That is for Megaversal stuff...for RECON pure, multiply the damage by 1.5. Also, the damages are for ball ammo OR high explosive...more to follow on all the other types and how to get the blast radius, etc.
One issue I have is that a lot depends on the target when dealing with other ammo types, whether soft (humans and unarmored vehicles) or hard (armored vehicles). Case in point, High Explosive Pre-Fragmented warheads are devastating on soft targets...and utter worthless on hard targets, regardless of what the weapon system of delivery is. I am thinking that I am going to have to make 4 seperate charts in order to cover the gamut of worlds/target sets. The four damage rating charts would be:
SDC world soft targets
SDC world hard targets
MDC world soft targets
MDC world hard targets
The types of rounds/warheads I am working on stats for are:
Ball: standard round AKA hard ball AKA FMJ (Full Metal Jacket)
HE: High Explosive
AP: Armor Piercing
APFSDS: Armor Piercing Fin Stabilized Discarding Sabot
HEAT/HEAP: High Explosive Anti-Tank/High Explosive Armor Piercing
HEP/HESH/HESH: High Explosive Plastic/High Explosive Squash Head/High Explosive Plastic
HV: Hyper Velocity
HVAPFSDS: Hyper Velocity Armor Piercing Fin Stabilized Discarding Sabot
HVAPFSDS-DU: Hyper Velocity Armor Piercing Fin Stabilized Discarding Sabot - Depleted Uranium
I: Incendiary
SLAP: Semi-Light Armor Piercing
PELE: Projectile Enhanced Lateral Effect
T: Tracer
This is not covering such things as fuzing and fire control, ECM, ECCM, etc. Apparently modern weaponry is pretty complicated, imagine that
I already have all this data for my homebrew (to include mines, artillery, missiles of all types, rockets, bombs, etc.) but it is complicated and not user friendly in the least.
Ideas always welcome... I think I might just make an excel spread sheet that can auto calculate the damage, but that would be lame and lacks the fun of tossing dice...
-STS