===== Khai's Combat Numerics ===== ==== Firearms ==== NOTE: in most cases, the most effective ammunition is APDS (see **HELP AMMUNITION** in-game for details)\\ NOTE: APDS does not exist for assault cannons, making direct comparisons a bit more complicated, so they are not included here\\ NOTE: assumes the wielder fires only as many rounds as the recoil compensation can handle\\ NOTE: stats used are of the best performing weapon variant for each weapon class in the given situation\\ NOTE: defender has +1 TN penalty to dodge for every 3 rounds (round down)\\ NOTE: may require a gunsmithing workshop to replace an existing gas vent with an improved gas vent IV === Typical accessories (gas vent, underbarrel weight/foregrip, etc) === The base TN to dodge is 4. Assuming no other modifiers, opponents roll to dodge against TN 6 when facing FA 6, compared to TN 5 when facing FA 5 (or BF). With SR3's dice mechanics, rolling against TN 6 averages **half** the number of successes compared to rolling against TN 5. Thus, an AR or SMG can be more effective than an HMG despite the lower power. On the other hand, defenders aren't permitted to dodge in surprise situations, which is what lets sniper rifles be competitive. ^weapon ^mode ^damage code ^notes ^ |heavy pistol |BF |12S |one handed (allows shield) | |submachine gun |FA 6 |13D |one handed (allows shield); base 7M SMG with +1 integral recoil comp | |assault rifle |FA 6 |14D |base 8M AR with either +1 integral recoil, or +2 integral recoil with no underbarrel slot | |shotgun |BF |13D |since the underbarrel slot isn't needed for recoil comp, ideal for bayonets | |sniper rifle |SA |14D |-2 TN bonus when shooting into other rooms | |heavy MG |FA 5 |16D |requires 8 bod and 8; base 11S HMG (only one such model is available in the game) | === With a cyberarm gyromount (compensates 3 points of recoil, but only for light MGs or smaller) === ^weapon ^mode ^damage code ^notes ^ |submachine gun |FA 8 |16D |one handed (allows shield) | |assault rifle |FA 9 |17D |base 8M AR with either +1 integral recoil, or +2 integral recoil with no underbarrel slot | |light MG |FA 8 |16D |high ammo capacity | === With a heavy gyromount or tripod (compensates 6 points of recoil), or vehicle mounted (halves recoil) === NOTE: the heavy gyromount uses the "about the body" equipment slot\\ NOTE: tripod use requires the prone position (thus no dodge dice, penalty to target you with ranged, and bonus to target you with melee) ^weapon ^mode ^damage code ^notes ^ |submachine gun |FA 10 |17D |one handed (allows shield) | |assault rifle |FA 10 |19D |base 9M AR (these models don't have integral recoil comp) | |heavy MG |FA 10 |21D |base 11S HMG (only one such model is available in the game) | ==== Melee Weapons ==== (WIP) ==== Armor Layering ==== Here are some example setups following the rules for layering and sets (see **HELP LAYERING** and **HELP ARMOUR SETS** in-game for details)\\ NOTE: while layering penalties are calculated for B and I separately, the highest rating that doesn't get its ratings halved is the piece (or combined set total) with the highest B+I (e.g. a 5/4 and a 4/5 results in a total rating of 7/6 or 6/7, NOT 7/7)\\ NOTE: helmet, armguards, cyber/bioware, and/or magic IGNORE layering rules, so are NOT INCLUDED in the examples below (just add whatever you have directly on top of the pieces that do follow layering rules)\\ NOTE: form-fitting armor DOES count in B/I rating layering, but DOES NOT count for determining penalties\\ NOTE: when a shield is equipped, only one-handed weapons can be used\\ An [[https://www.awakemud.com/armor_calc.html|Armor Layering Calculator]] is available to help you explore these rules. === Quickness 6 === ^slot ^ballistic ^impact ^notes ^ |about |5 |4 | | |underneath |5 |3 |form-fitting | |feet |1 |2 | | |**total** |**8** |**6** |**LAYERED** | === Quickness 7 === ^slot ^ballistic ^impact ^notes ^ |about |3.5 |3.5 |part of a set | |underneath |5 |3 |form-fitting | |legs |1.5 |1.5 |part of a set | |feet |1 |1 |part of a set | |shield |1 |1 |part of a set | |**total** |**9** |**8** |**LAYERED** | === Quickness 12 === ^slot ^ballistic ^impact ^notes ^ |about |3.5 |3.5 |part of a set | |body |5 |4 | | |underneath |5 |3 |form-fitting | |legs |1.5 |1.5 |part of a set | |feet |1 |1 |part of a set | |shield |1 |1 |part of a set | |**total** |**12** |**10** |**LAYERED** | === Quickness 11 + Ruthenium === ^slot ^ballistic ^impact ^notes ^ |about |4 |2 |RUTHENIUM | |body |4 |5 | | |underneath |5 |3 |form-fitting | |legs |2 |1 | | |feet |1 |2 | | |**total** |**10** |**9** |**LAYERED** | === Quickness 12 + Gyromount === ^slot ^ballistic ^impact ^notes ^ |about |1 |1 |GYROMOUNT | |body |5 |3 | | |underneath |5 |3 |form-fitting | |legs |2 |1 | | |feet |1 |2 | | |shield |3 |1 | | |**total** |**11** |**7** |**LAYERED** |