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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' |
- | You can also consult | + | 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' |
- | That kind of 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 severed can be sealed, someone in cardiac arrest could 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' | + | 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' | + | |
- | + | ||
- | == 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 (as they both don't have any special resistance against that form of damage). 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// | + | |
- | 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 | + | An armor' |
- | All of these are // | + | 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: |
== 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 of damage in excess. There are ways to compensate for that, which we'll cover further in barrier facings. | + | == Being " |
- | + | Most of what is in the tier list as target | |
- | == Barrier facings | + | |
- | Barrier technology comes in a few shapes of forms on how they are deployed and managed. Here's an overview of some of the common ones: | + | |
- | + | ||
- | //Barrier Bubble:// | + | |
- | This kind of barrier forms an all-around protective bubble for the unit. It's one of the most rudimentary barrier technologies most commonly seen on power armor, mecha, and larger civilian craft: it has only one universal facing and near-misses can deplete the bubble even though they might not have actually hit the target | + | |
- | + | ||
- | //Conformal Barrier:// | + | |
- | Slightly more advanced, this barrier lends " | + | |
- | + | ||
- | //Fore/Aft Barrier:// | + | |
- | 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 | + | |
- | + | ||
- | //Six-sided Barrier:// | + | |
- | 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. | + | |
- | + | ||
- | Managing multiple barrier facings: | + | |
- | It is possible to transfer power from one facing to another, either to resplenish a facing at the expense of others, | + | |
- | Reallocating energy reserves: | + | But many other items — especially |
- | * 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% | + | |
- | * The same fightercraft | + | |
- | \\ | + | |
- | Reinforcing barrier facing: | + | |
- | * Expecting damage on the fore barrier, a captain orders power to be rerouted from aft barrier to fore. The rear barrier is reduced to 50%, but the fore barrier is boosted and has 150%. | + | |
- | * Later, that same ship is fleeing a squadron of enemy vessels and the captain orders power to be rerouted from all facings to the aft barrier. 50% to taken from five facings | + | |
- | * The safe limit to boost a barrier facing is 200%. Going beyond invites malfunctions, equipment failures, and unhappy engineers. | + | |
- | == Resplenishing a Barrier == | + | These are unarmored. They take damage |
- | Eventually, damage depletes a barrier' | + | |
- | + | ||
- | As long as a barrier is not fired upon, it is capable of recharging its reserves. In fact, taking // | + | |
- | + | ||
- | 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' | + | |
===== Setting Submissions ===== | ===== Setting Submissions ===== | ||
- | This section is made in the interest of making submissions adhere to SADRv3. | + | This section is made in the interest of making |
==== New Submissions ==== | ==== New Submissions ==== | ||
Here we'll discuss prickly stuff that can rise up during the process for making and seeing new submissions approved. | Here we'll discuss prickly stuff that can rise up during the process for making and seeing new submissions approved. | ||
- | === What size do I fit in? === | ||
- | Here's a variant of the Tier table with approximate sizing of what would fit in each category. | ||
- | ^ Tier ^ Type ^ Example ^ Note ^ | + | === What Size Do I Fit In? === |
+ | Here's a variant of the Tier table with the approximate sizing of what would fit in each category. | ||
+ | |||
+ | Note: The sizes listed in the following table are averages, not hard values. Deviation from them __within reason__ is acceptable.((What is considered " | ||
+ | |||
+ | ^ Tier ^ Type ^ Example ^ Note ^ | ||
^ Personnel | ^ Personnel | ||
- | | 1 | Light Personnel | + | | 1 | Light Personnel |
- | | 2 | Medium Personnel | + | | 2 | Medium Personnel |
- | | 3 | Heavy Personnel | + | | 3 | Heavy Personnel |
^ Power Armor ^^^^ | ^ Power Armor ^^^^ | ||
- | | 4 | Light Armor | [[corp:zen:demon_m1_infantry_power_armor|M1 Demon]], [[stararmy: | + | | 4 | Light Armor | [[stararmy:equipment:ke-m6-2a_daisy_power_armor|Daisy II]], [[stararmy: |
- | | 5 | Medium Armor | [[stararmy:equipment:daisy_m6_infantry_power_armor|M6 Daisy]] | bigger than human-sized, has to bend down to fit in an office' | + | | 5 | Medium Armor | [[faction: |
- | | 6 | Heavy Armor | [[nepleslia: | + | | 6 | Heavy Armor | [[corp: |
^ Mecha ^^^^ | ^ Mecha ^^^^ | ||
- | | 7 | Light Mecha | [[stararmy: | + | | 7 | Light Mecha | [[faction: |
- | | 8 | Medium Mecha | [[stararmy:small_craft:ke-v9_nodachi_assault_fighter|V9 Nodachi]], [[faction:mishhuvurthyar:nmx_ravager|Ravager]], most shuttlecraft | + | | 8 | Medium Mecha | [[faction:nepleslia:vehicles: |
- | | 9 | Heavy Mecha | Larger shuttles | + | | 9 | Heavy Mecha | [[stararmy: |
^ Starship | ^ Starship | ||
- | | 10 | Light Starship | + | | 10 | Light Starship |
- | | 11 | Medium Starship | + | | 11 | Medium Starship |
- | | 12 | Heavy Starship | + | | 12 | Heavy Starship |
- | | 13 | Light Capital Ship | [[stararmy:starships: | + | USS Enterprise (CVN-65)|Enterprise]].((Roughly equivalent to 820~2,052 feet long; " |
- | | 14 | Medium Capital Ship | [[stararmy: | + | | 13 | Light Capital Ship | [[stararmy:starship_classes: |
- | | 15 | Heavy Capital Ship | 3km+ Structures, Dreadnoughts | + | | 14 | Medium Capital Ship | [[stararmy: |
+ | | 15 | Heavy Capital Ship | [[stararmy: | ||
- | === How fast can I go? === | + | === How Fast Can I Go? === |
- | Anything | + | Anything |
- | SARP's major factions like Yamatai and Nepleslia have a listing of speed standards which should be prime reference for what your sublight and faster-than-light speeds ought to look like for fighters, shuttles and starships. | + | SARP's major [[:faction|factions]] like [[faction: |
- | SADRv2 had this table defining how armor weight would have influence on the top sublight speed that could be reached. See below for its SADRv3 adaptation: | + | * [[stararmy:starship_speeds]] |
+ | * [[faction: | ||
- | ^ Armor Type ^ Examples ^ Spd Bonus ^ Spd Max ^ | + | [[guide:damage_rating_v2|SADRv2]] had this table defining how armor weight influenced the top sublight speed that could be reached. See below for its SADRv3 adaptation: |
- | | Unarmored | Xiulurium | +.075c | + | |
- | | Light Armor | [[material:durandium|Durandium]] | +.05c STL | .425c | | + | |
- | | Medium | [[material:yama_dura]], | + | |
- | | Heavy | [[material: | + | |
- | === How much weaponry? === | + | ^ Armor Type ^ Examples ^ Speed Bonus ^ Maximum Speed ^ |
- | 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. | + | | Unarmored |
+ | | Light | [[materials: | ||
+ | | Medium | ||
+ | | Heavy | [[materials: | ||
- | 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, | + | === More Powerful Armor and Barriers === |
+ | Aside from how you describe how your unit's armor plating, the [[: | ||
- | == Loadout example: giant robot dinosaur == | + | For the unit's barriers, it's the same. You pick the type of technology used to define facings, but then longevity has more to do with power systems and the actions of [[guide:role-players|roleplayers]] handling the unit. |
- | I'm building a giant robot dinosaur, a heavy mecha, which means I can have: | + | |
- | * 8 Heavy Anti-Mecha weapons. | + | |
- | So, if I want to have two laser eyes of destruction, | + | Basically, don't try to make your baby a special snowflake just with numbers and labels to overshadow other articles and look powerful. Strive for quality and good descriptions; |
- | * 2 Medium Anti-Starship weapons. | + | |
- | So, in the case of my giant robot dinosaur with laser eyes, it //can// kill with a glare. | + | == Multiple |
- | + | ||
- | But wait, I 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 eyes. The bigger one is my firebreath. So, now, my loadout looks like: | + | |
- | * 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! | + | |
- | + | ||
- | === More powerful armor and barrier === | + | |
- | 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. | + | |
- | + | ||
- | Basically, don't try to make your baby a special snowflake just with numbers and labels to overshadow other articles and look powerful. Strive for quality and good descriptions, | + | |
- | + | ||
- | == Multiple | + | |
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: | ||
+ | |||
=== 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 " | ||
- | < | + | |
+ | < | ||
==== Translating from SADRv2 ==== | ==== Translating from SADRv2 ==== | ||
- | === Quick and dirty reading === | + | This section covers how to convert from [[guide: |
- | If you come across an article talking about SP, PDR, ADR and SDR; you're looking after something that matches the way the Damage Rating system worked before, under SADRv2. | + | |
- | To quickly convert:\\ | + | === Quick and Dirty Reading === |
- | * SPs and grade (personnel and mecha) can help you figure out broad category of the unit. | + | If you come across an article talking about [[guide: |
- | * 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, light cruisers and the like | + | |
- | * SP40-45 was for light capital vessel | + | |
- | * SP50 was the maximum, about equivalent to medium and heavy capital vessels. | + | |
- | * Personnel | + | * [[guide: |
- | * PDR1~2 is light anti-personnel(1) | + | * [[guide:damage_rating_v2# |
- | * PDR3~4 is medium anti-personnel(2) | + | * [[guide: |
- | * PDR5 is heavy anti-personnel(3) | + | * [[guide: |
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
- | * Armor grade weapons with ADR translate into: | + | * [[guide:damage_rating_v2# |
- | * ADR1 is heavy anti-personnel(3) | + | * [[guide: |
- | * ADR2 is light anti-armor(4) | + | * [[guide: |
- | * ADR3 is medium to heavy anti-armor(5~6) | + | * [[guide: |
- | * ADR4 is around light-to-medium anti-mecha (7~8) | + | * [[guide: |
- | * ADR5 is around medium-to-heavy anti-mecha (8~9) | + | * [[guide: |
- | * Ship grade weapons with SDR translate into: | + | * Personnel-grade weapons with [[guide: |
- | * SDR1 is heavy anti-mecha(9) | + | * [[guide: |
- | * SDR2 is light anti-starship(10) | + | * [[guide: |
- | * SDR3 is medium anti-starship(11) | + | * [[guide: |
- | * SDR4 is heavy anti-starship (12) | + | |
- | * SDR5 is covered anything in anti-capital (13~15) | + | |
- | == Damage | + | * Armor-grade weapons with [[guide: |
- | SADRv2 had values like PDR/ADR/SDR calculate the damage potential a weapon could output under 10 seconds, so it tried to abstractly take rate-of-fire into account. | + | * [[guide: |
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | |||
+ | * Ship-grade weapons with [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | * [[guide: | ||
+ | |||
+ | == Damage | ||
+ | [[guide: | ||
Weapon lethality under SADRv3 is counted " | Weapon lethality under SADRv3 is counted " | ||
=== Converting from SADRv2 === | === Converting from SADRv2 === | ||
+ | The "rough and dirty" heading above can help, but the spirit of converting weapons into SADRv3 was first meant to encourage it looking dramatic, cinematic. | ||
+ | |||
+ | With this said, if a weapon was made to cause damage to a light armor (Tier 4) on multiple hits, it should not be considered a light anti-armor (Tier 4) weapon. While the weapon can be described as being used to assault such targets, when it comes to the tier the author should, depending on the intended effect of the weapon, consider whether the weapon will prove lethal on a single hit for a heavy personnel (Tier 3) or medium personnel (Tier 2) target and label it as such. | ||
+ | |||
+ | To give an example, the [[stararmy: | ||
+ | |||
+ | ===== Examples of Use ===== | ||
+ | Below are some potential outcomes for different targets, along with a few tips. These aren't absolutes, as in the chaos of combat there can be plenty of mitigating factors. For instance, even though a [[stararmy: | ||
+ | |||
+ | ==== vs. Lightly-Protected Personnel ==== | ||
+ | Practically everything can give a bad day to a light personnel (Tier 1) target. If someone packing serious heat is motivated in taking down, say, a policeman in riot armor, the following might happen depending on how badly the poor policeman is outgunned: | ||
+ | |||
+ | ^ Weapon vs. Target | ||
+ | | Equal | Potentially Lethal | ||
+ | | 1 Above | Quite Lethal | ||
+ | | 2 Above | Very Lethal | ||
+ | | 3 Above | Assuredly Lethal | ||
+ | | 4 Above | Total Annihilation | ||
+ | |||
+ | Since most modern handguns are qualified as light anti-personnel (Tier 1) weapons, they are made to defeat protection like the above policeman' | ||
+ | |||
+ | More on that in the next section. | ||
+ | |||
+ | ==== vs. Heavily-Protected Personnel ==== | ||
+ | This covers protection conferred by padding and plating directly over the [[species: | ||
+ | |||
+ | ^ Weapon vs. Target | ||
+ | | 2 Below | Moderate Damage | ||
+ | | 1 Below | Heavy Damage | ||
+ | | Equal | Potentially Lethal | ||
+ | | 1 Above | Quite Lethal | ||
+ | | 2 Above | Very Lethal | ||
+ | | 3 Above | Assuredly Lethal | ||
+ | | 4 Above | Total Annihilation | ||
+ | |||
+ | Weapons striking below the tier of the target' | ||
+ | |||
+ | Bear in mind that while a [[corp: | ||
+ | |||
+ | That kind of deterioration is for the [[guide: | ||
+ | |||
+ | ==== vs. Lightweight Power Armor ==== | ||
+ | [[guide: | ||
+ | |||
+ | Unlike body armor which is set directly over flesh, [[guide: | ||
+ | |||
+ | The Light Armor (Tier 4) [[stararmy: | ||
+ | |||
+ | ^ Weapon vs. Target | ||
+ | | 4 Below | Negligible | ||
+ | | 3 Below | Light Damage | ||
+ | | 2 Below | Moderate Damage | ||
+ | | 1 Below | Heavy Damage | ||
+ | | Equal | Potentially Lethal | ||
+ | | 1 Above | Quite Lethal | ||
+ | | 2 Above | Very Lethal | ||
+ | | 3 Above | Assuredly Lethal | ||
+ | | 4 Above | Total Annihilation | ||
+ | |||
+ | Since a [[guide: | ||
+ | |||
+ | State-of-the-art [[guide: | ||
+ | |||
+ | ==== vs. Medium-Sized Starship ==== | ||
+ | Once the mecha category is reached, the units are no longer conformal to a humanoid' | ||
+ | |||
+ | It's much the same for [[: | ||
+ | |||
+ | ^ Weapon vs Target | ||
+ | | 4 Below | Negligible | ||
+ | | 3 Below | Light Damage | ||
+ | | 2 Below | Moderate Damage | ||
+ | | 1 Below | Heavy Damage | ||
+ | | Equal | Potentially Lethal | ||
+ | | 1 Above | Quite Lethal | ||
+ | | 2 Above | Very Lethal | ||
+ | | 3 Above | Assuredly Lethal | ||
+ | | 4 Above | Total Annihilation | ||
+ | |||
+ | Like [[guide: | ||
+ | |||
+ | Potentially lethal damage is essentially attacks that get past the hull. Just like how a knife can cause damage to different organs in the [[species: | ||
+ | |||
+ | Even 'flesh wounds' | ||
- | The "rough and dirty" heading above can help, but the spirit | + | Connecting with an Assuredly Lethal attack, or pouring a lot of successive firepower into a [[: |
- | With this said, if a weapon was made to cause damage to a 'light armor' | + | Capital vessels and starbases are in the upper range of the tiers, the point where weapons in this setting become less likely |
- | To give an example, the LASR was designed for use near friendly assets where the potential collateral | + | ===== OOC Notes ===== |
+ | [[members: |