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fred_s_damage_rating_revision [2017/01/06 20:33] – ↷ Links adapted because of a move operation wesguide: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_v2|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 head 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
  
-You can also consult the [[SADRv3_quick_reference|SADRv3 Quick Reference]] for more condensed take on this.+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 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 II]]  | [[[[stararmy:weapons:ke-m2-w2901_aether_beam_saber-rifle|Aether 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 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|Hostile]], [[faction:mishhuvurthyar:ripper|Ripper]]  | [[stararmy:weapons:ke-m2-w2901_aether_beam_saber-rifle|Aether 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]], [[nepleslia:aggressor|Aggressor]], 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. 
  
-At the end of this article are outcomes given as inspiration as to how this might be applied, along with several tips. You can [[fred_s_damage_rating_revision#examples_of_use|click here]] to quickly get down to itor read on to learn more about defenses.+Based on the purpose stated in the weapon article, a [[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.  
 + 
 +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.
  
 ==== Defenses ==== ==== Defenses ====
 +There are two universal means of defense against direct harm in SARP: physical armor and energy barriers.
  
-There are two universal means of defense against direct harm in SARPArmor and Barriers. They are covered in their respective sections:+=== Barriers === 
 +Barriers (also called "barrier shielding", "energy shields" and the like) are a form of defensive energy screen that can absorb damage before it makes contact with what stands under its protection.
  
-=== Barrier === +The potency of 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.
-Barriers (also called "Barrier Shielding") are form of defensive energy screens which can absorb damage before its makes direct contact with what stands under its protection.+
  
-The potency of barrier emitters are always on the same tier as the unit fielding it.((like with armorthis is to avoid arms races)) Destroyers will have destroyer-tier barriers, light cruisers will have cruiser-tiered barriers, and so forth.+Howevernot all units have barriers. An example:
  
-Not all units have barriers. For example: +| The [[stararmy:mindy_power_armor|M2 Mindy power armor]] acquired "bubble barriertechnology 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 barriermodule was optional; the larger [[stararmy:equipment:daisy_m6_infantry_power_armor|M6 Daisy]] fielded a new "conformal barriersystem. 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 barrierlike 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. |
-The M2 Mindy power armor acquired 'bubble barriertechnology through a modular backpack generator in YE 29. Even when the Mindy II was introduced, the 'bubble barriermodule was still optional; while the larger M6 Daisy could field a new 'conformal barriersystem. It wasn't until YE 36 that barrier shielding technology was refined enough that the Mindy II could have an inbuilt 'conformal barrierlike 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 == +== Damaging and Depleting Barriers == 
-Barriers aren'really choosy on where you hit themRegardless of if you aim at target'propulsionweaponsetc... if its intercepted by the barrier it will be depleted by the damage it has to stop.+Barriers don'discriminate against where they are hit. An attack will be intercepted by unit'barrier regardless of where that target was attacked (a graze on a limba shot to the backa slash along the engines, etc.
  
-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.+That unit'barrier then will be depleted by the damage it has to stop.
  
-So, when your 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 attacksIn SARPwe 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%!"+Science fiction commonly refers to the status of energy screens in percentile valuesScientifically, 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 use.
  
-Here'a table that shows, on the rightmost column, how much incoming damage could deplete barriers:+So, when a 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. 
  
-^ Weapon vs Target ^ Damage directly on target ^  Damage on fully-charged Barrier +In SARP, units commonly have high-powered computers (some quantum-leveland predictive sensors. When there's an incoming attackjust enough energy gets flushed from reserve power to the barrier to cancel out the attack. A unit's pilot then receives feedback such as"Barrier at 75%!"or "Shields at half strength!"
-|  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 (150in excess)very lethal damage to target  |+
  
-You might have noticed notation of damage in excess. There are ways to compensate for thatwhich we'll cover further in barrier facings.+Below is the attack tablenow with a third column that shows how much an attack could deplete a barrier.
  
-== Barrier facings == +^  Weapon vs Target  ^  Damage Directly on Target  ^ Damage on Fully-Charged Barrier ^ 
-Barrier technology comes in a few shapes of forms on how they are deployed and managedHere's an overview of some of the common ones:+|  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|
  
-//Barrier Bubble://\\ +The notations that go along with excess damage are discussed further in the Replenishing a Barrier section below.
-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 directly.+
  
-//Conformal Barrier://\\ +== Barrier Facings == 
-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.+Barrier technology comes in a few shapes in terms of deployment and managementThe common ones include:
  
-//Fore/Aft Barrier://\\ +^  Type  ^ Description ^ 
-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.+^  Bubble  | This kind of barrier forms an all-around protective bubble for the unit. It's a 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 available, this layout divides barrier facings into areas: 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|starships]] and [[:starships|capital ships]]. Six-faced units sometimes will simplify how their facings are managed, with "fore" and "aft" commonly used|
  
-//Six-sided Barrier://\\ +Though "facings" is used here, [[guide:role-players|players]] and [[guide:game_master|Game Masters]] use many other namesincluding anglesdirectionsregionssides, sectors, zones, and so on.
-One of the most powerful barrier setup availablethis layout divides barrier facings in quadrants: foreaftportstarboarddorsal 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:\\ +== Managing Barrier Facings == 
-It is possible to transfer power from one facing to another, either to resplenish a facing at the expense of others, or reinforce a barrier facing's to absorb damage.+With multi-faced barrier units, it is possible to transfer power from one facing to another, either to replenish a facing at the expense of others, or reinforce a barrier'facing to absorb damage.
  
-Reallocating energy reserves: +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. |
-  * 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 could instead decide to balance its shields and share reserves evenly: getting 75% on both facings. +
-\\ +
-Reinforcing barrier facing: +
-  * Expecting damage on the fore barrier, a captain orders power to be rerouted from aft barrier to fore. The rear barrier is reduced to 50%, but the fore barrier is boosted and has 150%. +
-  * Later, that same ship is fleeing a squadron 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% total) and shunted to the rear quadrant, upping it to 350%. While the ship's aft is now extremely well protected, the rear emitter is not made to handle such an energy load and risks quickly overloading. +
-  * The safe limit to boost a barrier facing is 200%. Going beyond invites malfunctions, equipment failures, and unhappy engineers.+
  
-== Resplenishing a Barrier == +| Expecting damage on the fore barrier, 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'aft now extremely well protected, the rear emitter is not made to handle such an energy load and risks quickly overloading.
-Eventually, damage depletes a barrier's reservesA craft that has multiple barrier facings can juggle its reserves aroundbut there'still less to play with.+
  
-As long as a barrier is not fired upon, it is capable of recharging its reserves. In facttaking //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 poweror 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).+In SARP, the safe limit to boost a barrier facing is 200%Going beyond invites malfunctionsequipment failures, and unhappy engineers.
  
-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' barrier.+== Replenishing a Barrier == 
 +Eventually, damage depletes a barrier's reserves. A platform with multiple barrier facings can juggle its reserves around, but there remains finite amount of total energy.
  
 +As long as a barrier is not fired upon, it is capable of recharging its reserves. 
 +
 +In fact, taking 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 power, choosing 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 second, depending on rate of activity).
 +
 +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 restart' a [[guide:mecha_and_power_armors#power_armors|power armor's]] barrier.
  
 === 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 is defined by the tier its unit is part of.((Like with barriers, this is to prevent any potential arms races.)) 
  
-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.+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:yama_dura|Yama-Dura]] plating and 15 millimeters of [[materials:durandium|Durandium]] plating, though from reading article descriptions a [[guide:game_master|Game Master]] is certainly free to come to his or her own conclusions.
  
 == 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. Damage to the shield is treated individually from the power armor: having a shield does not upgrade a power armor/mecha's defense tier, it is treated as a different location to damage that is tougher than the rest.+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]].
  
 == Materials == == Materials ==
-Materials armors are made of do influence on how they perform, but we are going to account more for their special qualities rather than their resilience. As long as they are within the same tier, durandium armor and zesuaium armor handle aether weaponry the same way (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.+[[: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). 
  
-Here's a list of commonly seen armor materials in SARPalong with short blurb of how they stand out.+Even though [[materials:durandium|Durandium]] is supposedly lighter and less densesomeone designing 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.
  
-^  Armor Material  ^ ^ Properties +Here's a list of commonly seen [[:materials|materials]] in SARPalong with a short blurb of how they stand out.
- Xiulurium  | | Expensivecounts 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 cheapreliable armorThe Star Army of Yamatai's most fielded power armorthe M2 Mindyrelied greatly on durandium because it was lightweightSince the Mindy's teleportation module could transfer only a limited amount of weightthe lighter armor permitted to bring along a bigger weapon payload.+^  Armor Material  ^  Properties 
 +|  [[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]]  | Heavydensity absorbs kinetic and heat impacts wellinexpensive. 
 +|  [[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 |
  
-But, a Mindy power armor plated in durandium could take some serious damage from taking an Hostile'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.+A [[:materials|material's]] properties give [[guide:role-players|players]] options as to what they want to do.
  
-There are ways around thatthough. 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.+[[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 a limited amount of weight, the lighter armor permitted it to bring along a bigger weapon payload. 
 + 
 +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 it, as [[materials:zesuaium|Zesuaium]] has the property of not being able to be reshaped through physical force. 
 + 
 +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 bent, but it may still crush its pilot's ribcage from the impact.
  
 == Being "Unarmored" == == Being "Unarmored" ==
-You may have seen that term applying to the Xiulurium stealth material, so, let's elaborate.+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.))
  
-Most of what is listed in the tiered list as target examples are items that are prepared or designed to endure damage coming //from weaponry//.((this goes somewhat beyond crash test dummies))+But many other items — especially from the civilian market — that may look like they could fit in those tiers are not actually 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]].
  
-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 Yamatai.+These are unarmoredThey take damage one step worse than usual for their tier.
  
-All of these are //Unarmored//. They take damage one step worse than usual for their tier. 
 ===== 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 adhere to SADRv3. 
 ==== 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 "acceptable" is ultimately at the discretion of the individual [[guide:reviewing_submissions|reviewing]] the submission.)) 
 + 
 +^ Tier ^  Type  ^ Example ^ Note ^
 ^  Personnel  ^^^^ ^  Personnel  ^^^^
-|  1  |  Light Personnel  | Flak jacketriot armor | Human-sizedtorso or fullbody padding | +|  1  |  Light Personnel [[items:equipment:traditional_flak_vest|Traditional Flak Vest]]Riot Armor | [[species:human|Human]]-sizedtorso or full-body padding
-|  2  |  Medium Personnel  | Ballistic Vestbodyarmor | Human-sizedvest or fullbody +|  2  |  Medium Personnel [[corp:styrling:muur_armor|Muur Armor]], Ballistic VestsBody Armor | [[species:human|Human]]-sizedvest or full-body padding. 
-|  3  |  Heavy Personnel  | Hardsuits | human-sized, fullbody, not as thick as power armor |+|  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]]. |
 ^  Power Armor  ^^^^ ^  Power Armor  ^^^^
-|  4  |  Light Armor  | [[corp:zen:demon_m1_infantry_power_armor|M1 Demon]], [[stararmy:mindy_power_armor|M2 Mindy]] bigger than human-sized, fits in an office's doorframe (under 6' 8" tall)  | +|  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.))  | 
-|  5  |  Medium Armor  | [[stararmy:equipment:daisy_m6_infantry_power_armor|M6 Daisy]]  | bigger than human-sizedhas to bend down to fit in an office's doorframe +|  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  | [[nepleslia:hostile|Hostile]], [[faction:mishhuvurthyar:ripper|Ripper]]  | bigger than human-sized, barely fits in an office's corridor |+|  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 a 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  ^^^^ ^  Mecha  ^^^^
-|  7  |  Light Mecha  | [[stararmy:tasha_m9_team_autonomous_support_heavy_armor|M9 TASHA]], [[nepleslia:aggressor|Aggressor]], small shuttlepods,  about half a tennis courtaround 10x10x3 meters | +|  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  | [[stararmy:small_craft:ke-v9_nodachi_assault_fighter|V9 Nodachi]], [[faction:mishhuvurthyar:nmx_ravager|Ravager]], most shuttlecraft  may fill up to an entire tennis courtaround 20x10x5 meters | +|  8  |  Medium Mecha  | [[faction:nepleslia:vehicles:corona_heavy_gunship|Corona]], [[stararmy:small_craft:ke-v9_nodachi_assault_fighter|V9 Nodachi]]  | Fits in a 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  | Larger shuttles  Space shuttle-sized, around 40x25x20 meters  |+|  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  ^^^^ ^  Starship  ^^^^
-|  10  |  Light Starship   Corvettes, [[stararmy:starships:yui_7_scout|Yui-7 Scout]], [[stararmy:starships:chiaki_escort_destroyer|Chiaki Escort]] | up to 100 meters longfits in football field  | +|  10  |  Light Starship   | [[stararmy:starship_classes:hayai-class_gunboat|Hayai Gunboat]], [[stararmy:starship_classes:yui_7_scout|Yui-7 Scout]] | 50~125 meters longfits (mostly) in 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 (length, width, or height).))  | 
-|  11  |  Medium Starship Destroyers, [[stararmy:starships:plumeria_gunship|Plumeria Gunship]] | 100~250 meters longas big or bigger than US Navy Destroyers  | +|  11  |  Medium Starship [[stararmy:starship_classes:chiaki_escort_destroyer_refit|Chiaki Escort]], [[stararmy:starship_classes:plumeria_gunship_2e|Plumeria Gunship]] | 100~275 meters longas big as or bigger than the [[wp>Ticonderoga-class cruiser|Ticonderoga]].((Roughly equivalent to 328~902 feet long; "long" refers to the unit's largest dimension (length, width, or height).))  | 
-|  12  |  Heavy Starship   Cruisers, [[corp:geshrinari_shipyards:light_cruiser_2a|Ookami Light Cruiser]] | 250~500 meters long, about as big or bigger than an US Navy Aircraft carrier  | +|  12  |  Heavy Starship   [[stararmy:starship_classes:fuji-class_expeditionary_gunship|Fuji Gunship]], [[stararmy:starship_classes:urufu-class_cruiser|Urufu Light Cruiser]] | 250~625 meters longas big as or bigger than the [[wp> 
-|  13  |  Light Capital Ship   | [[stararmy:starships:super_eikan|Super Eikan Heavy Cruiser]] | 500~1000 meters longcan be bigger than the tallest building on Earth  +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).))  | 
-|  14  |  Medium Capital Ship  | [[stararmy:sharie-class_battleship|Sharie Battleship]] | 750~1500 meters longships this size could bridge a river | +|  13  |  Light Capital Ship   | [[stararmy:starship_classes:heitan_class|Heitan Carrier]], [[stararmy:starship_classes:super_eikan|Super Eikan Heavy Cruiser]] | 500~1,250 meters longcan 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).)) 
-|  15  |  Heavy Capital Ship  | 3km+ Structures, Dreadnoughts Multi-kilometer structuresSARP has gone up to 25km+  |+|  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 longships this size could bridge a 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 8,202feet long; "long" refers to the unit's largest dimension (length, width, or height).))  |
  
-=== How fast can go? === +=== How Fast Can Go? === 
-Anything biped and human-sized usually can't go much faster than 30~45kph (humans probably go lower, nekos cap higher - articulations and muscle can only go so far). Larger mecha, thanks to longer strides and man-machine interfaces, can likely hit 50~90kph. Most inertial control systems go up to 100kphAirspeed of anything not fightercraft tends to cap at Mach 1.7actual aerodynes reach up to Mach 5.+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 hourThe airspeed of anything not fightercraft tends to cap at Mach 1.7actual [[wp>Aircraft#Heavier-than-air – aerodynes|aerodynes]] reach up to Mach 5.
  
-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:yamatai_star_empire|Yamatai]] and [[faction:democratic_imperium_of_nepleslia|Nepleslia]] have a 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]].
  
-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:nepleslia:military:starship_speeds]]
  
-^ 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 reachedSee below for its SADRv3 adaptation:
-| Unarmored | Xiulurium |  +.075c  |  .45c  | +
-| Light Armor  | [[material:durandium|Durandium]] |  +.05c STL  |  .425c  | +
-| Medium | [[material:yama_dura]], Zanarium |  +.025c  |  .40c  | +
-| Heavy | [[material:Yamataium]], [[material:Zesuaium]], [[material:Nerimium]] |  None  |  .375c  |+
  
-=== 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 onNo one expects an infantryman or a power armor to dual-wield bazookas and carry four spares in their back.+|  Unarmored  | [[materials:xiulurium]] |  +.075c  |  0.450c  | 
 +|  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  |
  
-However, for mecha and starshipsit 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.+=== More Powerful Armor and Barriers === 
 +Aside from how you describe how your unit's armor plating, the [[:materials|materials]] used, and what its general composition is like, your unit's armor tier is what the unit is and no higher or lower.
  
-== Loadout example: giant robot dinosaur == +For the unit's barriersit's 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.
-I'm building a giant robot dinosaura heavy mechawhich means I can have: +
-  * 8 Heavy Anti-Mecha weapons.+
  
-Soif I want to have two laser eyes of destruction, I'd convert 8 heavy anti-mecha weapons into 4 light anti-starship weaponsand then convert those fours into: +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 toowhereas NTSE moderators try to be on the crackdown for anything that might be contentiously overpowered.
-  * 2 Medium Anti-Starship weapons.+
  
-So, in the case of my giant robot dinosaur with laser eyes, it //can// kill with a glare. +== Multiple Barrier Systems ==
- +
-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, submissions that become larger-than-life for readers are usually seen in better light too, whereas NTSE moderators try to be on the crackdown for anything that might be contentiously overpowered. +
- +
-== 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 Mechas).</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>
 +
 === 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>+ 
 +<code>Purpose: [[(wiki link back to this article's Tier heading)|(weapon's purpose, i.e.: Light Anti-Mecha)]]</code>
  
 ==== Translating from SADRv2 ==== ==== Translating from SADRv2 ====
-=== Quick and dirty reading === +This section covers how to convert from [[guide:damage_rating_v2|SADRv2]] to SADRv3.
-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: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 beforeunder [[guide:damage_rating_v2|SADRv2]].
-    * 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 starshipslight cruisers and the like +
-    * SP40-45 was for light capital vessel +
-    * SP50 was the maximumabout equivalent to medium and heavy capital vessels.+
  
-  * Personnel grade weapons with PDR translate into+  * [[guide:damage_rating_v2#base_structural_points|SPs]] and grade (personnel and mecha) can help you figure out the broad tier of the unit. 
-    * PDR1~2 is light anti-personnel(1) +    * [[guide:damage_rating_v2#base_structural_points|SP]] 1 is Tier 0, Unarmored. 
-    * PDR3~4 is medium anti-personnel(2) +    * [[guide:damage_rating_v2#base_structural_points|SP]] 2 is Tier 1, Light Personnel. 
-    * PDR5 is heavy anti-personnel(3)+    * [[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.
  
-  * Armor grade weapons with ADR translate into+  * [[guide:damage_rating_v2#base_structural_points|SPs]] for [[:starships|starships]] are in a different grade. 
-    * ADR1 is heavy anti-personnel(3) +    * [[guide:damage_rating_v2#base_structural_points|SP]] 10~15 is Tier 10, Light Starship. 
-    * ADR2 is light anti-armor(4) +    * [[guide:damage_rating_v2#base_structural_points|SP]] 20~25 is Tier 11, Medium Starship. 
-    * ADR3 is medium to heavy anti-armor(5~6) +    * [[guide:damage_rating_v2#base_structural_points|SP]] 30~35 is Tier 12, Heavy Starship light [[guide:glossary:cruiser|cruisers]] and the like. 
-    * ADR4 is around light-to-medium anti-mecha (7~8) +    * [[guide:damage_rating_v2#base_structural_points|SP]] 40~45 is Tier 13, Light Capital Ship. 
-    * ADR5 is around medium-to-heavy anti-mecha (8~9)+    * [[guide:damage_rating_v2#base_structural_points|SP]] 50 is Tier 14 or Tier 15, Medium Capital Ship or Heavy Capital Ship.
  
-  * Ship grade weapons with SDR translate into: +  * Personnel-grade weapons with [[guide:damage_rating_v2#personnel_scale|PDR]] translate into: 
-    * SDR1 is heavy anti-mecha(9) +    * [[guide:damage_rating_v2#personnel_scale|PDR]] 1~2 is Tier 1, Light Anti-Personnel. 
-    * SDR2 is light anti-starship(10) +    * [[guide:damage_rating_v2#personnel_scale|PDR]] 3~4 is Tier 2, Medium Anti-Personnel. 
-    * SDR3 is medium anti-starship(11) +    * [[guide:damage_rating_v2#personnel_scale|PDR]] 5 is Tier 3, Heavy Anti-Personnel.
-    * SDR4 is heavy anti-starship (12) +
-    * SDR5 is covered anything in anti-capital (13~15)+
  
-== Damage per interval == +  * Armor-grade weapons with [[guide:damage_rating_v2#armor_scale|ADR]] translate into: 
-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:damage_rating_v2#armor_scale|ADR]] 1 is Tier 3, Heavy 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 9, Medium Anti-Mecha or Heavy Anti-Mecha. 
 + 
 +  * Ship-grade weapons with [[guide:damage_rating_v2#starship_scale|SDR]] translate into: 
 +    * [[guide:damage_rating_v2#starship_scale|SDR]] 1 is Tier 9, Heavy Anti-Mecha. 
 +    * [[guide:damage_rating_v2#starship_scale|SDR]] 2 is Tier 10, Light 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. 
 + 
 +== 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 seconds, so it tried to abstractly take rate-of-fire into account.
  
 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'. 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'.
  
 === 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.
  
-The "rough and dirty" heading above can helpbut the spirit of converting weapons into SADRv3 was first meant to encourage it looking dramatic//cinematic//.+With this saidif 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 targetswhen 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.
  
-With this saidif 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 Weapon". While the weapon can be described as being used to assault such targets, when it comes to the Class the author should, depending on the intended effectiveness of the weapon,  consider whether the weapon will prove lethal on a single hit for Tier 3 or Tier 2 target and label it as such.+To give an examplethe [[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 suchwhile 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 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]].
  
-To give an example, the LASR was designed for use near friendly assets where the potential collateral damage of more powerful weapons was not desiredAs suchwhile it has frequently been employed in an anti-armor role the weapon can be better thought of as an "Anti-Heavy Personnel Weapon" (Tier 3) as single shot to vital area (headtorso) is likely to incapacitate such target (or penetrate Mishhuvurthyar carapace)but it'take longer to chew through power armor.+===== Examples of Use ===== 
 +Below are some potential outcomes for different targets, along with a few tipsThese aren't absolutesas in the chaos of combat there can be plenty of mitigating factors. For instance, even though [[stararmy:weapons:nekovalkyrja_service_pistol_type_33|Nekovalkyrja Service Pistol]] set on '[[stararmy:weapons:nekovalkyrja_service_pistol_type_33#heavy_mode|heavy]]' can cause grenade-like blastsomething very lethal to a soldier only in uniformthe [[guide:game_master|Game Master]] would entirely be in the right to judge that if the person dove down in time, perhaps they'emerge only singed/dazed from the experience.
  
-===== Examples of use =====+==== 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:
  
-Below are outcomes for different targets for inspiration, 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 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. +^  Weapon vsTarget  ^  Descriptor  ^ Examples 
- +|  Equal  |  Potentially Lethal  Armor penetration, severe burns, possibly fatal wounds (vital organs, internal bleeding)
-=== vs. lightly protected personnel === +|  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. | 
-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: +|  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 |
-^  Weapon vs Target  ^  Descriptor  ^ Examples +
-|  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  |+
  
-Since most modern handguns are qualified as //light anti-personnel// weapons, they are made to defeat protection like the above policeman's 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. +Since most modern handguns are qualified as light anti-personnel (Tier 1) weapons, they are made to defeat protection like the above policeman's 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. More on that in the next section.
  
-=== vs. heavily protected personnel ===+==== 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]].
  
-This covers protection confered by padding and plating directly over the human bodysuch as the full-body hardsuits of Nepleslian Senator Laj Vinross Yu's elite cadre of femme fatalethe 'Uniques'.+^  Weapon vs. Target  ^  Descriptor  ^ Examples 
 +|  2 Below  |  Moderate Damage  | Notable damage to armor surfacebruising. | 
 +|  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  | Incinerationbeing scattered into meaty chunks and fine pink mist |
  
-^  Weapon vs Target  ^  Descriptor  ^ Examples +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 gunher armor would deteriorate and become covered in pockmarks. Continued attacks could keep chewing away at the protection until it becomes compromised.
-|  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) | +
-|  Above  |  Quite lethal  | Reliable through-and-through penetration, gaping wounds (exsanguination+
-|  2 Above  |  Very lethal  | Severing limbseviscerating 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 level of the armor. Even though body-armored 'Unique' could survive being hosed all over by //light anti-infantry// submachinegun, 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 [[corp:vinross_yu-cranker_materials#uniques_-_security_force|Unique]] being shot 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.
  
-Bear in mind that an Unique being shot a few times over her hardsuit's right shoulder may mean that this area is more vulnerablebut her chestplate and left shoulder would still be pristine and still 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 lethalinjuries come with their own hazards such as bleeding
  
-That kind of deterioration is for the Game Master to describe and take into account. Also bear in mind that even though the damage caused might not to 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.
  
-=== vs. mediumweight power armor === +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.
-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 foundationa pressure-proof lining to environmentally protect the wearer, along with an endoskeleton that serves as armature for motor actuators or artificial muscle-fibers, then covered an 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.
  
-The M6 Daisy Power Armor is one such unit. +^  Weapon vsTarget  ^  Descriptor  ^ Examples 
- +|  4 Below  |  Negligible Scratches, ruined paint job. 
-^  Weapon vs Target  ^  Descriptor  ^ Examples +|  3 Below  |  Light Damage  | Slight deterioration of armor (nicked, dented, carbonized surface)
-|  4 Below  |  Negligible scratches, ruined paintjob +|  2 Below  |  Moderate Damage  | Notable deterioration of armor (melted off, gouged, pockmarked), possible bruising
-|  3 Below  |  Light Damage  | Slight deterioration of armor cover (nicked, dented, carbonized surface) | +|  1 Below  |  Heavy Damage  | Partial armor penetration, subsystem damage, minor burns, light wounds (major bruising, cracked bones)
-|  2 Below  |  Moderate Damage  | Notable deterioration of armor cover (melting off, gouged, pockmarked), possible bruising | +|  Equal  |  Potentially Lethal  | Armor penetration, possibly fatal injury for wearer (severe wounds/burns, internal bleeding, broken bones)
-|  1 Below  |  Heavy damage  | Partial penetration, subsystem damage, minor injury (minor wounds or burns, major bruising, cracked bones) | +|  1 Above  |  Quite Lethal  | Armor deeply penetrated, severe injuries for wearer | 
-|  Equal  |  Potentially lethal  | Armor penetrated, possibly fatal injury for wearer (vital organs, burns, bleeding, and broken bones) | +|  2 Above  |  Very Lethal  | Through-and-through penetration; limbs severed or ruined; massive injuries for wearer. | 
-|  1 Above  |  Quite lethal  | Armor deeply penetrated, severe injuries for wearer | +|  3 Above  |  Assuredly Lethal  | Significant portion of power armor and wearer blown off or destroyed |
-|  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  | |  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 prowess, sustaining damage can hinder or take out these components (onboard computer, power supply, propulsion system...) and reduce the unit's performance.+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 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.+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 === +==== 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 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).+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, just on a greater scale. Let's cover how a Plumeria medium gunship might cope against harm.+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  ^ ^  Weapon vs Target  ^  Descriptor  ^ Examples  ^
-|  4 Below  |  Negligible dentsheat sears the surface, enough to ruin a paintjob +|  4 Below  |  Negligible Dentsscorch marks on the armor'surface, ruined paint job. 
-|  3 Below  |  Light Damage gouges or noticable pockmarks; heat warps the armor as it melts | +|  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 boiling point | +|  2 Below  |  Moderate Damage Armor might crack, fissureor threaten to buckle; heat causes indents from reaching armor'boiling point
-|  1 Below  |  Heavy damage  armor is twisted, torn or cratered nearly through; heat sufficient to vaporize deeper depressions +|  1 Below  |  Heavy Damage  Armor is twisted, tornor cratered nearly through; heat sufficient to cause deeper indentations. 
-|  Equal  |  Potentially lethal  | Hull breach, possible loss of function on vital system may cripple the ship | +|  Equal  |  Potentially Lethal  | Hull breach, possible loss of function on vital system may cripple the ship
-|  1 Above  |  Quite lethal  | Compartment-wide damage, wide sections open to space | +|  1 Above  |  Quite Lethal  | Compartment-wide damage, wide sections open to space
-|  2 Above  |  Very lethal  | Loss of major structural component such as main gun and pylons | +|  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 centermass, destruction of the entire ship | +|  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  |+|  4 Above  |  Total Annihilation  | Ship bound to disintegrate even if caught at the edge of the attack | 
 + 
 +Like [[guide:mecha_and_power_armors#power_armors|power armor]], larger vehicles deteriorate from successive damage to the same location.
  
-Like power armor, larger vehicles deteriorate from successive damage over the same locations.+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:human|human]] body, some of them a [[species:human|human]] cannot go without, it'the same for vehicles. Such 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 telling. Taking 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 a 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.
  
-//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's the same for vehicles. Such an attack striking the Plumeria's lounge or shuttlebay will impair some functions of the shipbut are unlikely to slow it down in combat. Howeverstrikes to its weaponsengines 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.+Even 'flesh wounds' on vehicle can come with their share of trouble. On [[stararmy:starship_classes:plumeria_gunship_2e|Plumeria]]we could be looking at power surgessevered electrical connections that need to be bypassed, coolant leaks, venting atmosphere, and so on.
  
-Even 'flesh woundson a vehicle can come with their share of troubleOn a Plumeriawe could be looking at power surgessevered electrical connections that need to be bypassedcoolant leaks, venting atmosphere, etcetera.+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 a vehicle to be made inoperable without explodingIn the case of airplanesstriking at engines may not make them explodebut 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.
  
-Connecting with an //Assuredly Lethal// attackor pouring a lot of successive firepower in a ship's centermass can result in dramatic explosionsBut, it's 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 spaceships, sufficient damage may make them unable to function or to support life before they'll actually blow up.+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 themThey account for the mightiest machines in our setting.
  
-Capital vessels are in the upper range of the tiers, the point where weapons in this setting become less likely to cause 'overkill' on themThey account for the mightiest machines in our setting.+===== 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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