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guide:weapon_limitations

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Armament Limitations

:!: This rules addendum is currently not approved for implementation. :!:

The following is an addendum that, if approved, would be an additional requirement of the Submission Rules.

These rules govern the quantity and quality of firepower available to the numerous mecha, small craft, starships, vehicles, and so forth within the Star Army setting.

Disclaimer

These rules do not address the following topics, due to the fact that we believe it is the job of the submission reviewers to determine whether or not a submission is overpowered, not the job of yet more rules whose presence would only make it even more difficult for content creators to contribute to the setting.

  • Area of Effect1)
  • Ammunition Capacity
  • Missile Velocity
  • Missile Sizes
  • Muzzle Velocity
  • Rate of Fire2)

How much weaponry?

Usually, for infantrymen and power armor, this is self-explanatory… or at least easily ruled on. No one expects an infantryman or a power armor to dual-wield bazookas while carrying four spares on their back. For mecha and starships, however, it becomes more nebulous. The rule-of-thumb we offer is: a rough maximum of 8 same-tier weapons as the unit carrying them.

  • Getting a higher-tier weapon costs 2 weapons of the tier below.
  • Getting a lower-tier weapon costs 1/2 of a weapon from the tier above.

For weapons such as missiles/rockets/torpedos/etc., there's actually two rule-of-thumbs we offer:

  • The first applies to missile systems with a single “launch tube” and a loading system for internal ammo storage, similar to the torpedo tubes found on modern-day submarines: each “launch tube” counts as a single weapon system and is calculated just like the above. Reloads do not count towards the maximum number of weapons mentioned above.
  • The second applies to missile systems with multiple single-shot “launch tubes,” like the modern-day VLS (vertical launch systems) found on guided missile destroyers or the hardpoint-mounted missile racks and rocket pods found on modern-day military aircraft: an equal-tier weapon is worth 8 single-shot uses at that same tier. Reloads do count towards the maximum number of weapons mentioned above, unless they (the reloads) take five or more minutes to be “loaded.”

Keep in mind that it doesn't matter whether you call the “missile” a torpedo, missile, rocket, rocket-propelled grenade, or something else entirely. What ultimately matters is its tier - nothing more, nothing less.

Here are a few final things to keep in mind:

  • For weapon systems that use ammunition with different tiers: the ammunition with the highest tier determines the overall tier of the weapon system.
  • For weapon systems located internally in and/or externally mounted on shields: these weapon systems count towards the maximum of 8 same-tier weapons and are subject to the rules listed above.
  • For missile systems that fire “host” missiles containing submunitions, such as MIRVs:3) these are considered to be missile systems with multiple single-shot “launch tubes” and are counted as such, regardless of how the “host” missile“ is launched.

Loadout Example: Type 12000 Giant Robot Dinosaur

Let's say that I'm an evil Mishhuvurthyar villain recently freed from imprisonment on Luna Bianca by two bumbling astronauts and that I've decided to create an 80-meter-tall Giant Robot Dinosaur so that I can wreak chaos, havoc, destruction, despair, and all that delightful child-friendly stuff upon the unsuspecting residents of Kyoto City.

Given that 80-meter-tall units fit under the “Light Starship” (Tier 10) category according to this chart, I can have:

  • 8 Tier 10 (Light Anti-Starship) weapons

So, if I want to have two Laser Eyes of Destruction™, I'd convert those 8 Tier 10 (Light Anti-Starship) weapons into…

  • 4 Tier 11 (Medium Anti-Starship) weapons

…and then convert those four weapons into:

  • 2 Tier 12 (Heavy Anti-Starship) weapons

So, in the case of my giant robot dinosaur with laser eyes, it can kill with a glare.

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 1 of those Tier 12 (Heavy Anti-Starship) weapons back into 2 Tier 11 (Medium Anti-Starship) weapons. Those two will actually be my laser eyes. The bigger one is my firebreath. So, now, my loadout looks like:

  • 1 Tier 12 (Heavy Anti-Starship) Plasma Flamethrower of Doom™
  • 2 Tier 11 (Medium Anti-Starship) Laser Eyes of Destruction™

And there we go. My Godzilla-impersonator is armed and ready to smash, stomp, burn, rip, and tear Kyoto City into rubble!

Loadout Example: Fighter Jet

Let's say that I'm the general responsible for defending Kyoto City against an 80-meter-tall giant robot dinosaur. I have twelve fighter jets ready to go blast that thing back into whatever unholy abyss it spawned from - problem is, the engineering types don't know which missiles should be loaded onto the jets.

I know from the tech-heads that the fighter jets measure 14 meters by 9 meters by 2 meters, which (according to some chart they keep referring to) makes it a ”Tier 7 Light Mecha,“ whatever that means. They've also informed me for the one hundred and twenty-seventh time that this means each fighter jet can be equipped with…

  • 8 Tier 7 (Light Anti-Mecha) weapons

…and that 4 of those 8 weapons are already “taken up” by the two autocannons mounted on each side of the forward fuselage, meaning that each fighter jet has…

  • 4 Tier 7 (Light Anti-Mecha) weapons

…already equipped, and…

  • 4 Tier 7 (Light Anti-Mecha) weapons

…available for missiles. Simple observation - and a forest's worth of unnecessary engineering diagrams - tells me that each fighter jet has two under-wing hardpoints per wing for a total of four, which therefore means that each hardpoint can carry a single “weapon system's” worth of missiles (or, if you ask the tech-heads, 1/8 of the fighter's total weapon capacity or 8 same-tier missiles). It also means that each of the four hardpoints could potentially carry one of the following payload options:

  • 1 Tier 10 (Light Anti-Starship) missile
  • 2 Tier 9 (Heavy Anti-Mecha) missiles
  • 4 Tier 8 (Medium Anti-Mecha) missiles
  • 8 Tier 7 (Light Anti-Mecha) missiles
  • 16 Tier 6 (Heavy Anti-Armor) missiles
  • 32 Tier 5 (Medium Anti-Armor) missiles
  • 64 Tier 4 (Light Anti-Armor) missiles
  • 128 Tier 3 (Heavy Anti-Personnel) missiles
  • 256 Tier 2 (Medium Anti-Personnel) missiles
  • 512 Tier 1 (Light Anti-Personnel) missiles

Now, in an ideal universe without any of those pesky politicians, tech-heads, sciencey types, budget cuts, or weapon reduction treaties, this means that I could load each jet fighter up with 4 Tier 10 (Light Anti-Starship) missiles - damnation, now I'm saying it too! - and bury that robotic lizard freak in a nuclear avalanche of pure radioactive awesomeness.

Problem is, this isn't an ideal universe; because the civilians spent too much time chewing their thumbs and debating over what to do, I unfortunately have no choice but to send out the fighter jets with their current anti-fighter loadout of…

  • 4 Tier 7 (Light Anti-Mecha) weapons
  • 64 Tier 6 (Heavy Anti-Armor) missiles

…(which, for you tech-obsessed tech-heads out there, is sixteen Tier 6 missiles equipped per hardpoint) and pray to the Goddess that it's enough.

Loadout Example: Ke-M1993-28i "Izanagi" Mega-Zōdo

Let's say I'm the long-dead Yamataian who, ten thousand years ago, designed the gigantic 95-meter-tall mecha that - following the tragic, emotionally-moving, and non-graphic death of the last fighter jet pilot - is about to conveniently appear out of nowhere and defeat the Giant Robot Dinosaur on the outskirts of Kyoto City while an epic theme plays in the background, thereby granting the city a one-week reprieve from complete and total (child-friendly) annihilation.

I never intended in my wildest dreams for five teenagers with attitude to pilot my glorious war machine, of course - the notion of child soldiers was something that the Star Army of Yamatai abhorred, even during the final days of the insanity called the Twenty-Seventh (or “Final”) Mishhuvurthyar War - but the design principles of then still remain relevant, even today.

At 95 meters tall, the aforementioned war machine - the Ke-M1993-28i “Izanagi” Mega-Zōdo - fits squarely in the “Light Starship” (Tier 10) category according to this millenia-old chart, which means I have enough room for:

  • 8 Tier 10 (Light Anti-Starship) weapons

Seeing as how the Izanagi's enemies were originally starship-sized, Mishhuvurthyar-created monstrosities called “kaijū,” I decided to take 2 of those 8 Tier 10 (Light Anti-Starship) weapons and divide them into…

  • 1 Tier 11 (Medium Anti-Starship) weapon

…for the extendable Sword of Justice™ built into the Izanagi's right forearm. Next, I took 2 of the remaining 6 Tier 10 (Light Anti-Starship) weapons and converted them into…

  • 4 Tier 9 (Heavy Anti-Mecha) weapons

…then divided those four weapons into…

  • 8 Tier 8 (Medium Anti-Mecha) weapons

…and divided those eight weapons into…

  • 16 Tier 7 (Light Anti-Mecha) weapons

…for the (retractable, in order to make the animator's jobs easier…wait, what?) Point-Defense Turrets of Truth™ located at various points on the Izanagi's body, arms, and legs. After that, the rest is pretty simple: Of the remaining 4 Tier 10 (Light Anti-Starship) weapons leftover…

  • 1 Tier 10 (Light Anti-Starship) weapon

…is utilized for the Aether Beam Cannon of Power™ located in each of the Izanagi's arms (which adds up to a total of 2 Tier 10 (Light Anti-Starship) weapons), while the Missile Launcher of Might™ located on each shoulder together equal…

  • 2 Tier 10 (Light Anti-Starship) weapons

…which thereby brings the Izanagi right up to the maximum limit of 8 Tier 10 (Light Anti-Starship) weapons. Granted, each Missile Launcher of Might™ can only fire a single missile every 10 seconds - but when up against opponents the size of buildings (or larger!), it's either go big, or go extinct.

With the weapons taken care of, all that remained was to add a Shield of Integrity™ to the Izanagi's left forearm. Seeing as how I wasn't able to fit any more onto the Izanagi, I chose to leave the Shield of Integrity™ devoid of weaponry; a quick glance here tells me that since the Izanagi is considered to be a Tier 10 (Light Starship), the Shield of Integrity™ should be classified as a Tier 11 (Medium Starship) - and with its final loadout of…

  • 1 Tier 11 (Medium Anti-Starship) Sword of Justice™
  • 2 Tier 10 (Light Anti-Starship) Aether Beam Cannons of Power™
  • 2 Tier 10 (Light Anti-Starship) Missile Launchers of Might™
  • 16 Tier 7 (Light Anti-Mecha) Point-Defense Turrets of Truth™

…plus the…

  • 1 Tier 11 (Medium Anti-Starship) Shield of Integrity™

…the Ke-M1993-28i “Izanagi” Mega-Zōdo is ready to go save the day in a dashing, adrenaline-fueled, and action-packed fashion that's sure to keep the residents of Kyoto City alive for years to come (or twenty-four episodes) while simultaneously driving the sales of figurines and VHS tapes through the roof!

Tier Conversion Tables

The following tables are included for usage as a quick reference when creating and/or reviewing setting elements. They are not meant to be used as a standalone explanation of the armament limitations, which are covered in more detail in the above sections.

Usage

Note: “Host platform” refers to the mecha/small craft/starships/vehicles/etc. a weapon system is mounted on.

  • Tier Difference: The numerical difference between a weapon system and its “host platform”.
  • Capacity Utilized: Specifies how much a single weapon system (of a certain Tier Difference) counts towards its “host platform's” maximum weapon capacity. This applies to gun-based weapon systems missile systems with a single “launch tube” and a loading system for internal ammo storage, similar to the torpedo tubes found on modern-day submarines.
  • Missiles Available: Specifies how many missiles (of a certain Tier Difference) are equivalent to 1 same-tier weapon. This applies to missile systems with multiple single-shot “launch tubes,” like the modern-day VLS (vertical launch systems) found on guided missile destroyers or the hardpoint-mounted missile racks and rocket pods found on modern-day military aircraft.


<WRAP center>

Maximum Weapon Capacity = 8 Same-Tier Weapons
1 Same-Tier Weapon = 8 Same-Tier Single-Shot Missiles

</WRAP>


<WRAP group> <WRAP half column>

Tier Difference Capacity Utilized
+3 8
+2 4
+1 2
0 1
-1 1/2
-2 1/4
-3 1/8
-4 1/16
-5 1/32
-6 1/64
-7 1/128
-8 1/256
-9 1/512
-10 1/1,024
-11 1/2,048
-12 1/4,096
-13 1/8,192
-14 1/16,384

</WRAP> <WRAP half column>

Tier Difference Missiles Available
+3 1
+2 2
+1 4
0 8
-1 16
-2 32
-3 64
-4 128
-5 256
-6 512
-7 1,024
-8 2,048
-9 4,096
-10 8,192
-11 16,384
-12 32,768
-13 65,536
-14 131,072

</WRAP> </WRAP>

Damage Rating (Version 3) Tier Chart

The following table was copied directly from the DRv3 Quick Reference article (apart from a few minor formatting changes) and is also included for reference purposes.

<WRAP center>

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, Ravager, 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

</WRAP>

OOC Notes

frostjaeger created this article on 2017/04/22 12:28.

1) , 2)
For missile systems with a single launch tube and gun-based weapon systems.
3)
Multiple Independently-Targetable Re-Entry Vehicles

Quality:
guide/weapon_limitations.1493502437.txt.gz · Last modified: 2023/12/20 15:53 (external edit)