR]] 3 is Tier 11, Medium Anti-Starship.
 +    * [[guide:damage_rating_v2#starship_scale|SDR]] 4 is Tier 12, Heavy Anti-Starship.
 +    * [[guide:damage_rating_v2#starship_scale|SDR]] 5 covers Tiers 13 through 15, Light Anti-Capital Ship through Heavy Anti-Capital Ship.
 +
 +== Damage Per Interval ==
 +[[guide:damage_rating_v2|SADRv2]] had values like [[guide:damage_rating_v2#personnel_scale|PDR]]/[[guide:damage_rating_v2#armor_scale|ADR]]/[[guide:damage_rating_v2#starship_scale|SDR]] calculate the damage potential a weapon could output under 10 seconds, so it tried to abstractly take rate-of-fire into account.
  
-Having extra armor effectively doesn't help much except designate the 'classof the target.+Weapon lethality under SADRv3 is counted "per-use", or "per-shot". Unless we deal with very slow-firing weapons, the rough conversion offered above is indeed 'rough'.
  
-=== 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 itselfalso lends degree of protection to the user. A power armor may endure under fire without breachand slowly deteriorate/ablate to point where its breakdown will eventually threaten the wearer on subsequent harm. This is generally done by weaponry under the class-value of the machine.+With this saidif weapon was made to cause damage to a light armor (Tier 4) on multiple hitsit should not be considered light anti-armor (Tier 4) weapon. While the weapon can be described as being used to assault such targets, when it comes to the tier the author should, depending on the intended effect of the weapon, consider whether the weapon will prove lethal on a single hit for a heavy personnel (Tier 3) or medium personnel (Tier 2) target and label it as such.
  
-=== Shielding ===+To give an example, the [[stararmy:weapons:ke-m4-w2901_lasr|Light Armor Service Rifle]] was designed for use near friendly assets where the potential collateral damage of more powerful weapons was not desired. As such, while it has frequently been employed in an anti-armor role the weapon can be better thought of as a heavy anti-personnel (Tier 3) weapon, as a single shot to a vital area - such as the head or torso - is likely to incapacitate such a target (or penetrate [[species:mishhuvurthyar:mishhuvurthyar|Mishhuvurthyar]] carapace), but would take longer to chew through [[guide:mecha_and_power_armors#power_armors|power armor]].
  
-Shielding, in turnis the plot tool that likely provides GMs with the ability to lend players a certain level of 'recoverable crunchability' when under fire from similar-tier opponents.+===== Examples of Use ===== 
 +Below are some potential outcomes for different targets, along with a few tips. These aren't absolutesas in the chaos of combat there can be plenty of mitigating factors. For instance, even though a [[stararmy:weapons:nekovalkyrja_service_pistol_type_33|Nekovalkyrja Service Pistol]] set on '[[stararmy:weapons:nekovalkyrja_service_pistol_type_33#heavy_mode|heavy]]' can cause a grenade-like blast, something very lethal to a soldier only in uniform, the [[guide:game_master|Game Master]] would entirely be in the right to judge that if the person dove down in time, perhaps they'd emerge only singed/dazed from the experience.
  
-"Shield Class" indicates the kind of abuse they are made to withstand at the utmostwhile "Shield Endurance" indicates how much of that they can soak up.+==== 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 downsay, a policeman in riot armor, the following might happen depending on how badly the poor policeman is outgunned:
  
-In generalmost 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 plotThis means that a potentially ship-killing hit will be able to be soaked up by the shielding+^  Weapon vs. Target  ^  Descriptor  ^ Examples 
 +|  Equal  |  Potentially Lethal  | Armor penetrationsevere burns, possibly fatal wounds (vital organs, internal bleeding). | 
 +|  1 Above  |  Quite Lethal  | Reliable through-and-through penetration, gaping wounds (and [[wp>Exsanguination|exsanguination]]). | 
 +|  Above  |  Very Lethal  | Severed limbs, eviscerated torsos, massive traumatic injuries
 +|  3 Above  |  Assuredly Lethal  | Explosive separation of body parts/tissues via projectile trauma
 +|  4 Above  |  Total Annihilation  | Incineration, being scattered into meaty chunks and fine pink mist |
  
-"Shield Endurance" as a number can count fractions as shown above in dimishing/increasing lethality. Excess damage the shield cannot handle will bleedthrough to what the shield was protecting.+Since most modern handguns are qualified as light anti-personnel (Tier 1) weapons, they are made to defeat protection like the above policeman's riot armor. That is why policemen usually have ballistic vests in high-risk situations - that kind of protection (Tier 2) would prove lifesaving and would result in heavy damage (cracked ribs/severe bruising) instead
  
-To make it more simple, shields usually go from full strength to half-strength when something that could kill a player hits him. It's like the equivalent of two extra lives; though the shield doesn't discriminate on a hit that would've been truly lethal (head, chest) and one that might not have been (limbs).+More on that in the next section.
  
-Shield recovery is usually a matter of player action, depending on opportunities left by both equipment and Game Master; +==== vs. Heavily-Protected Personnel ==== 
 +This covers protection conferred by padding and plating directly over the [[species:human|human]] body, such as the heavy personnel (Tier 3) full-body hardsuits of [[faction:nepleslia:senate|Nepleslian Senator]] [[characters:nepleslia:laj_vinross_yu|Laj Vinross Yu's]] elite cadre of femme fatale, the [[corp:vinross_yu-cranker_materials#uniques_-_security_force|Uniques]].
  
-For power armor, ducking under cover for a little while or shunting capacitor power to the shield generator could help it recoverFull-endurance recovery is recommendedGenerallyGMs want players back in the action quicklyit's a good way of rewarding players for being cautiousdepending on teamwork for cover, or loadout selection.+^  Weapon vs. Target  ^  Descriptor  ^ Examples 
 +|  2 Below  |  Moderate Damage  | Notable damage to armor surfacebruising
 +|  1 Below  |  Heavy Damage  | Partial armor penetration, minor burns, light wounds. | 
 +|  Equal  |  Potentially Lethal  | Armor penetration, severe burns, possibly fatal wounds (vital organs, internal bleeding). | 
 +|  1 Above  |  Quite Lethal  | Reliable through-and-through penetration, gaping wounds (and [[wp>Exsanguination|exsanguination]])
 +|  2 Above  |  Very Lethal  | Severed limbseviscerated torsosmassive traumatic injuries. | 
 +|  3 Above  |  Assuredly Lethal  | Explosive separation of body parts/tissues via projectile trauma. | 
 +|  4 Above  |  Total Annihilation  | Incinerationbeing scattered into meaty chunks and fine pink mist |
  
-For larger vehicles such as starships, shield recovery can be a matter of reinforcing one shield facing at the expense of another, or redistributing power from certain ship systems to compensate for ailing shieldingUsing reserve power can also yield such a benefit. This is a facet ideally left to player intervention, as there are few ways to do damage control in fast paced battle and shield reinforcement/restoration could be one way to do it.+Weapons striking below the tier of the target's protection aren't ineffective: the armor is just doing its job of protecting the wearer's life against harmAlso of note is that damage implies some level of deterioration on the armor. Even though body-armored [[corp:vinross_yu-cranker_materials#uniques_-_security_force|Unique]] could survive being hosed all over by a light anti-infantry (Tier 1) submachine gun, her armor would deteriorate and become covered in pockmarks. Continued attacks could keep chewing away at the protection until it becomes compromised.
  
 +Bear in mind that while a [[corp:vinross_yu-cranker_materials#uniques_-_security_force|Unique]] being shot a few times in her hardsuit's right shoulder would make that area more vulnerable, her chestplate and left shoulder would still be pristine and be quite capable of coping with similar abuse.
  
-==== Conversion considerations ==== +That kind of deterioration is for the [[guide:game_master|Game Master]] to describe and take into account. Also bear in mind that even though the damage caused might not be lethal, injuries come with their own hazards such as bleeding. 
-=== Rate of Fire? ===+
  
-Lethality here is being considered per-shotThe damage potential for weaponry that has a very rate of fire is something that's unique to the weapon and its submission process.+==== vsLightweight Power Armor ==== 
 +[[guide:mecha_and_power_armors#power_armors|Power Armor]] in the tier table is the first point where we can fully go four steps above and four steps below in lethality.
  
-This saidif a weapon was made to cause damage to a 'light armor' (Class 4) on multiple hits, it was probably meant to be weaker weapon than "Light Anti-Armor".+Unlike body armor which is set directly over flesh[[guide:mecha_and_power_armors#power_armors|power armor]] operates on a more robust foundation: a pressure-proof lining to environmentally protect the wearer, along with an endoskeleton that serves as an armature for motor actuators or artificial muscle-fibers, then a flexible outer covering, and plating over the less articulated regions.
  
-=== Weapons and what can use them === +The Light Armor (Tier 4) [[stararmy:equipment:ke-m2-4_series_mindy_armor|Ke-M2-4a "Mindy" Power Armor]] is one such unit.
-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 possible today to have infantry use anti-materiel rifles to be able to shoot and damage/cripple tanksFollowing this real world example shows that today's infantry might very well be wielding (Class 6"Heavy Anti-Armor" weaponry.+^  Weapon vs. Target  ^  Descriptor  ^ Examples 
 +|  4 Below  |  Negligible  | Scratches, ruined paint job. | 
 +|  3 Below  |  Light Damage  | Slight deterioration of armor (nicked, dented, carbonized surface). | 
 +|  2 Below  |  Moderate Damage  | Notable deterioration of armor (melted off, gouged, pockmarked), possible bruising. | 
 +|  1 Below  |  Heavy Damage  | Partial armor penetration, subsystem damage, minor burns, light wounds (major bruising, cracked bones)
 +|  Equal  |  Potentially Lethal  | Armor penetration, possibly fatal injury for wearer (severe wounds/burns, internal bleeding, broken bones). | 
 +|  1 Above  |  Quite Lethal Armor deeply penetrated, severe injuries for wearer | 
 +|  2 Above  |  Very Lethal  | Through-and-through penetration; limbs severed or ruined; massive injuries for wearer
 +|  3 Above  |  Assuredly Lethal  | Significant portion of power armor and wearer blown off or destroyed | 
 +|  4 Above  |  Total Annihilation  | Obliteration likely, even from a glancing hit  |
  
-The same could be said within our roleplay, where we expect the KFY-produced Aether Saber-Rifle to be able to cut holes through ship's hull; this may solidly situate them in the (Class 7"Light Anti-Mecha" category - in turn making them dangerous even to the larger Mishhuvurthyar mecha.+Since [[guide:mecha_and_power_armors#power_armors|power armor]] is motorized and possesses components to help it operate far beyond the norms of [[species:human|human]] prowess, sustaining damage can hinder or take out these components (onboard computer, power supply, propulsion system, etc.and reduce the unit's performance.
  
-The same can be said for limited-use weaponry such as grenades. A person can carry number of anti-personnel grenade and use them for a far larger level of lethality than most other anti-personnel weapons offer.+State-of-the-art [[guide:mecha_and_power_armors#power_armors|power armor]] commonly includes life support functions that can save its wearer from injury. A wearer may be able to ride out injuries thanks to injected painkillers, bleeding up to having a limb severed can be sealed, someone experiencing cardiac arrest can be reanimated, and so on.
  
-Missiles/torpedoes on fightercraft usually see the same notionmaking bombing runs on larger vessels realistic threat.+==== vs. Medium-Sized Starship ==== 
 +Once the mecha category is reachedthe units are no longer conformal to humanoid's body. At this point, users can go from shuttle pilots to tank drivers and beyond. Their vehicle may sustain damage, but the injury or death of the crew is collateral damage more than anything else - unless a section like the cockpit is targeted.
  
-//The reverse is also true.//+It's much the same for [[:starships|starships]], just on a greater scale. Let's cover how a medium starship (Tier 11) vessel like the [[stararmy:starship_classes:plumeria_gunship_2e|Ke-S3-2e Plumeria-class Medium Gunship]] might cope against harm.
  
-Let'take the Plumeria-class gunship for example.+^  Weapon vs Target  ^  Descriptor  ^ Examples 
 +|  4 Below  |  Negligible  | Dents, scorch marks on the armor'surface, ruined paint job. | 
 +|  3 Below  |  Light Damage  | Gouges or noticeable pockmarks; heat warps the armor as it melts. | 
 +|  2 Below  |  Moderate Damage  | Armor might crack, fissure, or threaten to buckle; heat causes indents from reaching armor's boiling point. | 
 +|  1 Below  |  Heavy Damage  | Armor is twisted, torn, or cratered nearly through; heat sufficient to cause deeper indentations. | 
 +|  Equal  |  Potentially Lethal  | Hull breach, possible loss of function on a vital system may cripple the ship. | 
 +|  1 Above  |  Quite Lethal  | Compartment-wide damage, wide sections open to space. | 
 +|  2 Above  |  Very Lethal  | Loss of major structural components such as [[stararmy:weapons:ke-s3-w4000_aether_shock_array|main gun]] and [[stararmy:equipment:ke-d7-m3900_chiaki_pylon_module|pylons]]. | 
 +|  3 Above  |  Assuredly Lethal  | If hit center-of-mass, destruction of the entire ship. | 
 +|  4 Above  |  Total Annihilation  | Ship bound to disintegrate even if caught at the edge of the attack |
  
-== Plumeria weapon complement brainstorm ==+Like [[guide:mecha_and_power_armors#power_armors|power armor]], larger vehicles deteriorate from successive damage to the same location.
  
-It's built around singular weaponits aether shock array. Since "pocket battleship" is bandied aboutI've no problem thinking that this is meant - especially when used in squadrons - to actually be something that can potentially sink heavy cruisers and battleshipsI'd set it as a (Class 13) "Light Anti-Capital" weapon.+Potentially lethal damage is essentially attacks that get past the hull. Just like how knife can cause damage to different organs in the [[species:human|human]] bodysome of them a [[species:human|human]] cannot go without, it's the same for vehiclesSuch an attack striking the  [[stararmy:starship_classes:plumeria_gunship_2e#lounges|Plumeria's lounge]] or [[stararmy:starship_classes:plumeria_gunship_2e#shuttle_bay|shuttle bay]] would impair some functions of the ship but not slow it down in combat; strikes to its [[stararmy:starship_classes:plumeria_gunship_2e#weapons_systems|weapons]], [[stararmy:starship_classes:plumeria_gunship_2e#propulsion|engines]], or [[stararmy:starship_classes:plumeria_gunship_2e#integrated_combined_field_system_array|barrier systems]], however, would prove far more telling. Taking out the [[technology:aether_generator|aether generator]] in [[stararmy:starship_classes:plumeria_gunship_2e#engineering|engineering]] would be crippling, as it would force the ship to run on backup power, while hit on the [[stararmy:starship_classes:plumeria_gunship_2e#bridge|bridge]] could be ruinous and striking directly at an [[stararmy:starship_classes:plumeria_gunship_2e#armories_4|armory]] or anti-matter storage could result in catastrophic consequences.
  
-The two railguns on its wings strike me more as its dogfighting weapons against ship of similar-size classWeave around, get good firing solutionpew pew and expect it to hurt or die. This kind of slates those as (Class 11) "Medium Anti-Starship" weapons.+Even 'flesh wounds' on a vehicle can come with their share of troubleOn [[stararmy:starship_classes:plumeria_gunship_2e|Plumeria]]we could be looking at power surges, severed electrical connections that need to be bypassed, coolant leaks, venting atmosphere, and so on.
  
-The turreted anti-ship cannonsthough, don't have me as convinced of that. They pivotthey've good range of fireand just giving them equal potency to the pylon railguns just seems to lack in characterNo. When I close my eyes to imagine thoseI expect them to be serious business against starships, but without being the one-hit KO expected from the pylon railguns. I see those gutting shuttles open, though (and I'm not talking small shuttlecraft here). So, I'd set them as (Class 9) "Heavy Anti-Mecha" weaponry.+Connecting with an Assuredly Lethal attackor pouring a lot of successive firepower into a [[:starships|starship's]] center-of-mass can result in dramatic explosionsbut it's not uncommon for vehicle to be made inoperable without exploding. In the case of airplanesstriking at engines may not make them explode, but it will rob the airplane of its ability to remain airborneFor [[:starships|starships]]sufficient damage may make them unable to function or support life before they'll actually blow up.
  
-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 armorwhen hit by that, should really expect to survive unless it has pristine/extremely good armor & shielding. As such, I'd make them (Class 7) "Light Anti-Mecha" weaponry.+Capital vessels and starbases are in the upper range of the tiersthe point where weapons in this setting become less likely to cause 'overkill' on them. They account for the mightiest machines in our setting.
  
-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 railgunsThey're Z-1s, and not the classical AS-7s (which in my mind would be more for anti-capital bombing)I'm kind of thinking the anti-matter versions would do as much as the positron railguns themselves, so thet'd be (Class 11) "Medium Anti-Starship" warheads too.I see their value as breaking the fire rate/lethality limit/charge time the Plumeria has to make it especially good at what it isan interceptor that swiftly brings down nimble warships ships or can perform devastatingly (for its size) brief hit-and-run strike on a heavier target without having the extra mass of a full torpedo loadout.+===== OOC Notes ===== 
 +[[members:fred]] created this article on 2014/03/17 17:21; [[members:wes]] [[https://stararmy.com/roleplay-forum/threads/mechanic-damage-rating-revision.19218/page-16#post-318881|approved]] it on 2017/01/03 18:55 [[https://stararmy.com/roleplay-forum/threads/mechanic-damage-rating-version-3-update.62821/|updated]] it on 2018/08/19 09:10 after receiving [[https://stararmy.com/roleplay-forum/threads/mechanic-damage-rating-version-3-update.62821/post-385510|approval]] from [[members:wes]] on 2018/08/19 08:49.

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