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khai_numerics [2022/07/16 11:42] – [Armor Layering] khai | khai_numerics [2025/02/22 21:58] (current) – [Firearms] khai | ||
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+ | ===== 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, | ||
+ | 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/ | ||
+ | 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 | ||
+ | |heavy pistol | ||
+ | |submachine gun |FA 6 |13D |one handed (allows shield); base 7M with +1 integral recoil comp | | ||
+ | |assault rifle |FA 6 |14D/ | ||
+ | |shotgun | ||
+ | |sniper rifle | ||
+ | |heavy MG |FA 5 |16D |requires 8 bod and 8 str; base 11S | | ||
+ | |||
+ | === With a cyberarm gyromount (compensates 3 points of recoil, but only for light MGs or smaller) === | ||
+ | ^weapon | ||
+ | |submachine gun |FA 9 |16D |one handed (allows shield); base 7M with +1 integral recoil comp | | ||
+ | |assault rifle |FA 9 |18D |base 9L AR with +2 integral recoil and 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 | ||
+ | |submachine gun |FA 10 | ||
+ | |assault rifle |FA 10 | ||
+ | |heavy MG |FA 10 | ||
+ | |||
+ | ==== 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' | ||
+ | NOTE: helmet, armguards, cyber/ | ||
+ | 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:// | ||
+ | |||
+ | === Quickness 6 === | ||
+ | ^slot | ||
+ | |about | ||
+ | |underneath |5 |3 |form-fitting | ||
+ | |feet | ||
+ | |**total** | ||
+ | |||
+ | === Quickness 7 === | ||
+ | ^slot | ||
+ | |about | ||
+ | |underneath |5 |3 |form-fitting | ||
+ | |legs | ||
+ | |feet | ||
+ | |shield | ||
+ | |**total** | ||
+ | |||
+ | === Quickness 12 === | ||
+ | ^slot | ||
+ | |about | ||
+ | |body | ||
+ | |underneath |5 |3 |form-fitting | ||
+ | |legs | ||
+ | |feet | ||
+ | |shield | ||
+ | |**total** | ||
+ | |||
+ | === Quickness 11 + Ruthenium === | ||
+ | ^slot | ||
+ | |about | ||
+ | |body | ||
+ | |underneath |5 |3 |form-fitting | ||
+ | |legs | ||
+ | |feet | ||
+ | |**total** | ||
+ | |||
+ | === Quickness 12 + Gyromount === | ||
+ | ^slot | ||
+ | |about | ||
+ | |body | ||
+ | |underneath |5 |3 |form-fitting | ||
+ | |legs | ||
+ | |feet | ||
+ | |shield | ||
+ | |**total** |