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fred_s_damage_rating_revision [2016/12/22 15:59] fredguide:damage_rating_v3 [2023/12/20 18:20] (current) – external edit 127.0.0.1
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-====== Star Army Damage RatingVersion 3 ====== +====== Damage Rating (Version 3====== 
-Faced with an universe in chaos, where technology can make the difference between life and death, rose questions from our roleplayers such as "can my gun kill this thing?" or "how much punishment can my shuttle take?".+Faced with universe in chaos, where technology can make the difference between life and death, questions rose from SARP [[guide:role-players|roleplayers]].
  
-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 'SADR' or 'SADRv3'; you can click [[guide:damage_rating|here]] to see the previous version.+These included, "Can my gun kill this thing?", and "How much punishment can my [[guide:aerospace_craft#shuttles|shuttle]] take?"
  
-We look at this from the standpoint of a weapon's purpose. You will see many weapons listing their purpose in the SARPwikigoing from //light anti-personnel// to //heavy anti-capital//. Here our assumption is that //light anti-starship// weapon is meant to shoot down 'light starships'; why else call it that if it cannot do its job? There's also matter of scaleif you shoot the same weapon at something smaller than a starshipit'll likely be far more ruinous... but it'll likely do much less significant damage on bigger battleship+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 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 roleplayed narrative and reduce the tabletop-style number crunching.
  
-SADRv3 keeps to a 'per-use' perspective on weapons, but that doesn't make all weapons equal: a pistol and a submachinegun may be in the same //light anti-personnel// tier; both can certainly kill an unprotected human with a well-placed bullet to the heart or chest... but one clearly fires faster and may be a much deadlier weapon.+Version 3 looks at this from the standpoint of 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
  
-Keep that in mind while you read down this article. Be it weapons, means of protection, and various vehicles... each SARPwiki article usually has wealth of information to offer. SADRv3 is meant to give scale and perspective to supplement thoseBut, it doesn't dictatethat is up the narrative between Game Masters and the Roleplayers in their care.+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
  
 +Version 3 keeps to a "per attack" perspective on weapons, but 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.
 +
 +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:game master|Game Masters]] and the [[guide:role-players|players]] in their care.
 +
 +You can also consult the [[guide:damage_rating_v3_quick_reference|Quick Reference Guide]] for a more condensed take.
 ===== Tiers ===== ===== Tiers =====
 +The table below lists four columns. 
  
-The table below lists over four columns.  +  * The first is numbered to help picture scaling.  
-The first is numberedto help picture scaling. The second is the intended nomenclature for the tierthe 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 'per-use' result could be potentially lethal. The fourth column are examples of weapons within that tier. //The items mentioned are mostly from the Star Army of Yamatai to provide a stable benchmark.//+  * 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 'per-use' result could be potentially lethal.  
 +  * 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.
  
-You will also notice that there are divisions by categories: //Personnel////Power Armor////Mecha//((In SARP"Mecha" is the catch-all term for larger robots and vehicles smaller than starships)), and //Starships//. These are for ease of reference and scale, but are not exclusive. For example: an infantryman can carry an Anti-Mecha bazooka to take down tanks, and fightercrafts can load up anti-starship torpedoes in the hopes of taking down bigger prey. It's also fairly common for larger starships to carry a complement of weapons to deal with smaller targets such as fightercraft.+You will also notice that there are divisions by categories. They are: 
 +  * Personnel,  
 +  * Power Armor,  
 +  * Mecha, 
 +  * and Starships.
  
-^ Tier ^ Purpose ^ Defensive Example ^ Offensive Example ^+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:aerospace_craft#fighters_and_bombers|strike craft]] can equip anti-starship torpedoes to take down bigger prey. It's also fairly common for larger [[:starships|starships]] to carry a complement of weapons to deal with smaller targets. 
 + 
 + Tier   Purpose  ^ Defensive Example ^ Offensive Example ^
 ^  Personnel  ^^^^ ^  Personnel  ^^^^
-|  1  |  Light Anti-Personnel  | Flak jacketriot armor Smallarms such as pistols +|  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  | Ballistic Vestbodyarmor | [[stararmy:weapons:gp-1_assault_rifle|GP-1 Assault Rifle]], [[stararmy:weapons:nekovalkyrja_service_pistol_type_33|Nekovalkyrja Service Pistol (standard)]] | +|  2  |  Medium Anti-Personnel [[corp:styrling:muur_armor|Muur Armor]], Ballistic VestsBody 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  | Hardsuits | [[ stararmy:weapons:nekovalkyrja_service_pistol_type_33|NSP (Heavy)]], [[stararmy:weapons:ke-m4-w2901_lasr|LASR]], [[stararmy:weapons:ke-m4-w2901_lasr-slag|SLAG grenades]] |+|  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  ^^^^ ^  Power Armor  ^^^^
-|  4  |  Light Anti-Armor  | [[corp:zen:demon_m1_infantry_power_armor|M1 Demon]], [[stararmy:mindy_power_armor|M2 Mindy]] [[[[stararmy:weapons:ke-m2-w2901_aether_beam_saber-rifle|Aether Beam Saber-Rifle (Rapid-Fire)]], [[stararmy:weapons:ke-m6-w2921_atmospheric_space_plasma_rifle|Atmospheric/Space Plasma Rifle]] +|  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  | [[stararmy:equipment:daisy_m6_infantry_power_armor|M6 Daisy]]  | [[stararmy:weapons:ke-m2-w2901_aether_beam_saber-rifle|Aether Beam Saber-Rifle (Beam)]], [[stararmy:type_32_light_anti-armor_turret|Type 32 Dual-Gun Turret]] | +|  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  | [[nepleslia:hostile|M8 Hostile]], [[nepleslia:aggressor|Aggressor]]  | [[stararmy:weapons:ke-m2-w2901_aether_beam_saber-rifle|Aether Beam Saber-Rifle (Saber)]], [[stararmy:weapons:ke-m2-w2908_offensive_augmentation_pods|Offensive Mini-missile]] |+|  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  ^^^^ ^  Mecha  ^^^^
-|  7  |  Light Anti-Mecha  | [[stararmy:tasha_m9_team_autonomous_support_heavy_armor|M9 TASHA]], [[faction:mishhuvurthyar:ripper|Ripper]], small shuttlepods,  | [[stararmy:weapons:ke-m6-w3000_50mm_gauss_bazooka|50mm Gauss Bazooka]], [[stararmy:weapons:anti-fighter_turret_type_31|Type 31 Quad-Gun Turret]] | +|  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 [[stararmy:small_craft:ke-v9_nodachi_assault_fighter|V9 Nodachi]], [[faction:mishhuvurthyar:nmx_ravager|Ravager]], most shuttlecraft [[stararmy:small_craft:v8_kawarime:ke-v8-w3100|Kawarime]]/[[stararmy:weapons:ke-v9-w3300|Nodachi Turbo-Aether cannon]] | +|  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 Larger shuttles  | [[stararmy:type_31_secondary_anti-starship_turret|Type 31 Dual-Cannon Turret]]  |+|  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  ^^^^ ^  Starship  ^^^^
-|  10  |  Light Anti-Starship   Corvettes, [[stararmy:starships:yui_7_scout|Yui-7 Scout]], [[stararmy:starships:chiaki_escort_destroyer|Chiaki Escort]] | [[stararmy:ke-d7-w3200_mass_driver_gun|Chiaki Mass Driver Gun (Solid round)]]  | +|  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 Destroyers, [[stararmy:starships:plumeria_gunship|Plumeria Gunship]] | [[stararmy:ke-d7-w3200_mass_driver_gun|Chiaki Mass Driver Gun (Antimatter round)]][[stararmy:weapons:ke-s3-w2901_positron_accelerator_cannons|Plumeria Positron Railgun]]  | +|  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   Cruisers, [[corp:geshrinari_shipyards:light_cruiser_2a|Ookami Light Cruiser]] | [[stararmy:weapons:ke-d2-w3200_shock_cannon|Yui-type Aether Array]], [[stararmy:weapons:ke-b3-w3100_superheavy_turret|Sharie Aether Turret]], [[stararmy:weapons:ke-z1_series_anti-starship_torpedoes|Z1 Torpedoes]] +|  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]]  | 
-|  13  |  Light Anti-Capital Ship   | [[stararmy:starships:super_eikan|Super Eikan Heavy Cruiser]] | [[stararmy:weapons:ke-s3-w3020_main_weapon_array|Plumeria-type dual-bladed Aether Array]], [[stararmy:weapons:ke-s3-w3020_main_weapon_array|Eikan Positron Cannon]] +^  Capital Starship  ^^^^ 
-|  14  |  Medium Anti-Capital Ship  | [[stararmy:sharie-class_battleship|Sharie Battleship]] | [[stararmy:starships:super_eikan#weapon_systems|Eikan-type Aether Array]], [[stararmy:weapons:as-7|AS-7 Torpedoes]] | +|  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]] 
-|  15  |  Heavy Anti-Capital Ship  | 3km+ StructuresDreadnoughts | [[stararmy:weapons:ke-b3-w3000_main_weapon_array|Sharie-type Dual-Pronged Aether Array]] +|  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** \\ +==== Tier 0 ==== 
-\\ +Unstated, Tier 0 encompasses the unprotected [[species:human|human]] and means of harm such as bare fists, clubsand 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]].
-Unofficial, Tier 0'encompasses the unprotected human((This is also addressed in the "Being Unarmored" entry further below)) and means of harm such as bare fists, clubs and knives.\\ As this scope is relatable to us in real life, that's left up to common sense between roleplayers and referee.+
  
 ===== 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 the vertical relationships of the tiers listed above.
  
 ==== 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
 + 
 +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.
  
-weapon can cause damage up to four steps above its tier. Each step above reduces the damage it can cause since the target is bigger, heavier, or in general better protected... so we'll label those steps as: //heavy damage////moderate damage//, //light damage//, and //negligible//.+  * The above steps are increases in a weapon'damage because the target is smallerlighter or otherwise less protected. Those steps are quite lethalhighly destructiveassuredly lethal and total annihilation.
  
-We also rate overkill in four stepsas can be significant to our narrative//quite lethal//, //very lethal//, //assuredly lethal//, //total annihilation//.((There are only so many ways to say 'you are screwed'.))+When put visuallyit's going to look like this table:
  
-So, to put that visually, it's going to look like this table: + Weapon vs Target  ^  Descriptor  ^
-^ Weapon vs Target ^  Descriptor  ^+
 |  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 lethal  | +|  Equal  |  Potentially Lethal  | 
-|  1 Above  |  Quite lethal  | +|  1 Above  |  Quite Lethal  | 
-|  2 Above  |  Very lethal  | +|  2 Above  |  Highly Destructive  | 
-|  3 Above  |  Assuredly lethal  |+|  3 Above  |  Assuredly Lethal  |
 |  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 downand 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; but too wide in favor of the weapon means lots of overkill.+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 the concept is grasped and that you can figure out "my nekovalkyrja service pistol will only do light damage to a Mindy armor", you've gleaned what most readers need to from the Damage Rating system. Based on the purpose seen on the weapon article, you're armed with the knowledge of what to expect from your tools. From there, the Game Master should be able to determine the result within the story narrative+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. 
  
-Below are outcomes for different targets for inspirationalong 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 Nekovalkyrja Service Pistol set on 'heavy' can cause a grenade-like blast, something //very lethal// to a soldier only in uniform, the Game Master would entirely be in the right to judge that if the person dives down in time, perhaps she'd emerge only singed/dazed from the experience.+Based on the purpose stated in the weapon articlea [[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
  
-=== vslightly 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:damage_rating_v3#examples_of_use|click here]] to quickly get down to it or read on to learn more about defenses.
  
-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:+==== Defenses ==== 
 +There are two universal means of defense against direct harm in SARP: physical armor and energy barriers.
  
-^  Weapon vs Target  ^  Descriptor  ^ Examples  ^ +=== Barriers === 
-|  Equal  |  Potentially lethal  | Penetration, severe burns, possibly fatal wounds (vital organsbleeding) | +Barriers (also called "barrier shielding""energy shields" and the likeare a form of defensive energy screen that can absorb damage before it makes contact with what stands under its protection.
-|  1 Above  |  Quite lethal  | Reliable through-and-through penetration, gaping wounds (exsanguination+
-|  2 Above  |  Very lethal  | Severing limbs, eviscerating 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  |+
  
-Since most modern handguns are qualified as //light anti-personnel// weapons, they are made to defeat protection like the above policeman's riot armorThat 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. +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.
  
-More on that in the next section.+However, not all units have barriersAn example:
  
-=== vsheavily protected personnel ===+| 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. |
  
-This covers protection confered by padding and plating directly over flesh, such as the full-body hardsuits of Nepleslian Senator Laj Vinross Yu'elite cadre of femme fatale, the 'Uniques'.+== Damaging and Depleting Barriers == 
 +Barriers don't discriminate against where they are hit. An attack will be intercepted by a unit'barrier regardless of where that target was attacked (a graze on a limba shot to the back, a slash along the engines, etc.
  
-^  Weapon vs Target  ^  Descriptor  ^ Examples +That unit's barrier then will be depleted by the damage it has to stop.
-|  2 Below  |  Moderate Damage  | Notable damage to armor surface, bruising | +
-|  1 Below  |  Heavy damage  | Partial penetration, minor burns, light wounds | +
-|  Equal  |  Potentially lethal  | Penetration, severe burns, possibly fatal wounds (vital organs, bleeding) | +
-|  1 Above  |  Quite lethal  | Reliable through-and-through penetration, gaping wounds (exsanguination) | +
-|  2 Above  |  Very lethal  | Severing limbs, eviscerating 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  |+
  
-Weapons striking below the tier of the target'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 level of the armor. Even though a body-armored 'Unique' could survive being hosed all over by a //light anti-infantry// submachinegunher armor would deteriorate and covered in pockmarks. Continued attacks could keep chewing away at the protection until it becomes compromised.+Science fiction commonly refers to the status of energy screens in percentile values. Scientifically, there'no actual way for an energy field to be setback by incoming weapon fireYou cannot hurt energybut you can deplete stored energy through use.
  
-Bear in mind that an Unique being shot few times over her hardsuit'right shoulder may mean that this area is more vulnerablebut the her chestplate and left shoulder would still be pristine+So, when unit'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. 
  
-Such deterioration is for the Game Master to describe and take into accountAlso bear in mind that even though the damage caused might not to lethal, injuries come with their own hazards such as bleeding. That too is under the GM'purview.+In SARP, units commonly have high-powered computers (some quantum-level) and predictive sensorsWhen there's an incoming attack, just enough energy gets flushed from reserve power to the barrier to cancel out the attack. A unit'pilot then receives feedback such as, "Barrier at 75%!", or "Shields at half strength!"
  
-=== vs. mediumweight power armor === +Below is the attack table, now with a third column that shows how much an attack could deplete a barrier.
-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 on a more robust foundation: a pressure-proof lining to environmentally protect the weareralong with an endoskeleton that serves as armature for motor actuators or artificial muscle-fibersthen covered an flexible outer coveringand plating over the less articulated regions.+^  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 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  ^  Descriptor  ^ Examples  ^ +== Barrier Facings == 
-|  4 Below  |  Negligible  | scratches, ruined paintjob | +Barrier technology comes in a few shapes in terms of deployment and managementThe common ones include:
-|  3 Below  |  Light Damage  | Slight deterioration of armor cover (nicks, dented, carbonized surface) | +
-|  2 Below  |  Moderate Damage  | Notable deterioration of armor cover (melting off, gouged, pockmarked), possible bruising | +
-|  1 Below  |  Heavy damage  | Partial penetration, subsystem damage, minor injury (minor wounds or burns, major bruising, cracked bones) | +
-|  Equal  |  Potentially lethal  | Armor penetrated, possibly fatal injury for wearer (vital organs, burns, bleeding, and 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  |+
  
-Since a power armor is motorized and possesses components to help it operate far beyond the norm of human prowesssustaining damage can hinder or take out these components (onboard computer, power supplypropulsion system...are reduce the unit's performance.+^  Type  ^ Description ^ 
 +^  Bubble  | This kind of barrier forms an all-around protective bubble for the unit. It'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 availablethis layout divides barrier facings into areas: fore, aft, port, starboard, dorsal and ventralEach facing has its own 100% energy reserve tooTypically, 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|
  
-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 painkillersbleeding up to having a limb severe can be sealedsomeone in cardiac arrest may be reanimated+Though "facings" is used here, [[guide:role-players|players]] and [[guide:game_master|Game Masters]] use many other namesincluding anglesdirections, regions, sides, sectors, zones, and so on.
  
-=== vs. medium-sized starship === +== Managing Barrier Facings == 
-Once the mecha category is reachedthe units are no longer conformal to a humanoid'body. At this point, users can go from shuttle pilot to tank driver. 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 aimed for).+With multi-faced barrier units, it is possible to transfer power from one facing to anothereither to replenish facing at the expense of others, or reinforce a barrier'facing to absorb damage.
  
-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  ^  Descriptor  ^ Examples +Expecting damage on the fore barriera 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 facingupping it to 350%. While the ship's aft now extremely well protectedthe rear emitter is not made to handle such an energy load and risks quickly overloading.
- 4 Below  |  Negligible  | scratchesruined paintjob | +
-|  3 Below  |  Light Damage  | Nicks and scrapes over the hull's surface | +
-|  2 Below  |  Moderate Damage  | Pockmarks and gouges over the hull's surface | +
-|  1 Below  |  Heavy damage  |  Surface of the hull is twistedtorn or cratered nearly through | +
-|  Equal  |  Potentially lethal  | Hull breach, possible loss of function on vital system may cripple the ship +
-|  1 Above  |  Quite lethal  | Compartment-wide damagewide sections open to space | +
-|  2 Above  |  Very lethal  | Loss of major structural component such as main gun and pylons | +
-|  3 Above  |  Assuredly lethal  | If hit centermass, destruction of the entire ship | +
-|  4 Above  |  Total Annihilation  | Ship bound to disintegrate even if caught at the edge of the attack  |+
  
-Like power armorlarger 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, equipment failures, and unhappy engineers.
  
-//Potentially lethal// damage is essentially attacks that get past the hull. Just like how knife can cause damage to different organs in the human body, some of them human cannot go without, it'the same for vehiclesSuch an attack striking the Plumeria's lounge or shuttlebay will impair some functions of the ship, but are unlikely to slow it down in combat. However, strikes to its weapons, engines and shield systems will prove far more telling. Taking out the power supply in engineering will be crippling, forcing the ship to run on backup power. A hit on the bridge could be ruinous to retaining control of the ship. Striking directly at the the armory or the anti-matter storage could result in catastrophic consequences.+== Replenishing Barrier == 
 +Eventually, damage depletes barrier'reservesA platform with multiple barrier facings can juggle its reserves around, but there remains a finite amount of total energy.
  
-Even flesh wounds on 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 barrier is not fired upon, it is capable of recharging its reserves
  
-Connecting with an Assuredly Lethal attackor pouring a lot of successive firepower in a ship's centermass can result in dramatic explosions. Butit'not uncommon for a vehicle to be made inoperable without exploding. In the case of airplanes, striking at engines may not make it explode, but it will rob it of its ability to remain airborne. For spaceshipssufficient damage may make them unable to function or to support life before they'll actually blow up.+In facttaking 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 powerchoosing 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 seconddepending on rate of activity).
  
-Capital vessels are in the upper range of the tiersthe point where weapons in this setting become less likely to cause 'overkillon themThey account for the mightiest machines in our setting. +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 restarta [[guide:mecha_and_power_armors#power_armors|power armor's]] barrier.
- +
-==== Defenses ==== +
- +
-There are two universal means of defense against direct harm in SARP. Armor and Barriers. They are covered in their respective sections:+
  
 === Armor === === Armor ===
-Essentially, armor is what gets between something that's vulnerable and what means it harm to provide a layer of protection. Armor that does its job is armor that will mitigate incoming damage, from fending it off completely to partially sparing the user of what would have been a killing blow.+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 and stopping power is defined by the tier its unit is part of.((this is mostly to nip in the bud any potential arms races - we want to encourage better design and quality writing in submissions, rather than one-upmanship)) 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 10mm of yama-dura plating and 15mm of durandium plating, though from reading article descriptions the Game Master is certainly free to come to his own conclusions. +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.)) 
- +
-== 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. +
- +
-Here's a list of commonly seen armor materials in SARP, along with a short blurb of how they stand out. +
- +
-^  Armor Material  ^ ^ Properties +
-|  Xiulurium  | | Expensive, counts as Unarmored, grants stealth when energized. +
-|  Zanarium  | | Grants noncombat stealth when energized if barrier and weapons are offline. +
-|  Durandium  | | Lightweight and inexpensive. +
-|  Durandium-T  | | Transparent Durandium, counts as unarmored against beam-based weapons. +
-|  Yama-Dura  | | Memory metal with minor noncombat regenerative properties. +
-|  Nerimium  | | Heavy, density absorbs well kinetic and heat impacts, inexpensive. +
-|  Yamataium  | | Heavy, expensive, memory metal with significant noncombat regenerative properties. +
-|  Zesuaium  | | Heavy, expensive, cannot be repaired, resists electricity, kinetics, and heat.   | +
-|  Zesuaium-T  | | Transparent Zesuaium, counts as unarmored against beam-based weapons.   | +
-|  Zesuaium-X  | | Coated in Xiulurium, confers same properties as long as surface remains intact. +
- +
-Durandium is an extremely widespread material and makes for cheap, reliable armor. The Star Army of Yamatai's most fielded power armor, the M2 Mindy, relied greatly on durandium because it was lightweight. Since the Mindy's teleportation module could transfer only a limited amount of weight, the lighter armor permitted to bring along a bigger weapon payload. +
- +
-But, a Mindy power armor plated in durandium could take some serious damage from taking an Hostile's vibroblade in the chest. If the Mindy power armor's breastplate was in heavier zesuaium, the vibroblade wouldn't be able to put much of a dent in it - zesuaium has the property of not being able to be reshaped through physical force. +
- +
-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 directly over to the inner titanium framework. The zesuaium chestplate will not have bent, but it may still crush the user's ribcage from the impact. +
- +
-== Being "Unarmored" == +
-You may have seen that term applying to the Xiulurium stealth material, so, let's elaborate.+
  
-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)) +For ease of reference, anything within the same tier is documented as performing about the sameWe 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]] platingthough from reading article descriptions [[guide:game_master|Game Master]] is certainly free to come to his or her own conclusions.
- +
-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. +
- +
-All of these are //Unarmored//. They take damage one step worse than usual for their tier.+
  
 == Supplemental Armor == == Supplemental Armor ==
-It is not unknown for power armors carry along shields(("shields" is the nomenclature chosen to define additional armor - physical shields - meant to intercept attacks. "Barrier" is a term used to define energy fields used to absorb incoming attacks))For instance, the M6 Daisy power armor carries on its left forearm a zesuaium shield.+[[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 Game Masters. They are heavily reliant on the Game Masters protraying a user's skill of interposing the shield between himself and what means to harm him.+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. For example, the M6 Daisy's zesuaium shield could cope with attacks as a //heavy power armor// would.+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 pretty much under the purview of the GM.+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]].
  
-=== Barrier === +== Materials == 
-Barriers (also called "Barrier Shielding") are a form of defensive energy screens which can absorb damage before its makes direct contact with what stands under its protection.+[[: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)
  
-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.+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.
  
-Not all units have barriers. For example: +Here'list of commonly seen [[:materials|materials]] in SARPalong with short blurb of how they stand out.
-The M2 Mindy power armor acquired 'bubble barrier' technology through modular backpack generator in YE 29. Even when the Mindy II was introducedthe 'bubble barrier' module was still optional; while the larger M6 Daisy could field new 'conformal barrier' system. It wasn't until YE 36 that barrier shielding technology was refined enough that the Mindy II could have an inbuilt 'conformal barrier'like the Daisy. In YE 38, the Mindy IV comes standard with its own 'conformal barrier', its backpack slot instead dedicated to an inbuilt teleportation unit.+
  
-== Damaging and depleting Barriers == +^  Armor Material  ^  Properties  ^ 
-Barriers aren't really choosy on where you hit themRegardless of if you aim at a target's propulsion, weapons, etc... if its intercepted by the barrier it will be depleted by the damage it has to stop.+|  [[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 |
  
-Science-fiction commonly refers to the status of energy screens in percentile values. But scientifically, there'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.+A [[:materials|material's]] properties give [[guide:role-players|players]] options as to what they want to do.
  
-So, when your barrier is 'up', it'actually on "hot-standby"you have 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 attacksIn SARP, we have quantum computers and prediction sensors, so when there's an incoming attack, just enough energy gets flushed from reserve power to the barrier to cancel out the attack and then, you may receive feedback like "Barrier at 75%!"+[[materials:durandium|Durandium]] is an extremely widespread [[:materials|material]] and makes for cheapreliable 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 limited amount of weight, the lighter armor permitted it to bring along a bigger weapon payload.
  
-Here'a table that showson the rightmost columnhow much incoming damage could deplete barriers:+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 itas [[materials:zesuaium|Zesuaium]] has the property of not being able to be reshaped through physical force.
  
-^ Weapon vs Target ^ Damage directly on target ^  Damage on fully-charged Barrier +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 bentbut it may still crush its pilot's ribcage from the impact.
- 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  |  Very lethal  |  Barrier depleted (50% in excess), heavy damage to target  | +
- 3 Above  |  Assuredly lethal  | Barrier depleted (100% in excess)potentially lethal damage to target  | +
-|  4 Above  |  Total Annihilation  |  Barrier depleted (150% in excess)very lethal damage to target  |+
  
-You might have noticed notation of damage in excess. There are ways to compensate for that, which we'll cover further in barrier facings.+== 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.))
  
-== Barrier facings == +But many other items — especially from the civilian market — that may look like they could fit in those tiers are not actually armoredThe 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]].
-Barrier technology comes in a few shapes of forms on how they are deployed and managedHere'an overview of some of the common ones:+
  
-//Barrier Bubble://\\ +These are unarmoredThey take damage one step worse than usual for their tier.
-This kind of barrier forms an all-around protective bubble for the unitIt'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 can deplete the bubble even though they might not have actually hit the target directly.+
  
-//Conformal Barrier://\\ +===== Setting Submissions ===== 
-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 power armor, mecha and small fightercraft.+This section is made in the interest of making new submissions adhere to SADRv3.
  
-//Fore/Aft Barrier://\\ +==== New Submissions ==== 
-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.+Here we'll discuss prickly stuff that can rise up during the process for making and seeing new submissions approved.
  
-//Six-sided Barrier://\\ +=== What Size Do I Fit In? === 
-One of the most powerful barrier setup available, this layout divides barrier facings 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.+Here's a variant of the Tier table with the approximate sizing of what would fit in each category.
  
-Managing multiple barrier facings:\\ +NoteThe sizes listed in the following table are averagesnot 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.))
-It is possible to transfer power from one facing to anothereither to resplenish a facing at the expense of others, or reinforce a barrier facing's to absorb damage.+
  
-Reallocating energy reserves+^ Tier ^  Type  ^ Example ^ Note ^ 
-  * A fightercraft 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% +^  Personnel  ^^^^ 
-  * The same fightercraft could instead decide to balance its shields and share reserves evenlygetting 75% on both facings+|  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. | 
-Reinforcing barrier facing+ 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]]| 
-  * Expecting damage on the fore barrier, a captain orders power to be rerouted from aft barrier to foreThe rear barrier is reduced to 50%but the fore barrier is boosted and has 150%+^  Power Armor  ^^^^ 
-  * Laterthat same ship is fleeing squadron of enemy vessels and the captain orders power to be rerouted from all facings to the aft barrier. 50% to taken from five facings (250% totaland shunted to the rear quadrantupping it to 350%While the ship'aft is now extremely well protected, the rear emitter is not made to handle such an energy load and risks quickly overloading+|  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.))  | 
-  * The safe limit to boost barrier facing is 200%Going beyond invites malfunctionsequipment failuresand unhappy engineers.+ 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 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 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 (mostlyin 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 (lengthwidth, 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'largest dimension (lengthwidth, 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 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).))  |
  
-== Resplenishing a Barrier == +=== How Fast Can I Go? === 
-Eventually, damage depletes a barrier's reserves. A craft that has multiple barrier facings can juggle its reserves aroundbut there's still less to play with.+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.
  
-As long as barrier is not fired upon, it is capable of recharging its reserves. In fact, taking //negligible// damage essentially means "taking so little damage that the barrier regenerates from it right away". With proper power that usually happens through the actions of roleplayers such as tapping in auxiliary power, or choosing not to fire weaponsor having a 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).+SARP's major [[:faction|factions]] like [[faction:yamatai_star_empire|Yamatai]] and [[faction:democratic_imperium_of_nepleslia|Nepleslia]] have 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]].
  
-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 reseting a tripped fusebox). Certain systems such as capacitor reserves on the M2 Mindy and M6 Daisy power armor are designed to 'hot restart' a barrier. +  * [[stararmy:starship_speeds]] 
- +  * [[faction:nepleslia:military:starship_speeds]]
-===== Setting Submissions ===== +
-This section is made in the interest of making 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. +
-=== How many weaponry you can have === +
-Usually, for infantrymen and power armor, this is self-explanatory... or at least easily ruled on. No one expects an infantryman or a power armor to dual-wield bazookas and carry four spares in their back.+
  
-However, for mecha and starships, it becomes more nebulous. The rule-of-thumb we offer isa rough maximum of 8 same-tier weapons as the unit carrying themGetting a higher-tier weapon costs 2 weapons of the tier below, and vice-versa.+[[guide:damage_rating_v2|SADRv2]] had this table defining how armor weight influenced the top sublight speed that could be reachedSee below for its SADRv3 adaptation:
  
-== Loadout examplegiant robot dinosaur == +^  Armor Type  ^ Examples ^  Speed Bonus  ^  Maximum Speed  ^ 
-I'm building a giant robot dinosaura heavy mecha, which means I can have+|  Unarmored  | [[materials:xiulurium]] |  +.075c  |  0.450c  | 
-  * 8 Heavy Anti-Mecha weapons.+|  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  |
  
-Soif I want to have two laser eyes of destructionI'd convert 8 heavy anti-mecha weapons into 4 light anti-starship weapons, and then convert those fours into: +=== More Powerful Armor and Barriers === 
-  * 2 Medium Anti-Starship weapons.+Aside from how you describe how your unit's armor platingthe [[:materials|materials]] usedand what its general composition is likeyour unit's armor tier is what the unit is and no higher or lower.
  
-Soin the case of my giant robot dinosaur with laser eyesit //can// kill with a glare.+For the unit's barriersit'the same. You pick the type of technology used to define facingsbut then longevity has more to do with power systems and the actions of [[guide:role-players|roleplayers]] handling the unit.
  
-But waitI wanted it to breathe fire too! And I want my firebreath to cause more damage than my laser eyes. Back to the drawing board: I divide one of those weapons back to 2 light anti-starship weapons. Those two will actually be my laser eyesThe bigger one is my firebreath. So, now, my loadout looks like: +Basicallydon'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.
-  * 1 Medium Anti-Starship plasma flamethrower +
-  * 2 Light Anti-Starship Laser beam eyes of doom+
  
-And there we go. My godzilla-impersonator is armed and ready to tear Chiaki escort destroyers out of the sky! +== Multiple Barrier Systems ==
- +
-=== How good are armor and barriers === +
-Aside from how you describe how your unit's armor plating, the materials used and general composition is like, its tier is what the unit is and no higher. +
- +
-For the barrier, 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 roleplayers handling the unit. +
- +
-== 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. 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 gravimetric drives. Each drive is able to raise a barrier to full strength, but usually the share the load of keeping a barrier online. That's an expression of //loadsharing// and redundancy - without one of these gravimetric drives, you wouldn't be able to keep a barrier active so in this case, you have 3 spares.+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 Combined Field System used by the Star Army of Yamatai. The Combined Field is exactly that, fields combined to fulfill different functions: one projects a distorsion 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 distorsion field took damage, one protective aspect of the barrier may be lost.+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 ==== ==== Article Templates ====
-Elements of SADRv3 get mentioned in a few places in an article. +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. 
-Any SADRv3 notation can also be linked back to the this article for ease of reference.+
 === Units === === 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 == == Statistical Data / General ==
 Insert the following under "Type": Insert the following under "Type":
-<code>**SARPv3 Tier:** (target type, i.e.: Medium Starship)</code> +<code>DRv3 Tier: (target type, i.e.: Medium Starship)</code>  
 == Armored Hull == == Armored Hull ==
 Should include the following line before the description of the armor's composition: 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>  <code>The (unitname)'s armor has the defensive profile of a (target type, i.e.: Light Mecha).</code> 
 +
 == Barrier Systems == == Barrier Systems ==
-Also previously known as "Shield Systems" under previous templates+Also previously known as "Shield Systems" under previous templates; should include the following line before the description of the Barrier Shielding systems: 
-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 Mecha).</code>+<code>The (unitname)'s has a (barrier type, i.e.: conformal barrier) rated for (target type plural, i.e.: Light Mechas).</code> 
 == Weapons Systems == == Weapons Systems ==
-The weapons need to be listed with the following nomenclature:+Weapon systems need to be listed with the following nomenclature: 
 <code>  * [[(Wiki link to weapon)|(weapon purpose) (weapon name)]] <code>  * [[(Wiki link to weapon)|(weapon purpose) (weapon name)]]
-example:+ 
 +Example:
   * [[stararmy:weapons:ke-s3-w3020_main_weapon_array|Light Anti-Capital Main Weapon Array]]</code>   * [[stararmy:weapons:ke-s3-w3020_main_weapon_array|Light Anti-Capital Main Weapon Array]]</code>
-[[stararmy:weapons:ke-s3-w3020_main_weapon_array|Light Anti-Capital Main Weapon Array]]+
 === Weapons === === Weapons ===
 +The following is for weapon articles.
 +
 == Purpose == == Purpose ==
 In weapon articles, the first primary entry for "Purpose:" needs to provide information matching the "Purpose" entry of the Tier table. 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> 
  
-==== Conversion from SADRv2 ==== +<code>Purpose: [[(wiki link back to this article's Tier heading)|(weapon's purpose, i.e.: Light Anti-Mecha)]]</code>
-=== Quick and dirty conversion === +
-If you come across an article talking about SP, PDR, MDR and SDR; you're looking after something that matches the way worked before SADRv2.+
  
-To quickly convert: +==== Translating from SADRv2 ==== 
-- SPs and grade (personnel and mecha) can help you figure out broad category of the unit. +This section covers how to convert from [[guide:damage_rating_v2|SADRv2]] to SADRv3.
-  - SP1 is unarmored +
-  - SP2 is light personnel +
-  - SP3-4 is medium personnel +
-  - SP5 is heavy personnel +
-  - SP5~10 covers light and medium armors. +
-  - SP10~15 is heavy armor +
-  - SP15~25 will cover most of what is in the Mecha category. Pay more attention to what the type of unit is. +
-- SPs for ships is in a different grade +
-  - SP10~15 is light starship +
-  - SP20-25 is medium starship +
-  - SP30~35 is heavy starships, the point you star seeing light cruisers +
-  - SP40-45 was for light capital vessel +
-  - SP50 was the maximum, about equivalent to medium and heavy capital vessels+
  
-=== Rate of Fire? ===+=== 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]].
  
-For the purpose of this damage system lethality is being considered on a per-shot basisThe 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.+  * [[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.
  
-With this said, if weapon was made to cause damage to a 'light armor' (Class 4) on multiple hitsit should not be considered a "Light Anti-Armor Weapon"While the weapon can be described as being used to assault such targetswhen it comes to the Class the author shoulddepending on the intended effectiveness of the weapon consider whether the weapon will prove lethal on a single hit for a Class 3 or Class 2 target and label it as such.+  * [[guide:damage_rating_v2#base_structural_points|SPs]] for [[:starships|starships]] are in 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 11Medium Starship. 
 +    * [[guide:damage_rating_v2#base_structural_points|SP]] 30~35 is Tier 12Heavy Starship - light [[guide:glossary:cruiser|cruisers]] and the like. 
 +    * [[guide:damage_rating_v2#base_structural_points|SP]] 40~45 is Tier 13Light Capital Ship. 
 +    * [[guide:damage_rating_v2#base_structural_points|SP]] 50 is Tier 14 or Tier 15, Medium Capital Ship or Heavy Capital Ship.
  
-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 suchwhile it has frequently been employed in an anti-armor role the weapon can be better thought of as an "Anti-Heavy Personnel Weapon" (Class 3) as a single shot to a vital area (headtorso) is likely to incapacitate such a target+  * Personnel-grade weapons with [[guide:damage_rating_v2#personnel_scale|PDR]] translate into: 
 +    * [[guide:damage_rating_v2#personnel_scale|PDR]] 1~2 is Tier 1Light Anti-Personnel
 +    * [[guide:damage_rating_v2#personnel_scale|PDR]] 3~4 is Tier 2Medium Anti-Personnel. 
 +    * [[guide:damage_rating_v2#personnel_scale|PDR]] 5 is Tier 3, Heavy Anti-Personnel.
  
-=== Weapons and what can use them === +  * Armor-grade weapons with [[guide:damage_rating_v2#armor_scale|ADR]] translate into: 
-Beforeusing the previous system it was common that a unit's 'class' level created a certain expectation as to what kind of weapons it could fieldFollowing this revisionthese guidelines would be relaxed.+    * [[guide:damage_rating_v2#armor_scale|ADR]] 1 is Tier 3Heavy 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 9Medium Anti-Mecha or Heavy Anti-Mecha.
  
-It's entirely possible in the context of modern warfare to have infantry use anti-materiel riflesor man portable missile systems to be able to shoot and damage/cripple tanksFollowing this real world exampleit  suggests that today's infantry might very well be wielding (Class 6) "Heavy Anti-Armor" weaponry.+  * Ship-grade weapons with [[guide:damage_rating_v2#starship_scale|SDR]] translate into: 
 +    * [[guide:damage_rating_v2#starship_scale|SDR]] 1 is Tier 9Heavy Anti-Mecha. 
 +    * [[guide:damage_rating_v2#starship_scale|SDR]] 2 is Tier 10Light 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.
  
-The same could be said within our roleplaywhere we expect the KFY-produced Aether Saber-Rifle to be able to cut holes through a ship's hull; this may solidly situate them in the (Class 7) "Light Anti-Mecha" category in turn making them dangerous even to the larger Mishhuvurthyar mecha.+== 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 secondsso it tried to abstractly take rate-of-fire into account.
  
-This same attitude can be applied toward for limited-use weaponry such as grenadesA person can carry a number of anti-personnel grenades and potentially use them to achieve a far larger level of lethality than most other anti-personnel weapons offer.+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'.
  
-Missiles/torpedoes on fightercraft should usually see the same notionmaking bombing runs on larger vessels a realistic threat.+=== 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 dramaticcinematic.
  
-//The reverse is also true.//+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.
  
-Let's take the Plumeria-class gunship for example.+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]]. 
 + 
 +===== 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: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. 
 + 
 +==== 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  ^  Descriptor  ^ Examples 
 +|  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 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.  | 
 + 
 +Since most modern handguns are qualified as light anti-personnel (Tier 1) weapons, they are made to defeat protection like the above policeman'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.  
 + 
 +More on that in the next section. 
 + 
 +==== 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]]. 
 + 
 +^  Weapon vs. Target  ^  Descriptor  ^ Examples 
 +|  2 Below  |  Moderate Damage  | Notable damage to armor surface, bruising. | 
 +|  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 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.  | 
 + 
 +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 harm. Also of note is that damage implies some level of deterioration on the armor. Even though a 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. 
 + 
 +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.  
 + 
 +==== vs. Lightweight 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. 
 + 
 +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. 
 + 
 +The Light Armor (Tier 4) [[stararmy:equipment:ke-m2-4_series_mindy_armor|Ke-M2-4a "Mindy" Power Armor]] is one such unit. 
 + 
 +^  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  | 
 + 
 +Since a [[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. 
 + 
 +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 a cardiac arrest can be reanimated, and so on. 
 + 
 +==== vs. Medium-Sized Starship ==== 
 +Once the mecha category is reached, the units are no longer conformal to a 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. 
 + 
 +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. 
 + 
 +^  Weapon vs Target  ^  Descriptor  ^ Examples 
 +|  4 Below  |  Negligible  | Dents, scorch marks on the armor's 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 is built around singular weaponits aether shock arraySince the title "pocket battleship" is used in reference to this warshipit would be credible to believe it was actually be an asset that can potentially sink heavy cruisers and battleshipsFor the purpose of this example, it will be represented 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]] body, some 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 tellingTaking 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 serve the warship more as its dogfighting weapons to use against other ships around its size classIntended to be used as one weaves around to get a good firing solutionfire 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 a [[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 cannons can be employed against other vessels, but as these are turreted weapons with good range of fire, it would be good balancing act to not make them as potent as the one-hit KO we expect from the fixed forward-facing pylon railgun. Making them appropriate to gut shuttles, this still makes them a credible menace to starships, so having them be (Class 9) "Heavy Anti-Mecha" weaponry seems most appropriate.+Connecting with an Assuredly Lethal attack, or pouring a lot of successive firepower into a [[:starships|starship's]] center-of-mass can result in dramatic explosions, but it's not uncommon for vehicle to be made inoperable without exploding. In the case of airplanes, striking at engines may not make them explode, but it will rob the airplane of its ability to remain airborne. For [[:starships|starships]]sufficient damage may make them unable to function or support life before they'll actually blow up.
  
-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 equipmentso these are labelled (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 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) "Medium Anti-Starship" warheadsTheir value would lie 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 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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