This shows you the differences between two versions of the page.
fred_s_damage_rating_revision [2016/12/22 13:44] – [Defenses] fred | guide:damage_rating_v3 [2023/12/20 18:20] (current) – external edit 127.0.0.1 | ||
---|---|---|---|
Line 1: | Line 1: | ||
- | ====== | + | ====== 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 |
==== Attacks ==== | ==== 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 this 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 |
- | Nothing in this article needs to be learned by heart. As long as the concept | + | Nothing in this article needs to be learned by heart. As long as a reader or [[guide: |
- | Below are outcomes for different targets for inspiration, along with a few tips. These aren't absolutes, as in the chaos of combat | + | Based on the purpose stated in the weapon article, a [[members: |
- | === vs. lightly protected personnel === | + | 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: |
- | Practically everything can give a bad day to a //light personnel// target. If someone packing serious heat is motivated | + | ==== Defenses ==== |
+ | There are two universal means of defense against direct harm in SARP: physical | ||
- | ^ Weapon vs Target | + | === Barriers === |
- | | Equal | Potentially lethal | + | Barriers |
- | | 1 Above | Quite lethal | + | |
- | | 2 Above | Very lethal | + | |
- | | 3 Above | Assuredly lethal | + | |
- | | 4 Above | Total Annihilation | + | |
- | Since most modern handguns are qualified | + | The potency of a barrier always is on the same tier as the unit fielding it.((This |
- | More on that in the next section. | + | However, not all units have barriers. An example: |
- | === vs. heavily protected personnel === | + | | The [[stararmy: |
- | This covers protection confered by padding | + | == Damaging |
+ | Barriers don't discriminate against where they are hit. An attack will be intercepted by a unit' | ||
- | ^ Weapon vs Target | + | That unit's barrier then will be depleted by the 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 | + | |
- | Weapons striking below the tier of the target' | + | Science fiction commonly refers to the status |
- | Bear in mind that an Unique being shot a few times over her hardsuit' | + | So, when a unit' |
- | Such deterioration is for the Game Master to describe | + | In SARP, units commonly have high-powered computers (some quantum-level) |
- | === vs. mediumweight power armor === | + | Below is the attack |
- | Power Armors in the tier table is the first point where we can fully go four steps above and four steps below in lethality. | + | |
- | Unlike body armor which is directly set over flesh, power armors operate | + | ^ 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 M6 Daisy Power Armor is one such unit. | + | The notations that go along with excess damage are discussed further in the Replenishing a Barrier section below. |
- | ^ Weapon vs Target | + | == Barrier Facings == |
- | | 4 Below | Negligible | + | Barrier technology comes in a few shapes in terms of deployment |
- | | 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 power armor is motorized | + | ^ Type ^ Description ^ |
+ | ^ Bubble | ||
+ | ^ Conformal | ||
+ | ^ Two-Faced | ||
+ | ^ Six-Faced | ||
- | State-of-the art power armor commonly include 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 severe can be sealed, someone in cardiac arrest may be reanimated | + | Though " |
- | === vs. medium-sized starship === | + | == Managing Barrier Facings |
- | Once the mecha category | + | With multi-faced barrier units, it is possible to transfer power from one facing to another, either |
- | It's much the same for starships, just on a greater scale. Let's cover how a Plumeria medium gunship might cope against harm. | + | | 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. | |
- | ^ Weapon vs Target | + | | 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 |
- | | 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 | + | |
- | Like power armor, larger vehicles deteriorate from successive damage over the same locations. | + | In SARP, the safe limit to boost a barrier facing is 200%. Going beyond invites malfunctions, |
- | // | + | == Replenishing |
+ | Eventually, | ||
- | Even flesh wounds on a vehicle can come with their share of trouble. On a Plumeria, we could be looking at power surges, severed electrical connections that need to be bypassed, coolant leaks, venting atmosphere, etcetera. | + | As long as a barrier is not fired upon, it is capable |
- | Connecting with an Assuredly Lethal attack, or pouring a lot of successive firepower | + | In fact, taking negligible damage can mean " |
- | Capital vessels are in the upper range of the tiers, the point where weapons in this setting become less likely | + | Depleting a barrier by excess causes an overload which renders that barrier facing inoperable for 15 seconds while the barrier emitter is reset (think |
- | ==== Defenses ==== | + | === Armor === |
+ | Essentially, | ||
- | There are two universal means of defense against direct harm in SARP. Armor and Barriers. They are covered in their respective sections: | + | An armor' |
- | === Armor === | + | For ease of reference, anything within the same tier is documented as performing about the same. We won't go in the minutiae of what protects better between 10 millimeters of [[materials: |
- | Essentially, armor is what gets between something that' | + | |
+ | == Supplemental | ||
+ | [[guide: | ||
+ | |||
+ | The performance of supplemental | ||
+ | |||
+ | 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: | ||
- | An armor' | + | There comes a point when a shield has sustained so much abuse that it looks more like an abstract metal representation |
== Materials == | == Materials == | ||
+ | [[: | ||
- | Materials armors are made of do influence on how they perform, but we are going to account more for their special qualities rather than their resilience. As long as they are within the same tier, durandium armor and zesuaium armor handle aether weaponry the same way. Even though durandium is supposedly lighter and less dense, someone designing a light power armor and wanting to sheathe it in durandium plating will put the necessary amount of armor on it to make it fit within its tier. | + | Even though |
- | Here's a list of commonly seen armor materials in SARP, along with a short blurb of how they stand out. | + | Here's a list of commonly seen [[:materials|materials]] |
- | ^ Armor Material | + | ^ Armor Material |
- | | | + | | |
- | | | + | | |
- | | Durandium | + | | |
- | | Durandium-T | + | | |
- | | | + | | |
- | | | + | | |
- | | | + | | |
- | | Zesuaium | + | | |
- | | Zesuaium-T | + | | |
- | | Zesuaium-X | + | | |
- | Durandium is an extremely widespread | + | A [[: |
- | But, a Mindy power armor plated in durandium | + | [[materials: |
- | There are ways around that, though. If a gauss bazooka is fired directly in the chest of that same zesuaium-plated Mindy, all the kinetic impact will be transfered | + | However, a [[stararmy: |
+ | |||
+ | Other aspects of physics remove that potential. If a [[stararmy: | ||
== Being " | == Being " | ||
- | You may have seen that term applying | + | Most of what is in the tier list as target examples are items that are prepared or designed |
- | Most of what is listed in the tiered 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 |
- | 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 Yamatai. | + | These are unarmored. They take damage one step worse than usual for their tier. |
- | All of these are // | + | ===== Setting Submissions ===== |
+ | This section is made in the interest | ||
- | == Supplemental Armor == | + | ==== New Submissions ==== |
+ | Here we'll discuss prickly stuff that can rise up during the process for making and seeing new submissions approved. | ||
- | It is not unknown for power armors carry along shields((" | + | === What Size Do I Fit In? === |
+ | Here' | ||
- | The performance of supplemental armor is generally played by the ear by Game Masters. They are heavily reliant on the Game Masters protraying a user's skill of interposing | + | Note: The sizes listed in the following table are averages, not hard values. Deviation from them __within reason__ is acceptable.((What is considered " |
- | Given that shields typically are made of heavier plating than what the user is wearing, its resilience can be treated | + | ^ 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: | ||
- | 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 | + | === How Fast Can I Go? === |
+ | Anything bipedal and [[species: | ||
- | === Barrier === | + | SARP's major [[: |
- | Barriers (also called " | + | |
- | The potency of barrier emitters are always on the same tier as the unit fielding it((like with armor, this is to avoid arms races)). Destroyers will have destroyer-tier barriers, light cruisers will have cruiser-tiered barriers, and so forth. | + | * [[stararmy: |
+ | * [[faction: | ||
- | Not all units have barriers. For example: | + | [[guide:damage_rating_v2|SADRv2]] had this table defining how armor weight influenced |
- | The M2 Mindy power armor acquired ' | + | |
- | == Damaging and depleting Barriers == | + | ^ Armor Type ^ Examples ^ Speed Bonus ^ Maximum Speed ^ |
- | Barriers aren't really choosy on where you hit them. Regardless of if you aim at a target' | + | | Unarmored |
+ | | Light | [[materials: | ||
+ | | Medium | ||
+ | | Heavy | [[materials: | ||
- | Science-fiction commonly refers to the status of energy screens in percentile values. But 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 usage. | + | === More Powerful Armor and Barriers === |
+ | Aside from how you describe how your unit's armor plating, | ||
- | So, when your barrier is 'up', it' | + | 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 |
- | Here's a table that shows, on the rightmost column, how damage could deplete barriers: | + | 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; |
- | ^ Weapon vs Target ^ Damage directly on target ^ Damage on fully-charged | + | == Multiple |
- | | 4 Below | Negligible | + | It's possible that ships have multiple systems running their barrier. This typically doesn' |
- | | 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 | + | |
- | You might have noticed notation of damage in excess. There are ways to compensate for that, which we'll cover further in barrier | + | For example, say I have a ship with 4 [[technology: |
- | == Barrier facings == | + | Another example is the [[stararmy: |
- | Barrier technology comes in a few shapes | + | |
- | **Barrier Bubble:**\\ | + | ==== Article Templates ==== |
- | This kind of barrier forms an all-around protective bubble for the unit. It's one of the most rudimentary barrier technologies most commonly seen on power armor, mecha, and larger civilian craft: it has only one universal facing and near-misses | + | Elements |
- | **Conformal Barrier: | + | === Units === |
- | Slightly more advanced, this barrier lends "skin-tight" | + | The following is for "unit" |
- | **Fore/Aft Barrier:**\\ | + | == Statistical Data / General == |
- | A more powerful barrier bubble, it has emitters handling the forward and aft hemispheres of the barrier bubble separately - each facing has its own 100% energy reserve. These double-facing barriers are more common on fightercraft and small starships. | + | Insert the following under " |
+ | < | ||
- | **Six-sided Barrier: | + | == Armored Hull == |
- | One of the most performant barrier setup available, this barrier layout divides facing in quadrants: fore, aft, port, starboard, dorsal and ventral. Each facing has its own 100% energy reserve too. Typically, these will only be seen on state-of-the-art military starships and capital vessels. | + | Should include the following line before the description |
- | //Managing multiple barrier facings:// | + | < |
- | It is possible to transfer power from one facing to another, either to resplenish a facing at the expense | + | |
- | Reallocating energy reserves: | + | == Barrier Systems == |
- | * A fightercraft with fore shields | + | Also previously known as " |
- | * The same fightercraft could instead decide to balance its shields and share reserves evenly: getting 75% on both facings. | + | |
- | \\ | + | |
- | Reinforcing barrier facing: | + | |
- | * Expecting damage on the fore barrier, a captain orders power to be rerouted from aft barrier to fore. The rear barrier is reduced to 50%, but the fore barrier is boosted and has 150%. | + | |
- | * Later, that same ship is fleeing a squadron | + | |
- | * The safe limit to boost a barrier facing is 200%. Going beyond invites malfunctions, | + | |
+ | < | ||
- | ===== Setting Submissions ===== | + | == Weapons Systems |
- | ==== Conversion considerations ==== | + | Weapon systems need to be listed with the following nomenclature: |
- | === 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 | + | < |
- | 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". While the weapon can be described as being used to assault such targets, when it comes to the Class the author should, depending on the intended effectiveness of the weapon, | + | Example: |
+ | * [[stararmy: | ||
- | To give an example, the LASR was designed | + | === Weapons === |
+ | The following is for weapon | ||
- | === Weapons and what can use them === | + | == Purpose |
- | Before, using the previous system it was common that a unit's ' | + | In weapon articles, the first primary entry for " |
- | It's entirely possible in the context of modern warfare | + | < |
- | The same could be said within our roleplay, where we expect the KFY-produced Aether Saber-Rifle | + | ==== Translating from SADRv2 ==== |
+ | This section covers how to convert from [[guide: | ||
- | This same attitude can be applied toward for limited-use weaponry such as grenades. A person can carry a number of anti-personnel grenades | + | === Quick and Dirty Reading === |
+ | If you come across an article talking about [[guide: | ||
- | Missiles/ | + | * [[guide: |
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
- | //The reverse | + | * [[guide: |
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
- | Let's take the Plumeria-class | + | * 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: |