This is an old revision of the document!
CAVEATS: The value shown here only include items that are accessible in the early/mid game.
NOTE: assumes APDS ammunition
NOTE: comparisons vs assault cannons is a bit more complicated because they lack APDS (skipped for now)
NOTE: uses the stats of the best performing weapon variants for each case
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)
weapon | mode | damage code | notes |
---|---|---|---|
heavy pistol | BF | 12S | one handed (allows shield) |
submachine gun | FA 5 | 13D | one handed (allows shield), this SMG has +1 integral recoil comp |
assault rifle | FA 6 | 14D | this AR has +2 integral recoil comp, but no underbarrel slot |
shotgun | BF | 13D | apds is only available via ammo crafting |
sport rifle | BF | 10D | |
sniper rifle | SA | 14D | -2 TN bonus when shooting into other rooms |
heavy MG | FA 5 | 15D | requires 8 bod and 8 str |
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 | this AR has +2 integral recoil comp, but no underbarrel slot |
light MG | FA 8 | 16D |
With a heavy gyromount or tripod (compensates 6 points of 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 | |
heavy MG | FA 10 | 20D |
(WIP)
Here are some example setups following the set and layering rules (SEE: HELP LAYERING)
NOTE: as implemented, it is the highest rated PIECE that is not halved (5/4 + 4/5 = 6.5/7, NOT 7/7)
NOTE: helmet, armguards, cyber/bioware, and/or magic NOT INCLUDED, as they ignore layering rules
NOTE: form-fitting armor does not contribute to penalty calculations
NOTE: when a shield is equipped, only one-handed weapons can be used
NOTE: requires quickness 7 to avoid penalties
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 |
NOTE: requires quickness 12 to avoid penalties
slot | ballistic | impact | notes |
---|---|---|---|
about | 3.5 | 3.5 | part of a set |
body | 4 | 5 | |
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 | 11 | 11 | LAYERED |
NOTE: requires quickness 11 to avoid penalties
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 |
NOTE: requires quickness 12 to avoid penalties
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 |