C.A.T.S.Crunchy Automated Tactical System

Scale

Logarithmic damage steps let a rifle and a capital gun share one table.

One roll, one math, every scale

Damage scales logarithmically. Each scale step is ×10 energy, so a capital weapon is honestly a million times a rifle while no number in play exceeds two digits. Scale is a unit of measurement, not a separate rules layer.

ScaleEnergy multiplierRepresentative
0×1Unarmoured people, small drones
1×10Powered armour, heavy weapons
2×100Vehicles, light mechs
3×1,000Heavy mechs, fighters
4×10,000Dropships, corvettes
5×100,000Frigates, destroyers
6×1,000,000Capital ships, stations

Converting across scales

Damage at target scale = Damage × 10 ^ (attacker scale − target scale)
AttackerTargetMultiplierEffect
60×1,000,000Annihilated; roll only for narrative detail
52×1,000Annihilated; roll only for narrative detail
32×10Overwhelming; expect location destruction
22×1Meaningful exchange
23×0.1Damages exposed components only
02×0.01Cannot threaten the hull; must target components or crew
06×0.000001Cannot threaten the hull; must target components or crew

Why a rifleman still matters to a warship

The logarithmic spine says a rifle cannot dent a frigate's hull. It does not say the rifleman is irrelevant, because damage is not the only currency.

Infantry threaten capital ships by attacking things a rifle can actually break.