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guide:weapon_limitations

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Weapon Limitations Addendum

🚧 This update has not been approved for implementation. 🚧 |

The following is a section that, if approved, would be added to the Damage Rating (Version 3) article.

How much weaponry?

Note: Need help with the number-crunching this section involves? frostjaeger made a DRv3 calculator that does it automatically!

Usually, for infantrymen and power armor, this is self-explanatory… or at least easily ruled on. No one expects an infantryman or a power armor to dual-wield bazookas and carry four spares in their back.

However, for mecha and starships, it becomes more nebulous. The rules we offer are:

  • A rough maximum of 8 same-tier weapons as the unit carrying them.
  • An absolute maximum of 10 same-tier weapons as the unit carrying them.

Getting a higher-tier weapon costs 2 weapons of the tier below, and vice-versa.

Loadout example: giant robot dinosaur

I'm building a giant robot dinosaur, a heavy mecha, which means I can have:

  • 8 Heavy Anti-Mecha weapons.

So, if I want to have two laser eyes of destruction, I'd convert 8 heavy anti-mecha weapons into 4 light anti-starship weapons, and then convert those fours into:

  • 2 Medium 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 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!

OOC Notes

frostjaeger created this article on 2018/06/14 10:59.


Quality:
guide/weapon_limitations.1528999221.txt.gz Β· Last modified: 2023/12/20 15:53 (external edit)