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- | ====== | + | ====== Damage Rating |
- | Faced with an universe in chaos, where technology can make the difference between life and death, rose questions | + | Faced with a universe in chaos, where technology can make the difference between life and death, |
- | The Damage Rating system is a guideline there to help figure that out. This is its third version((SADRv2 had damage values expressed numerically and a hit point system for all targets. SADRv3 was proposed to fix the scaling problem between power armor and mecha, and introduced a non-hitpoint solution that would go along better with our roleplayed narrative and reduce the tabletop-level number crunching.)) and can be abbreviated as ' | + | These included, "Can my gun kill this thing?" |
- | We look at this from the standpoint of a weapon' | + | The Damage Rating system, version 3, is a guideline |
- | SADRv3 keeps to a 'per-use' perspective on weapons, but that doesn' | + | Version 3 looks at this from the standpoint of a weapon's purpose. [[guide: |
- | Keep that in mind while you read down this article. Be it weapons, means of protection, and various vehicles... each SARPwiki article usually has a wealth of information to offer. SADRv3 | + | The system' |
+ | Version 3 keeps to a "per attack" | ||
+ | |||
+ | Keep that in mind as you read this article. Be it weapons, protective means or various vehicles, each article usually has a wealth of information to offer. SADRv3 is meant to add scale and perspective to those articles, but it does not demand — that is up to the narrative between [[guide: | ||
+ | |||
+ | You can also consult the [[guide: | ||
===== Tiers ===== | ===== Tiers ===== | ||
+ | The table below lists four columns. | ||
- | The table below lists over four columns. | + | * The first is numbered to help picture scaling. |
- | The first is numbered, to help picture scaling. The second is the intended nomenclature for the tier; the actual purpose of the weapon (and the term you should see in other SARPwiki | + | * The second is the intended nomenclature for the tier, also considered |
+ | * The third includes examples of targets within that tier, for which the ' | ||
+ | * The fourth column are examples of weapons within that tier. The items mentioned are mostly from the [[stararmy: | ||
- | You will also notice that there are divisions by categories: | + | 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: |
+ | |||
+ | ^ Tier ^ Purpose | ||
^ Personnel | ^ Personnel | ||
- | | 1 | Light Anti-Personnel | + | | 1 | Light Anti-Personnel |
- | | 2 | Medium Anti-Personnel | + | | 2 | Medium Anti-Personnel |
- | | 3 | Heavy Anti-Personnel | + | | 3 | Heavy Anti-Personnel |
^ Power Armor ^^^^ | ^ Power Armor ^^^^ | ||
- | | 4 | Light Anti-Armor | + | | 4 | Light Anti-Armor |
- | | 5 | Medium Anti-Armor | + | | 5 | Medium Anti-Armor |
- | | 6 | Heavy Anti-Armor | + | | 6 | Heavy Anti-Armor |
^ Mecha ^^^^ | ^ Mecha ^^^^ | ||
- | | 7 | Light Anti-Mecha | + | | 7 | Light Anti-Mecha |
- | | 8 | Medium Anti-Mecha | + | | 8 | Medium Anti-Mecha |
- | | 9 | Heavy Anti-Mecha | + | | 9 | Heavy Anti-Mecha |
^ Starship | ^ Starship | ||
- | | 10 | Light Anti-Starship | + | | 10 | Light Anti-Starship |
- | | 11 | Medium Anti-Starship | + | | 11 | Medium Anti-Starship |
- | | 12 | Heavy Anti-Starship | + | | 12 | Heavy Anti-Starship |
- | | 13 | Light Anti-Capital Ship | [[stararmy:starships: | + | ^ Capital Starship |
- | | 14 | Medium Anti-Capital Ship | [[stararmy: | + | | 13 | Light Anti-Capital Ship | [[stararmy:starship_classes: |
- | | 15 | Heavy Anti-Capital Ship | 3km+ Structures, Dreadnoughts | + | | 14 | Medium Anti-Capital Ship | [[stararmy: |
- | \\ | + | | 15 | Heavy Anti-Capital Ship | [[stararmy: |
- | **Tier 0** \\ | + | ==== Tier 0 ==== |
- | \\ | + | Unstated, Tier 0 encompasses the unprotected |
- | Unofficial, Tier 0' | + | |
===== Handling Damage ===== | ===== Handling Damage ===== | ||
- | So, how does that work? What can your gun kill? How much abuse can your shuttle take? We are about to get into that. First comes how the vertical relationships of the tiers listed above. | + | This section reviews |
==== Attacks ==== | ==== Attacks ==== | ||
- | As alluded to before, using a weapon in the same tier as its target means this weapon is capable of putting it out of combat in a single well-placed attack. It is //potentially lethal//. | + | As alluded to before, using a weapon in the same tier as its target means this weapon is capable of putting it out of combat in a single well-placed attack. It is potentially lethal. |
+ | |||
+ | 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 " | ||
+ | |||
+ | * The below steps are reductions in a weapon' | ||
- | A weapon | + | * The above steps are increases in a weapon' |
- | We also rate overkill in four steps, as can be significant | + | When put visually, it's going to look like this table: |
- | So, to put that visually, it's going to look like this table: | + | ^ Weapon vs Target |
- | ^ 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 | + | | Equal | Potentially |
- | | 1 Above | Quite lethal | + | | 1 Above | Quite Lethal |
- | | 2 Above | | + | | 2 Above | |
- | | 3 Above | Assuredly | + | | 3 Above | Assuredly |
| 4 Above | Total Annihilation | | 4 Above | Total Annihilation | ||
- | What you need to take from this is that you cause less damage to harder targets than your weapon was intended to take down, and more damage to targets softer than that. If the gap becomes too wide in disfavor of the weapon, it won't do much of anything; | + | What you need to take from this is that you cause some damage to harder targets than your weapon was intended to take down and more damage to targets softer than that. If the gap becomes too wide in disfavor of the weapon, it won't do much of anything; too wide, and the weapon |
- | Nothing in this article needs to be learned by heart. As long as the concept | + | Nothing in this article needs to be learned by heart. As long as a reader or [[guide: |
- | Below are outcomes for different targets for inspiration, along with a few tips. These aren't absolutes, as in the chaos of combat | + | Based on the purpose stated in the weapon article, a [[members: |
- | === vs. lightly protected personnel === | + | At the end of this article are outcomes given as inspiration as to how this might be applied, along with several tips. You can [[guide: |
- | Practically everything can give a bad day to a //light personnel// target. If someone packing serious heat is motivated | + | ==== Defenses ==== |
+ | There are two universal means of defense against direct harm in SARP: physical | ||
- | ^ Weapon vs Target | + | === Barriers === |
- | | Equal | Potentially lethal | + | Barriers |
- | | 1 Above | Quite lethal | + | |
- | | 2 Above | Very lethal | + | |
- | | 3 Above | Assuredly lethal | + | |
- | | 4 Above | Total Annihilation | + | |
- | Since most modern handguns are qualified | + | The potency of a barrier always is on the same tier as the unit fielding it.((This |
- | More on that in the next section. | + | However, not all units have barriers. An example: |
- | === vs. heavily protected personnel === | + | | The [[stararmy: |
- | This covers protection confered by padding | + | == Damaging |
+ | Barriers don't discriminate against where they are hit. An attack will be intercepted by a unit' | ||
- | ^ Weapon vs Target | + | That unit's barrier then will be depleted by the damage |
- | | 2 Below | Moderate Damage | + | |
- | | 1 Below | Heavy damage | + | |
- | | Equal | Potentially lethal | + | |
- | | 1 Above | Quite lethal | + | |
- | | 2 Above | Very lethal | + | |
- | | 3 Above | Assuredly lethal | + | |
- | | 4 Above | Total Annihilation | + | |
- | Weapons striking below the tier of the target' | + | Science fiction commonly refers to the status |
- | Bear in mind that an Unique being shot a few times over her hardsuit' | + | So, when a unit' |
- | Such deterioration is for the Game Master to describe | + | In SARP, units commonly have high-powered computers (some quantum-level) |
- | === vs. mediumweight power armor === | + | Below is the attack |
- | Power Armors in the tier table is the first point where we can fully go four steps above and four steps below in lethality. | + | |
- | Unlike body armor which is directly set over flesh, power armors operate | + | ^ Weapon vs Target |
+ | | 4 Below | Negligible | ||
+ | | 3 Below | Light Damage | ||
+ | | 2 Below | Moderate Damage | ||
+ | | 1 Below | Heavy Damage | ||
+ | | Equal | Potentially Lethal | ||
+ | | 1 Above | Quite Lethal | ||
+ | | 2 Above | Highly Destructive | ||
+ | | 3 Above | Assuredly Lethal | ||
+ | | 4 Above | Total Annihilation | ||
- | The M6 Daisy Power Armor is one such unit. | + | The notations that go along with excess damage are discussed further in the Replenishing a Barrier section below. |
- | ^ Weapon vs Target | + | == Barrier Facings == |
- | | 4 Below | Negligible | + | Barrier technology comes in a few shapes in terms of deployment |
- | | 3 Below | Light Damage | + | |
- | | 2 Below | Moderate Damage | + | |
- | | 1 Below | Heavy damage | + | |
- | | Equal | Potentially lethal | + | |
- | | 1 Above | Quite lethal | + | |
- | | 2 Above | Very lethal | + | |
- | | 3 Above | Assuredly lethal | + | |
- | | 4 Above | Total Annihilation | + | |
- | Since a power armor is motorized | + | ^ Type ^ Description ^ |
+ | ^ Bubble | ||
+ | ^ Conformal | ||
+ | ^ Two-Faced | ||
+ | ^ Six-Faced | ||
- | State-of-the art power armor commonly include life support functions that can save its wearer from injury. A wearer may be able to ride out injuries thanks to injected painkillers, bleeding up to having a limb severe can be sealed, someone in cardiac arrest may be reanimated | + | Though " |
- | === vs. medium-sized starship === | + | == Managing Barrier Facings |
- | Once the mecha category | + | With multi-faced barrier units, it is possible to transfer power from one facing to another, either |
- | It's much the same for starships, just on a greater scale. Let's cover how a Plumeria medium gunship might cope against harm. | + | | A starfighter with fore shields as 50% and aft shields at 100% could transfer 50% from the aft shields to bring the fore shields back to 100%. The same starfighter could instead decide to balance its shields and share reserves evenly: getting 75% on both facings. | |
- | ^ Weapon vs Target | + | | Expecting damage on the fore barrier, a captain orders power to be rerouted from aft facing (at 100%) to fore (also 100%). The aft barrier is reduced to 50%, but the fore barrier is boosted to 150%. | Later, that same ship is fleeing a squadron of enemy vessels |
- | | 4 Below | Negligible | + | |
- | | 3 Below | Light Damage | + | |
- | | 2 Below | Moderate Damage | + | |
- | | 1 Below | Heavy damage | + | |
- | | Equal | Potentially lethal | + | |
- | | 1 Above | Quite lethal | + | |
- | | 2 Above | Very lethal | + | |
- | | 3 Above | Assuredly lethal | + | |
- | | 4 Above | Total Annihilation | + | |
- | Like power armor, larger vehicles deteriorate from successive damage over the same locations. | + | In SARP, the safe limit to boost a barrier facing is 200%. Going beyond invites malfunctions, |
- | // | + | == Replenishing |
+ | Eventually, | ||
- | Even flesh wounds on a vehicle can come with their share of trouble. On a Plumeria, we could be looking at power surges, severed electrical connections that need to be bypassed, coolant leaks, venting atmosphere, etcetera. | + | As long as a barrier is not fired upon, it is capable |
- | Connecting with an Assuredly Lethal attack, or pouring a lot of successive firepower | + | In fact, taking negligible damage can mean " |
- | Capital vessels are in the upper range of the tiers, the point where weapons in this setting become less likely | + | Depleting a barrier by excess causes an overload which renders that barrier facing inoperable for 15 seconds while the barrier emitter is reset (think |
- | + | ||
- | ==== Defenses ==== | + | |
- | + | ||
- | 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, | + | Essentially, |
- | An armor' | + | An armor' |
- | + | ||
- | == 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 | + | |
- | | Xiulurium | + | |
- | | Zanarium | + | |
- | | Durandium | + | |
- | | Durandium-T | + | |
- | | Yama-Dura | + | |
- | | Nerimium | + | |
- | | Yamataium | + | |
- | | Zesuaium | + | |
- | | Zesuaium-T | + | |
- | | Zesuaium-X | + | |
- | + | ||
- | Durandium is an extremely widespread material and makes for cheap, reliable armor. The Star Army of Yamatai' | + | |
- | + | ||
- | But, a Mindy power armor plated in durandium could take some serious damage from taking an Hostile' | + | |
- | + | ||
- | 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 " | + | |
- | 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 same. We won't go in the minutiae of what protects better between 10 millimeters of [[materials: |
- | + | ||
- | But many other items - especially from the civilian market | + | |
- | + | ||
- | All of these are // | + | |
== Supplemental Armor == | == Supplemental Armor == | ||
- | It is not unknown for power armors | + | [[guide: |
- | The performance of supplemental armor is generally played by the ear by Game Masters. They are heavily reliant on the Game Masters protraying | + | The performance of supplemental armor is generally played by the ear by [[guide: |
- | 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' | + | 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: |
- | 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: |
- | === Barrier === | + | == Materials |
- | Barriers | + | [[: |
- | The potency | + | Even though [[materials: |
- | Not all units have barriers. For example: | + | Here's a list of commonly seen [[: |
- | The M2 Mindy power armor acquired | + | |
- | == Damaging and depleting Barriers == | + | ^ Armor Material |
- | Barriers aren't really choosy on where you hit them. Regardless of if you aim at a target' | + | | [[materials: |
+ | | [[materials: | ||
+ | | [[materials: | ||
+ | | [[materials: | ||
+ | | [[materials: | ||
+ | | [[materials: | ||
+ | | [[materials: | ||
+ | | [[materials: | ||
+ | | [[materials: | ||
+ | | [[materials: | ||
- | Science-fiction commonly refers to the status of energy screens in percentile values. But scientifically, | + | A [[: |
- | So, when your barrier | + | [[materials: |
- | Here' | + | However, a [[stararmy: |
- | ^ Weapon vs Target ^ Damage directly on target ^ Damage on fully-charged Barrier | + | Other aspects of physics remove that potential. If a [[stararmy: |
- | | 4 Below | Negligible | + | |
- | | 3 Below | Light damage | + | |
- | | 2 Below | Moderate Damage | + | |
- | | 1 Below | Heavy Damage | + | |
- | | Equal | Potentially lethal | + | |
- | | 1 Above | Quite lethal | + | |
- | | 2 Above | Very lethal | + | |
- | | 3 Above | Assuredly lethal | + | |
- | | 4 Above | Total Annihilation | + | |
- | You might have noticed notation | + | == Being " |
+ | Most of what is in the tier list as target examples | ||
- | == Barrier facings == | + | But many other items — especially from the civilian market — that may look like they could fit in those tiers are not actually armored. The guy in his leather jacket (exemplified in Tier 0), a car, an airplane, a communication satellite orbiting a planet, a starliner making passenger runs across Central [[faction:yamatai_star_empire|Yamatai]]. |
- | Barrier technology comes in a few shapes of forms on how they are deployed and managed. Here' | + | |
- | //Barrier Bubble:// | + | These are unarmored. They take damage |
- | This kind of barrier forms an all-around protective bubble for the unit. It' | + | |
- | //Conformal Barrier:// | + | ===== Setting Submissions ===== |
- | Slightly more advanced, this barrier lends " | + | This section is made in the interest of making new submissions adhere |
- | //Fore/Aft Barrier:// | + | ==== New Submissions ==== |
- | A more powerful barrier bubble, it has emitters handling | + | Here we'll discuss prickly stuff that can rise up during |
- | //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 |
- | Managing multiple barrier facings:\\ | + | Note: The sizes listed in the following table are averages, not hard values. Deviation from them __within reason__ is acceptable.((What is considered " |
- | It is possible to transfer power from one facing to another, either to resplenish a facing | + | |
- | Reallocating energy reserves: | + | ^ Tier ^ Type ^ Example ^ Note ^ |
- | | + | ^ Personnel |
- | | + | | 1 | Light Personnel |
- | \\ | + | | 2 | Medium Personnel |
- | Reinforcing barrier facing: | + | | 3 | Heavy Personnel |
- | | + | ^ Power Armor ^^^^ |
- | | + | | 4 | Light Armor | [[stararmy:equipment: |
- | | + | | 5 | Medium Armor | [[faction: |
+ | | 6 | Heavy Armor | [[corp: | ||
+ | ^ Mecha ^^^^ | ||
+ | | 7 | Light Mecha | [[faction: | ||
+ | | 8 | Medium Mecha | [[faction: | ||
+ | | 9 | Heavy Mecha | [[stararmy: | ||
+ | ^ Starship | ||
+ | | 10 | Light Starship | ||
+ | | 11 | Medium Starship | ||
+ | | 12 | Heavy Starship | ||
+ | USS Enterprise (CVN-65)|Enterprise]].((Roughly equivalent | ||
+ | | 13 | Light Capital Ship | [[stararmy: | ||
+ | | 14 | Medium Capital Ship | [[stararmy: | ||
+ | | 15 | Heavy Capital Ship | [[stararmy: | ||
- | == Resplenishing a Barrier | + | === How Fast Can I Go? === |
- | Eventually, damage depletes a barrier's reserves. A craft that has multiple barrier facings | + | Anything bipedal and [[species: |
- | As long as a barrier is not fired upon, it is capable | + | SARP's major [[: |
- | 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' | + | * [[stararmy: |
- | + | * [[faction: | |
- | ===== 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 is: a rough maximum of 8 same-tier weapons as the unit carrying them. Getting 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 |
- | == Loadout example: giant robot dinosaur == | + | ^ Armor Type ^ Examples ^ Speed Bonus ^ Maximum Speed ^ |
- | I'm building a giant robot dinosaur, a heavy mecha, which means I can have: | + | | Unarmored |
- | | + | | Light | [[materials: |
+ | | Medium | ||
+ | | | ||
- | So, if I want to have two laser eyes of destruction, I'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 plating, the [[: |
- | So, in the case of my giant robot dinosaur with laser eyes, it //can// kill with a glare. | + | For the unit's barriers, it' |
- | But wait, I wanted it to breathe fire too! And I want my firebreath | + | Basically, don't try to make your baby a special snowflake just with numbers and labels |
- | * 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 |
- | + | ||
- | === 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 | + | |
It's possible that ships have multiple systems running their barrier. This typically doesn' | It's possible that ships have multiple systems running their barrier. This typically doesn' | ||
- | For example, say I have a ship with 4 gravimetric drives. Each drive is able to raise a barrier to full strength, but usually | + | For example, say I have a ship with 4 [[technology: |
- | 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 | + | Another example is the [[stararmy: |
==== 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 " | ||
+ | |||
== Statistical Data / General == | == Statistical Data / General == | ||
Insert the following under " | Insert the following under " | ||
- | < | + | < |
== Armored Hull == | == Armored Hull == | ||
Should include the following line before the description of the armor' | Should include the following line before the description of the armor' | ||
+ | |||
< | < | ||
+ | |||
== Barrier Systems == | == Barrier Systems == | ||
- | Also previously known as " | + | Also previously known as " |
- | Should | + | |
- | < | + | < |
== Weapons Systems == | == Weapons Systems == | ||
- | The weapons | + | Weapon systems |
< | < | ||
- | example: | + | |
+ | Example: | ||
* [[stararmy: | * [[stararmy: | ||
- | [[stararmy: | + | |
=== Weapons === | === Weapons === | ||
+ | The following is for weapon articles. | ||
+ | |||
== Purpose == | == Purpose == | ||
In weapon articles, the first primary entry for " | In weapon articles, the first primary entry for " | ||
- | < | ||
- | ==== Conversion from SADRv2 ==== | + | < |
- | === Quick and dirty conversion === | + | |
- | If you come across an article | + | |
- | To quickly convert: | + | ==== Translating from SADRv2 ==== |
- | - SPs and grade (personnel and mecha) can help you figure out broad category of the unit. | + | This section |
- | - SP1 is unarmored | + | |
- | - SP2 is light personnel | + | |
- | - SP3-4 is medium personnel | + | |
- | - SP5 is heavy personnel | + | |
- | - SP5~10 | + | |
- | - SP10~15 is heavy armor | + | |
- | - SP15~25 will cover most of what is in the Mecha category. Pay more attention | + | |
- | - 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 | + | |
- | === Rate of Fire? === | + | === Quick and Dirty Reading |
+ | If you come across an article talking about [[guide: | ||
- | For the purpose | + | * [[guide: |
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
- | With this said, if a weapon was made to cause damage to a 'light armor' (Class 4) on multiple hits, it should not be considered a "Light Anti-Armor Weapon" | + | * [[guide: |
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
- | To give an example, the LASR was designed for use near friendly assets where the potential collateral damage of more powerful | + | * Personnel-grade |
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
- | === Weapons and what can use them === | + | * Armor-grade weapons with [[guide: |
- | Before, using the previous system it was common that a unit's ' | + | * [[guide: |
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
- | It's entirely possible in the context of modern warfare to have infantry use anti-materiel rifles, or man portable missile systems to be able to shoot and damage/ | + | * Ship-grade weapons with [[guide: |
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
- | The same could be said within our roleplay, where we expect the KFY-produced Aether Saber-Rifle | + | == Damage Per Interval == |
+ | [[guide: | ||
- | This same attitude can be applied toward for limited-use weaponry such as grenades. A person can carry a number of anti-personnel grenades and potentially use them to achieve a far larger level of lethality than most other anti-personnel | + | Weapon lethality under SADRv3 is counted "per-use", or " |
- | Missiles/ | + | === Converting from SADRv2 === |
+ | The "rough and dirty" heading above can help, but the spirit of converting weapons into SADRv3 was first meant to encourage it looking dramatic, cinematic. | ||
- | //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 | + | To give an example, the [[stararmy: |
+ | |||
+ | ===== Examples of Use ===== | ||
+ | Below are some potential outcomes for different targets, along with a few tips. These aren't absolutes, as in the chaos of combat there can be plenty of mitigating factors. For instance, even though a [[stararmy: | ||
+ | |||
+ | ==== vs. Lightly-Protected Personnel ==== | ||
+ | Practically everything can give a bad day to a light personnel (Tier 1) target. If someone packing serious heat is motivated in taking down, say, a policeman in riot armor, the following might happen depending on how badly the poor policeman is outgunned: | ||
+ | |||
+ | ^ Weapon vs. Target | ||
+ | | Equal | Potentially Lethal | ||
+ | | 1 Above | Quite Lethal | ||
+ | | 2 Above | Very Lethal | ||
+ | | 3 Above | Assuredly Lethal | ||
+ | | 4 Above | Total Annihilation | ||
+ | |||
+ | Since most modern handguns are qualified as light anti-personnel (Tier 1) weapons, they are made to defeat protection like the above policeman' | ||
+ | |||
+ | More on that in the next section. | ||
+ | |||
+ | ==== vs. Heavily-Protected Personnel ==== | ||
+ | This covers protection conferred by padding and plating directly over the [[species: | ||
+ | |||
+ | ^ Weapon vs. Target | ||
+ | | 2 Below | Moderate Damage | ||
+ | | 1 Below | Heavy Damage | ||
+ | | Equal | Potentially Lethal | ||
+ | | 1 Above | Quite Lethal | ||
+ | | 2 Above | Very Lethal | ||
+ | | 3 Above | Assuredly Lethal | ||
+ | | 4 Above | Total Annihilation | ||
+ | |||
+ | Weapons striking below the tier of the target' | ||
+ | |||
+ | Bear in mind that while a [[corp: | ||
+ | |||
+ | That kind of deterioration is for the [[guide: | ||
+ | |||
+ | ==== vs. Lightweight Power Armor ==== | ||
+ | [[guide: | ||
+ | |||
+ | Unlike body armor which is set directly over flesh, [[guide: | ||
+ | |||
+ | The Light Armor (Tier 4) [[stararmy: | ||
+ | |||
+ | ^ Weapon vs. Target | ||
+ | | 4 Below | Negligible | ||
+ | | 3 Below | Light Damage | ||
+ | | 2 Below | Moderate Damage | ||
+ | | 1 Below | Heavy Damage | ||
+ | | Equal | Potentially Lethal | ||
+ | | 1 Above | Quite Lethal | ||
+ | | 2 Above | Very Lethal | ||
+ | | 3 Above | Assuredly Lethal | ||
+ | | 4 Above | Total Annihilation | ||
+ | |||
+ | Since a [[guide: | ||
+ | |||
+ | State-of-the-art [[guide: | ||
+ | |||
+ | ==== vs. Medium-Sized Starship ==== | ||
+ | Once the mecha category is reached, the units are no longer conformal to a humanoid' | ||
+ | |||
+ | It's much the same for [[: | ||
+ | |||
+ | ^ Weapon vs Target | ||
+ | | 4 Below | Negligible | ||
+ | | 3 Below | Light Damage | ||
+ | | 2 Below | Moderate Damage | ||
+ | | 1 Below | Heavy Damage | ||
+ | | Equal | Potentially Lethal | ||
+ | | 1 Above | Quite Lethal | ||
+ | | 2 Above | Very Lethal | ||
+ | | 3 Above | Assuredly Lethal | ||
+ | | 4 Above | Total Annihilation | ||
- | == Plumeria weapon complement brainstorm == | + | Like [[guide: |
- | It is built around | + | Potentially lethal damage |
- | The two railguns | + | Even 'flesh wounds' |
- | The turreted anti-ship cannons | + | Connecting with an Assuredly Lethal attack, or pouring a lot of successive firepower into a [[: |
- | The smaller anti-armor weapons were meant as a direct counter to Mishhu battlepods, as well as being able to preform some extra duty to shoot down power armor and incoming missiles. Unless it is in the best condition possible, most power armor should not expect to survive a direct hit from such a piece of equipment, so these are labelled (Class 7) "Light Anti-Mecha" | + | Capital vessels |
- | The two torpedoes the Plumeria can carry are weapons are meant to directly supplement the ship-killing firepower it can bring to bear with its traditionally slow-charging railguns. The Z-1 torpedo, given an anti-matter payload, would possibly do as much as the positron railguns themselves, so they could be labeled as (Class 11) " | + | ===== OOC Notes ===== |
+ | [[members: |