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guide:damage_rating_v3_quick_reference

DR v3 Quick Reference

This is a condensed version of Star Army Damage Rating, Version 3 article.

This is meant to be consulted by anyone already aware of how SADRv3 functions and just wants to have a quick overview of the guidelines.

Tiers

Tier Purpose Defensive Example Offensive Example
Personnel
1 Light Anti-Personnel Flak jacket, riot armor Smallarms such as pistols
2 Medium Anti-Personnel Ballistic Vest, bodyarmor GP-1 Assault Rifle, Nekovalkyrja Service Pistol (standard)
3 Heavy Anti-Personnel Hardsuits NSP (Heavy), LASR, SLAG grenades
Power Armor
4 Light Anti-Armor M2 Mindy IV, M6 Daisy II Aether Saber-Rifle (Rapid-Fire), Atmospheric/Space Plasma Rifle
5 Medium Anti-Armor Aether Saber-Rifle (Beam), Type 32 Dual-Gun Turret
6 Heavy Anti-Armor Hostile, Ripper Aether Saber-Rifle (Saber), Offensive Mini-missile
Mecha
7 Light Anti-Mecha M9 TASHA, Aggressor, small shuttlepods 50mm Gauss Bazooka, Type 31 Quad-Gun Turret
8 Medium Anti-Mecha V9 Nodachi, most shuttlecraft Kawarime/Nodachi Turbo-Aether cannon
9 Heavy Anti-Mecha Larger shuttles Type 31 Dual-Cannon Turret
Starship
10 Light Anti-Starship Corvettes, Yui-7 Scout, Chiaki Escort Chiaki Mass Driver Gun (Solid round)
11 Medium Anti-Starship Destroyers, Plumeria Gunship Chiaki Mass Driver Gun (Antimatter round), Plumeria Positron Railgun
12 Heavy Anti-Starship Cruisers, Ookami Light Cruiser Yui-type Aether Array, Sharie Aether Turret, Z1 Torpedoes
13 Light Anti-Capital Ship Super Eikan Heavy Cruiser Plumeria-type dual-bladed Aether Array, Eikan Positron Cannon
14 Medium Anti-Capital Ship Sharie Battleship Eikan-type Aether Array, AS-7 Torpedoes
15 Heavy Anti-Capital Ship 3km+ Structures, Dreadnoughts Sharie-type Dual-Pronged Aether Array

Attacks

Using a weapon in the same tier as its target means this weapon is capable of putting it out of combat in a single well-placed attack. It is potentially lethal. A weapon can cause damage up to four steps above its tier. Each step above reduces the damage it can cause since the target is bigger, heavier, or in general better protected. We also rate overkill in four steps. It can be visualized as follows:

Weapon vs Target Descriptor
4 Below Negligible
3 Below Light damage
2 Below Moderate Damage
1 Below Heavy Damage
Equal Potentially lethal
1 Above Quite lethal
2 Above Very lethal
3 Above Assuredly lethal
4 Above Total Annihilation

What you need to take from this is that you cause less damage to harder targets than your weapon was intended to take down, and more damage to targets softer than that. If the gap becomes too wide in disfavor of the weapon, it won't do much of anything; but too wide in favor of the weapon means lots of overkill.

Defenses

An armor's or barrier's resilience and stopping power is defined by the tier its unit is part of.

Barrier

Damaging and depleting Barriers

Here's a table that shows, on the rightmost column, how much incoming damage could deplete barriers:

Weapon vs Target Damage directly on target Damage on fully-charged Barrier
4 Below Negligible Barrier undiminished
3 Below Light damage around 7% damage to Barrier
2 Below Moderate Damage around 12% damage to Barrier
1 Below Heavy Damage around 25% damage to Barrier
Equal Potentially lethal around 50% damage to Barrier
1 Above Quite lethal Barrier depleted (100% damage)
2 Above Very lethal Barrier depleted (50% in excess), heavy damage to target
3 Above Assuredly lethal Barrier depleted (100% in excess), potentially lethal damage to target
4 Above Total Annihilation Barrier depleted (150% in excess), very lethal damage to target
Barrier facings

Barrier technology comes in a few shapes of forms on how they are deployed and managed. Here's an overview of some of the common ones:

Barrier Bubble:
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:
this barrier lends “skin-tight” protection, so near-misses are much less likely to needlessly deplete the barrier.

Fore/Aft Barrier:
Offers a forward and aft facings having their own 100% energy reserve.

Six-sided Barrier:
Fore, aft, port, starboard, dorsal and ventral quadrants, each having a 100% reserve pool.

Managing multiple barrier facings:
Barrier facings can be transfered to resplenish depleted ones. Transfering power over capacity can be safely done up to 200%; going beyond that risks damaging the barrier system from prolongued overloads.

Resplenishing a Barrier

When not being fired on, barrier regeneration can be safely recovered at a rate of 50% every 10 to 15 seconds (3% to 5% per second, depending on rate of activity) or by actions from roleplayers. Depleting a barrier by excess causes an overload which renders that barrier facing inoperable for 15 seconds while the barrier emitter is reset (transfering reserve power, like power armor capacitors, can jump-start a barrier)

Armor

Supplemental Armor

Shields are made of heavier plating than what the unit using it, 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.

Material

Here's a list of commonly seen armor materials in SARP, along with a short blurb of how they stand out.

Armor Material Properties
Xiulurium Expensive, counts as Unarmored, grants stealth when energized.
Zanarium Grants noncombat stealth when energized if barrier and weapons are offline.
Durandium Lightweight and inexpensive.
Durandium-T Transparent Durandium, counts as unarmored against beam-based weapons.
Yama-Dura Memory metal with minor noncombat regenerative properties.
Nerimium Heavy, density absorbs well kinetic and heat impacts, inexpensive.
Yamataium Heavy, expensive, memory metal with significant noncombat regenerative properties.
Zesuaium Heavy, expensive, cannot be repaired, resists electricity, kinetics, and heat.
Zesuaium-T Transparent Zesuaium, counts as unarmored against beam-based weapons.
Zesuaium-X Coated in Xiulurium, confers same properties as long as surface remains intact.
Being "Unarmored"

Units that are not actually armored take damage one step worse than usual for their tier.

Examples of use

Below are outcomes for different targets given as inspiration of how this might be applied.

vs. lightweight power armor

Example of damage on a M2 Mindy IV power armor:

Weapon vs Target Descriptor Examples
4 Below Negligible scratches, ruined paintjob
3 Below Light Damage Slight deterioration of armor cover (nicked, dented, carbonized surface)
2 Below Moderate Damage Notable deterioration of armor cover (melting off, gouged, pockmarked), possible bruising
1 Below Heavy damage Partial penetration, subsystem damage, minor injury (minor wounds or burns, major bruising, cracked bones)
Equal Potentially lethal Armor penetrated, possibly fatal injury for wearer (vital organs, burns, bleeding, and broken bones)
1 Above Quite lethal Armor deeply penetrated, severe injuries for wearer
2 Above Very lethal Through-and-through penetration; limbs severed or ruined; massive injuries for wearer.
3 Above Assuredly lethal Significant portion of power armor and wearer blown off or destroyed
4 Above Total Annihilation Obliteration likely, even from a glancing hit

vs. medium-sized starship

Example of damage on a Plumeria medium gunship:

Weapon vs Target Descriptor Examples
4 Below Negligible dents, heat sears the surface, enough to ruin a paintjob
3 Below Light Damage gouges or noticable 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
1 Below Heavy damage armor is twisted, torn or cratered nearly through; heat sufficient to vaporize deeper depressions
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
2 Above Very lethal Loss of major structural component such as main gun and pylons
3 Above Assuredly lethal If hit centermass, destruction of the entire ship
4 Above Total Annihilation Ship bound to disintegrate even if caught at the edge of the attack
guide/damage_rating_v3_quick_reference.txt · Last modified: 2018/04/13 16:41 by fred