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- | ====== | + | ====== Damage Rating |
- | Faced with an universe in chaos, where technology can make the difference between life and death, rose questions | + | Faced with a universe in chaos, where technology can make the difference between life and death, |
- | The Damage Rating system is a guideline there to help figure that out. This is its third version((SADRv2 had damage values expressed numerically and a hit point system for all targets. SADRv3 was proposed to fix the scaling problem between power armor and mecha, and introduced a non-hitpoint solution that would go along better with our roleplayed narrative and reduce the tabletop-level number crunching.)) and can be abbreviated as ' | + | These included, "Can my gun kill this thing?" |
- | We look at this from the standpoint of a weapon' | + | The Damage Rating system, version 3, is a guideline |
- | SADRv3 keeps to a 'per-use' perspective on weapons, but that doesn' | + | Version 3 looks at this from the standpoint of a weapon's purpose. [[guide: |
- | Keep that in mind while you read down this article. Be it weapons, means of protection, and various vehicles... each SARPwiki article usually has a wealth of information to offer. SADRv3 | + | The system' |
+ | 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 ===== | ===== 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: | ||
- | The table below lists over four columns. | + | You will also notice that there are divisions by categories. They are: |
- | The first is numbered, to help picture scaling. The second is the intended nomenclature for the tier; the actual purpose of the weapon (and the term you should see in other SARPwiki articles). The third column includes examples of targets within that tier, for which the ' | + | * Personnel, |
+ | * Power Armor, | ||
+ | * Mecha, | ||
+ | * and Starships. | ||
- | You will also notice that there are divisions by categories: // | + | 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: |
- | ^ Tier ^ Purpose ^ Defensive Example ^ Offensive Example ^ | + | ^ Tier ^ Purpose |
^ Personnel | ^ Personnel | ||
- | | 1 | Light Anti-Personnel | + | | 1 | Light Anti-Personnel |
- | | 2 | Medium Anti-Personnel | + | | 2 | Medium Anti-Personnel |
- | | 3 | Heavy Anti-Personnel | + | | 3 | Heavy Anti-Personnel |
^ Power Armor ^^^^ | ^ Power Armor ^^^^ | ||
- | | 4 | Light Anti-Armor | + | | 4 | Light Anti-Armor |
- | | 5 | Medium Anti-Armor | + | | 5 | Medium Anti-Armor |
- | | 6 | Heavy Anti-Armor | + | | 6 | Heavy Anti-Armor |
^ Mecha ^^^^ | ^ Mecha ^^^^ | ||
- | | 7 | Light Anti-Mecha | + | | 7 | Light Anti-Mecha |
- | | 8 | Medium Anti-Mecha | + | | 8 | Medium Anti-Mecha |
- | | 9 | Heavy Anti-Mecha | + | | 9 | Heavy Anti-Mecha |
^ Starship | ^ Starship | ||
- | | 10 | Light Anti-Starship | + | | 10 | Light Anti-Starship |
- | | 11 | Medium Anti-Starship | + | | 11 | Medium Anti-Starship |
- | | 12 | Heavy Anti-Starship | + | | 12 | Heavy Anti-Starship |
- | | 13 | Light Anti-Capital Ship | [[stararmy:starships: | + | ^ Capital Starship |
- | | 14 | Medium Anti-Capital Ship | [[stararmy: | + | | 13 | Light Anti-Capital Ship | [[stararmy:starship_classes: |
- | | 15 | Heavy Anti-Capital Ship | 3km+ Structures, Dreadnoughts | + | | 14 | Medium Anti-Capital Ship | [[stararmy: |
- | \\ | + | | 15 | Heavy Anti-Capital Ship | [[stararmy: |
- | **Tier 0** \\ | + | ==== Tier 0 ==== |
- | \\ | + | Unstated, Tier 0 encompasses the unprotected |
- | Unofficial, Tier 0' | + | |
===== Handling Damage ===== | ===== Handling Damage ===== | ||
- | So, how does that work? What can your gun kill? How much abuse can your shuttle take? We are about to get into that. First comes how the vertical relationships of the tiers listed above. | + | This section reviews |
- | ==== Lethality | + | ==== 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//. | + | 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. |
- | A weapon can cause damage up to four steps above its tier. Each step above reduces | + | Version 3 breaks down the damage a weapon can do along a stepped range, relative |
- | We also rate overkill | + | * The below steps are reductions |
- | So, to put that visually, it's going to look like this table: | + | * The above steps are increases in a weapon' |
- | ^ Weapon vs Target ^ Descriptor | + | |
+ | When put visually, it's going to look like this table: | ||
+ | |||
+ | ^ Weapon vs Target | ||
| 4 Below | Negligible | | 4 Below | Negligible | ||
- | | 3 Below | Light damage | + | | 3 Below | Light Damage |
| 2 Below | Moderate Damage | | 2 Below | Moderate Damage | ||
| 1 Below | Heavy Damage | | 1 Below | Heavy Damage | ||
- | | Equal | Potentially | + | | Equal | Potentially |
- | | 1 Above | Quite lethal | + | | 1 Above | Quite Lethal |
- | | 2 Above | | + | | 2 Above | |
- | | 3 Above | Assuredly | + | | 3 Above | Assuredly |
| 4 Above | Total Annihilation | | 4 Above | Total Annihilation | ||
- | What you need to take from that is that you cause less 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; | + | 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 |
- | === Behavior against | + | Nothing in this article needs to be learned by heart. As long as a reader or [[guide: |
- | The least protected example, practically everything can give a bad day to a //light personnel// 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: | + | Based on the purpose stated in the weapon article, a [[members: |
- | ^ Weapon vs Target | + | 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: |
- | | Equal | Potentially lethal | + | |
- | | 1 Above | Quite lethal | + | |
- | | 2 Above | Very lethal | + | |
- | | 3 Above | Assuredly lethal | + | |
- | | 4 Above | Total Annihilation | + | |
- | Since most modern handguns | + | ==== Defenses ==== |
+ | There are two universal means of defense against direct harm in SARP: physical | ||
- | More on that in the next section. | + | === Barriers === |
+ | Barriers (also called " | ||
- | === Behavior against | + | 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. |
- | yadda yadda | + | However, not all units have barriers. An example: |
- | === Diminishing / Increasing Lethality === | + | | The [[stararmy: |
- | While a weapon' | + | |
- | For the purposes of helping illustrate this point the below chart gives examples of approximate results from the use of weapons from classes above and below a target' | + | == Damaging |
+ | Barriers don't discriminate against where they are hit. An attack will be intercepted by a unit' | ||
- | ^ Weapon vs Target ^ Damage directly on target ^ Damage on fully-charged Barrier | + | That unit's barrier then will be depleted |
- | | 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 | + | |
- | 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 this does not guarantee safety from prolonged smallarms fire nor does it make anti-personnel grenades a trivial matter. | + | Science fiction commonly refers to the status of energy screens |
- | In addition weapons of a higher class could very well spell the end of a target despite not hitting | + | So, when a unit's barrier is " |
- | ^ Armor Material | + | In SARP, units commonly have high-powered computers (some quantum-level) |
- | | Xiulurium | + | |
- | | Zanarium | + | |
- | | Durandium | + | |
- | | Durandium-T | | Transparent Durandium, counts as unarmored against beam-based weapons | + | |
- | | Yama-Dura | + | |
- | | Nerimium | + | |
- | | Yamataium | + | |
- | | Zesuaium | + | |
- | | Zesuaium-T | + | |
- | | Zesuaium-X | + | |
- | ==== Protection ==== | + | Below is the attack table, now with a third column that shows how much an attack could deplete a barrier. |
- | This section | + | ^ 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, | ||
- | 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 the armor as it is damaged while preforming its job. | + | An armor's resilience |
- | 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 5 (Medium PA) to Class 6 (Heavy PA). In addition to this class change it would also affect the function of the unit which should be taken into account IC. | + | 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: |
- | === The nature of vehicles === | + | == Supplemental Armor == |
+ | [[guide: | ||
- | As one would expect placing one's self within a vehicle lends a degree | + | The performance |
- | 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 a weapon be intended to take multiple successive shots to destroy | + | 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: |
- | === Shielding === | + | 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: |
- | Shielding is a plot tool that provides GMs with the ability to lend players a certain level of ' | + | == Materials == |
+ | [[: | ||
- | “Shield Class” indicates | + | Even though [[materials: |
- | As an example, in general most vehicles | + | Here's a list of commonly seen [[: |
- | This means that for a starship a potentially ship-killing hit will be able to be soaked up by the shielding twice. This guideline is based on the level of lethality displayed by Wes during the Sakura plot and should function | + | ^ Armor Material |
+ | | [[materials: | ||
+ | | [[materials: | ||
+ | | [[materials: | ||
+ | | [[materials: | ||
+ | | [[materials: | ||
+ | | [[materials: | ||
+ | | [[materials: | ||
+ | | [[materials: | ||
+ | | [[materials: | ||
+ | | [[materials: | ||
- | When a shield receives damage from a source that is above its Class the excess damage the shield cannot handle will bleed through | + | A [[: |
- | 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 | + | [[materials: |
- | The process of shield recovery, should usually be reliant on player action while also depending on opportunities provided by both equipment | + | However, a [[stararmy: |
- | For example with power armor, | + | Other aspects of physics remove that potential. If a [[stararmy: |
- | For larger vehicles such as starships, shield recovery can instead be portrayed | + | == Being " |
- | ==== Conversion considerations ==== | + | Most of what is in the tier list as target examples are items that are prepared |
- | === Rate of Fire? === | + | |
- | For the purpose of this damage system lethality is being considered on a per-shot basis. The damage potential for weaponry that has a very high rate of fire is something unique to the weapon and should be detailed and elaborated upon during the submission process. | + | 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: |
- | With this said, if a weapon was made to cause damage to a 'light armor' (Class 4) on multiple hits, it should not be considered a "Light Anti-Armor Weapon" | + | These are unarmored. They take damage one step worse than usual for their tier. |
- | To give an example, the LASR 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 | + | ===== Setting Submissions ===== |
+ | This section is made in the interest | ||
- | === Weapons and what can use them === | + | ==== New Submissions ==== |
- | Before, using the previous system it was common that a unit's ' | + | Here we'll discuss prickly stuff that can rise up during the process for making and seeing new submissions approved. |
- | It' | + | === What Size Do I Fit In? === |
+ | Here' | ||
- | 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" | + | Note: The sizes listed |
- | This same attitude can be applied toward for limited-use weaponry such as grenades. A person can carry a number | + | ^ 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: | ||
- | Missiles/ | + | === How Fast Can I Go? === |
+ | Anything bipedal and [[species: | ||
- | //The reverse is also true.// | + | SARP's major [[: |
- | Let's take the Plumeria-class gunship | + | * [[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' | ||
+ | |||
+ | For the unit's barriers, it's the same. You pick the type of technology used to define facings, but then longevity has more to do with power systems and the actions of [[guide: | ||
+ | |||
+ | Basically, don't try to make your baby a special snowflake just with numbers and labels to overshadow other articles and look powerful. Strive for quality and good descriptions; | ||
+ | |||
+ | == Multiple Barrier Systems == | ||
+ | It's possible that ships have multiple systems running their barrier. This typically doesn' | ||
+ | |||
+ | For example, say I have a ship with 4 [[technology: | ||
+ | |||
+ | Another example is the [[stararmy: | ||
+ | |||
+ | ==== Article Templates ==== | ||
+ | Elements of SADRv3 get mentioned in a few places in an article. Any SADRv3 notation can also be linked back to this article for ease of reference. | ||
+ | |||
+ | === Units === | ||
+ | The following is for " | ||
+ | |||
+ | == Statistical Data / General == | ||
+ | Insert the following under " | ||
+ | < | ||
+ | |||
+ | == Armored Hull == | ||
+ | Should include the following line before the description of the armor' | ||
+ | |||
+ | < | ||
+ | |||
+ | == Barrier Systems == | ||
+ | Also previously known as " | ||
+ | |||
+ | < | ||
+ | |||
+ | == Weapons Systems == | ||
+ | Weapon systems need to be listed with the following nomenclature: | ||
+ | |||
+ | < | ||
+ | |||
+ | Example: | ||
+ | * [[stararmy: | ||
+ | |||
+ | === Weapons === | ||
+ | The following is for weapon articles. | ||
+ | |||
+ | == Purpose == | ||
+ | In weapon articles, the first primary entry for " | ||
+ | |||
+ | < | ||
+ | |||
+ | ==== Translating from SADRv2 ==== | ||
+ | This section covers how to convert from [[guide: | ||
+ | |||
+ | === Quick and Dirty Reading === | ||
+ | If you come across an article talking about [[guide: | ||
+ | |||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | |||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | |||
+ | * Personnel-grade weapons with [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | |||
+ | * Armor-grade weapons with [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | |||
+ | * Ship-grade weapons with [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | |||
+ | == Damage Per Interval == | ||
+ | [[guide: | ||
+ | |||
+ | Weapon lethality under SADRv3 is counted " | ||
+ | |||
+ | === 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. | ||
+ | |||
+ | With this said, if a weapon was made to cause damage to a light armor (Tier 4) on multiple hits, it should not be considered a 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. | ||
+ | |||
+ | To give an example, the [[stararmy: | ||
+ | |||
+ | ===== Examples of Use ===== | ||
+ | Below are some potential outcomes for different targets, along with a few tips. These aren't absolutes, as in the chaos of combat there can be plenty of mitigating factors. For instance, even though a [[stararmy: | ||
+ | |||
+ | ==== vs. Lightly-Protected Personnel ==== | ||
+ | Practically everything can give a bad day to a light personnel (Tier 1) target. If someone packing serious heat is motivated in taking down, say, a policeman in riot armor, the following might happen depending on how badly the poor policeman is outgunned: | ||
+ | |||
+ | ^ Weapon vs. Target | ||
+ | | Equal | Potentially Lethal | ||
+ | | 1 Above | Quite Lethal | ||
+ | | 2 Above | Very Lethal | ||
+ | | 3 Above | Assuredly Lethal | ||
+ | | 4 Above | Total Annihilation | ||
+ | |||
+ | Since most modern handguns are qualified as light anti-personnel (Tier 1) weapons, they are made to defeat protection like the above policeman' | ||
+ | |||
+ | More on that in the next section. | ||
+ | |||
+ | ==== vs. Heavily-Protected Personnel ==== | ||
+ | This covers protection conferred by padding and plating directly over the [[species: | ||
+ | |||
+ | ^ 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 | ||
+ | |||
+ | Weapons striking below the tier of the target' | ||
+ | |||
+ | Bear in mind that while a [[corp: | ||
+ | |||
+ | That kind of deterioration is for the [[guide: | ||
+ | |||
+ | ==== vs. Lightweight Power Armor ==== | ||
+ | [[guide: | ||
+ | |||
+ | Unlike body armor which is set directly over flesh, [[guide: | ||
+ | |||
+ | The Light Armor (Tier 4) [[stararmy: | ||
+ | |||
+ | ^ 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 | ||
+ | |||
+ | Since a [[guide: | ||
+ | |||
+ | State-of-the-art [[guide: | ||
+ | |||
+ | ==== vs. Medium-Sized Starship ==== | ||
+ | Once the mecha category is reached, the units are no longer conformal to a humanoid' | ||
+ | |||
+ | It's much the same for [[: | ||
+ | |||
+ | ^ Weapon vs Target | ||
+ | | 4 Below | Negligible | ||
+ | | 3 Below | Light Damage | ||
+ | | 2 Below | Moderate Damage | ||
+ | | 1 Below | Heavy Damage | ||
+ | | Equal | Potentially Lethal | ||
+ | | 1 Above | Quite Lethal | ||
+ | | 2 Above | Very Lethal | ||
+ | | 3 Above | Assuredly Lethal | ||
+ | | 4 Above | Total Annihilation | ||
- | == Plumeria weapon complement brainstorm == | + | Like [[guide: |
- | It is built around | + | Potentially lethal damage |
- | The two railguns | + | Even 'flesh wounds' |
- | The turreted anti-ship cannons | + | Connecting with an Assuredly Lethal attack, or pouring a lot of successive firepower into a [[: |
- | The smaller anti-armor weapons were meant as a direct counter to Mishhu battlepods, as well as being able to preform some extra duty to shoot down power armor and incoming missiles. Unless it is in the best condition possible, most power armor should not expect to survive a direct hit from such a piece of equipment, so these are labelled (Class 7) "Light Anti-Mecha" | + | Capital vessels |
- | The two torpedoes the Plumeria can carry are weapons are meant to directly supplement the ship-killing firepower it can bring to bear with its traditionally slow-charging railguns. The Z-1 torpedo, given an anti-matter payload, would possibly do as much as the positron railguns themselves, so they could be labeled as (Class 11) " | + | ===== OOC Notes ===== |
+ | [[members: |