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sadrv3_quick_reference [2017/01/01 17:27] – [Examples of use] fredguide:damage_rating_v3_quick_reference [2023/12/20 18:20] (current) – external edit 127.0.0.1
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-====== SADRv3 Quick Reference ======+====== DRv3 Quick Reference ====== 
 +This is a condensed version of [[guide:damage_rating_v3|Star Army Damage Rating, Version 3]] article. It is meant to be consulted by anyone already aware of how SADRv3 functions and just wants to have a quick overview of the guidelines.
  
-This is a condensed version of [[fred_s_damage_rating_revision|Star Army Damage RatingVersion 3]] article.+===== Tiers ===== 
 +//For more information, see [[guide:damage_rating_v3#tiers|Damage Rating (Version 3)#Tiers]].//
  
-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. + Tier   Purpose  ^ Defensive Example ^ Offensive Example ^
- +
-===== Tiers ===== +
-^ 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 [[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]], [[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 | [[stararmy:weapons:ke-m4-w2901_lasr|LASR]], [[stararmy:weapons:ke-m4-w2902_lasr-slag|SLAG Grenades]], [[stararmy:weapons:nekovalkyrja_service_pistol_type_33|Type 33 NSP]] ([[stararmy:weapons:nekovalkyrja_service_pistol_type_33#heavy_mode|Heavy]]) |
 ^  Power Armor  ^^^^ ^  Power Armor  ^^^^
-|  4  |  Light Anti-Armor  | [[corp:zen:demon_m1_infantry_power_armor|M1 Demon]], [[stararmy:mindy_power_armor|M2 Mindy]]  [[[[stararmy:weapons:ke-m2-w2901_aether_beam_saber-rifle|Aether 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: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]] +|  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]] 
-|  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]] | +|  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  | 3km+ StructuresDreadnoughts | [[stararmy:weapons:ke-b3-w3000_main_weapon_array|Sharie-type Dual-Pronged Aether Array]]  |+|  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-b3-w3000_main_weapon_array|Sharie-Type Aether Array]], [[stararmy:weapons:ke-b5-w3900_amenonuhoko-class_main_weapon_array|Izanagi-Type Aether Array]]  | 
 +===== Attacks ===== 
 +//For more information, see [[guide:damage_rating_v3#attacks|Damage Rating (Version 3)#Attacks]].//
  
-==== Attacks ==== +Using a weapon in the same tier as its target means that the weapon is capable of putting the target 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 better protected. We also rate overkill in four steps. It can be visualized as follows:
-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  ^ ^ 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  |  Very Lethal  | 
-|  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 anythingbut too wide in favor of the weapon means lots of overkill.+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 ====+===== Defenses =====
 An armor's or barrier's resilience and stopping power is defined by the tier its unit is part of. 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  ^ +==== Barriers ==== 
- 4 Below  |  Negligible  |  Barrier undiminished +//For more information, see [[guide:damage_rating_v3#barrier|Damage Rating (Version 3)#Barrier]].//
-|  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 +
-|  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 == +=== Damaging and Depleting Barriers === 
-Barrier technology comes in a few shapes of forms on how they are deployed and managed. Here'an overview of some of the common ones:+Here'a table that shows on the rightmost column how much incoming damage could deplete barriers:
  
-//Barrier Bubble://\\ +^  Weapon vs Target  ^  Damage Directly on Target  ^ Damage on Fully-Charged Barrier ^ 
-has only one universal facing and near-misses can deplete the bubble even though they might not have actually hit the target directly.+|  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. |
  
-//Conformal Barrier://\\ +=== Barrier Facings === 
-this barrier lends "skin-tight" protection, so near-misses are much less likely to needlessly deplete the barrier.+Barrier technology comes in a few shapes in terms of deployment and managementThe common ones include:
  
-//Fore/Aft Barrier://\\ +^  Type  ^ Description ^ 
-Offers a forward and aft facings having their own 100% energy reserve.+^  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://\\ +=== Managing Barrier Facings === 
-Fore, aft, port, starboard, dorsal and ventral quadrants, each having a 100% reserve pool.+Barrier facings can be transferred to replenish depleted ones. Transfering power over the "standard" capacity of 100% can be safely done up to 200%; going beyond that risks damaging the barrier system from prolonged overloads and feedback-induced blowouts.
  
-Managing multiple barrier facings:\\ +=== Replenishing a Barrier === 
-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.+When not being fired on, barrier regeneration can safely occur at a rate of 50% every 10 to 15 seconds (3to 5% per second, depending on rate of activity) or by actions from [[guide:role-players|roleplayers]]. Depleting a barrier by excess causes an overload which renders that barrier facing inoperable for 15 seconds while the barrier emitter is reset. Transferring reserve power from things such as [[stararmy:equipment:mindy_shoulder_capacitor|power armor capacitors]] can jump-start a [[guide:mecha_and_power_armors#power_armors|power armor's]] barrier.
  
-== Resplenishing a Barrier == +==== Armor ==== 
-When not being fired onbarrier regeneration can be safely recovered at a rate of 50% every 10 to 15 seconds (3% to 5% per second, depending on rate of activityor by actions from roleplayersDepleting 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)+//For more informationsee [[guide:damage_rating_v3#armor|Damage Rating (Version 3)#Armor]].//
  
-=== Armor =+=== Supplemental Armor === 
-== Supplemental Armor == +Shields are made of heavier plating than the unit using it, thus its resilience can be treated being 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.
-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 == +=== Materials === 
-Here's a list of commonly seen armor materials in SARP, along with a short blurb of how they stand out. +Here's a list of commonly seen [[:materials|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" ==+^  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]]  | Heavy, density absorbs kinetic and heat impacts well, inexpensive. 
 +|  [[materials:yamataium]]  | Heavy, expensive, memory metal with significant noncombat regenerative properties. 
 +|  [[materials:zesuaium|Zesuaium]]  | Heavy, expensive, cannot be repaired, resists electricity, kinetics, and heat.   | 
 +|  [[materials:zesuaium|Zesuaium]]-T  | Transparent [[materials:zesuaium|Zesuaium]], counts as unarmored against beam-based weapons.   | 
 +|  [[materials:zesuaium|Zesuaium]]-X  | Coated in [[materials:xiulurium]], confers same properties as long as surface remains intact. 
 + 
 +=== Being "Unarmored" ===
 Units that are not actually armored take damage one step worse than usual for their tier. Units that are not actually armored take damage one step worse than usual for their tier.
  
-===== Examples of use ===== +===== Examples of Use ===== 
-Below are outcomes for different targets given as inspiration of how this might be applied.+//For more information, see [[guide:damage_rating_v3#examples_of_use|Damage Rating (Version 3)#Examples of Use]].//
  
-=== vs. mediumweight power armor === +==== vs. Lightly-Protected Personnel ==== 
-Example of damage on a M6 Daisy power armor:+Example of damage on a //light personnel// (Tier 1) target, such as a policeman in riot armor:
  
-^  Weapon vs Target  ^  Descriptor  ^ Examples +^  Weapon vs. Target  ^  Descriptor  ^ Examples 
-|  4 Below  |  Negligible scratches, ruined paintjob +|  Equal  |  Potentially Lethal  | Armor penetration, severe burns, possibly fatal wounds (vital organs, internal bleeding). | 
-|  3 Below  |  Light Damage  | Slight deterioration of armor cover (nicked, dented, carbonized surface) | +|  1 Above  |  Quite Lethal  | Reliable through-and-through penetration, gaping wounds (and [[wp>Exsanguination|exsanguination]]). | 
-|  2 Below  |  Moderate Damage  | Notable deterioration of armor cover (melting off, gouged, pockmarked), possible bruising | +|  2 Above  |  Very Lethal  | Severed limbs, eviscerated torsos, massive traumatic injuries. | 
-|  1 Below  |  Heavy damage  | Partial penetration, subsystem damage, minor injury (minor wounds or burns, major bruising, cracked bones) | +|  3 Above  |  Assuredly Lethal  | Explosive separation of body parts/tissues via projectile trauma. | 
-|  Equal  |  Potentially lethal  | Armor penetrated, possibly fatal injury for wearer (vital organs, burns, bleeding, and broken bones) | +|  4 Above  |  Total Annihilation  | Incineration, being scattered into meaty chunks and fine pink mist.  | 
-|  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. | +==== vs. Heavily-Protected Personnel ==== 
-|  3 Above  |  Assuredly lethal  | Significant portion of power armor and wearer blown off or destroyed |+Example of damage on a //heavy personnel// (Tier 3) target, such as a [[corp:vinross_yu-cranker_materials#uniques_-_security_force|Unique]] in a full-body hardsuit: 
 + 
 +^  Weapon vs. Target  ^  Descriptor  ^ Examples 
 +|  2 Below  |  Moderate Damage  | Notable damage to armor surface, bruising. | 
 +|  1 Below  |  Heavy Damage  | Partial armor penetration, minor burns, light wounds. | 
 +|  Equal  |  Potentially Lethal  | Armor penetration, severe burns, possibly fatal wounds (vital organs, internal bleeding). | 
 +|  1 Above  |  Quite Lethal  | Reliable through-and-through penetration, gaping wounds (and [[wp>Exsanguination|exsanguination]]). | 
 +|  2 Above  |  Very Lethal  | Severed limbs, eviscerated torsos, massive traumatic injuries. | 
 +|  3 Above  |  Assuredly Lethal  | Explosive separation of body parts/tissues via projectile trauma. | 
 +|  4 Above  |  Total Annihilation  | Incineration, being scattered into meaty chunks and fine pink mist.  | 
 + 
 +==== vs. Lightweight Power Armor ==== 
 +Example of damage on a //light armor// (Tier 4) target, such as a [[stararmy:equipment:ke-m2-4_series_mindy_armor|Ke-M2-4a "Mindy" Power Armor]]: 
 + 
 +^  Weapon vs. Target  ^  Descriptor  ^ Examples 
 +|  4 Below  |  Negligible Scratches, ruined paint job. 
 +|  3 Below  |  Light Damage  | Slight deterioration of armor (nicked, dented, carbonized surface)
 +|  2 Below  |  Moderate Damage  | Notable deterioration of armor (melted off, gouged, pockmarked), possible bruising
 +|  1 Below  |  Heavy Damage  | Partial armor penetration, subsystem damage, minor burns, light wounds (major bruising, cracked bones)
 +|  Equal  |  Potentially Lethal  | Armor penetration, possibly fatal injury for wearer (severe wounds/burns, internal bleeding, broken bones)
 +|  1 Above  |  Quite Lethal  | Armor deeply penetrated, severe injuries for wearer | 
 +|  2 Above  |  Very Lethal  | Through-and-through penetration; limbs severed or ruined; massive injuries for wearer. | 
 +|  3 Above  |  Assuredly Lethal  | Significant portion of power armor and wearer blown off or destroyed |
 |  4 Above  |  Total Annihilation  | Obliteration likely, even from a glancing hit  | |  4 Above  |  Total Annihilation  | Obliteration likely, even from a glancing hit  |
  
-=== vs. medium-sized starship === +==== vs. Medium-Sized Starship ==== 
-Example of damage on a Plumeria medium gunship:+Example of damage on a //medium starship// (Tier 11) target, such as a [[stararmy:starship_classes:plumeria_gunship_2e|Ke-S3-2e Plumeria-class Medium Gunship]]:
  
 ^  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 | 
 + 
 +===== OOC Notes ===== 
 +[[members:fred]] created this article on 2016/12/31 19:27; [[members:wes]] [[https://stararmy.com/roleplay-forum/threads/mechanic-damage-rating-revision.19218/page-16#post-318881|approved]] it on 2017/0/1/03 18:55.  [[https://stararmy.com/roleplay-forum/threads/mechanic-drv3-quick-reference-update-update.62822/|updated]] it on 2018/08/19 09:15 after receiving [[https://stararmy.com/roleplay-forum/threads/mechanic-drv3-quick-reference-update.62822/post-385523|approval]] from [[members:wes]] on 2018/08/19 09:06.

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