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khai_numerics

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Khai's Combat Numerics

CAVEATS: The value shown here only include items that are accessible in the early/mid game.

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: uses the stats of the best performing weapon variants for each weapon class
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 6 13D one handed (allows shield), this SMG variant has +1 integral recoil comp
assault rifle FA 6 14D this AR variant has +2 integral recoil comp, but no underbarrel slot
shotgun BF 13D ideal for bayonets since the underbarrel slot isn't needed for recoil comp
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 variant 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 this AR variant has base damage code 9M
heavy MG FA 10 20D

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 rated piece that doesn't get its armor halved is selected by comparing the B+I total (e.g., a 5/4 item and a 4/5 item will select one piece to not be halved, so the total ends up being 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 value layering, but DOES NOT count for determining penalties
NOTE: when a shield is equipped, only one-handed weapons can be used

NOTE: requires quickness 6 to avoid penalties

slot ballistic impact notes
about 5 4
underneath 5 3 form-fitting
feet 1 2
total 8 6 LAYERED


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
khai_numerics.1657996174.txt.gz · Last modified: 2023/01/30 19:07 (external edit)