Derived by the rule in §20.3: start damage −15 %, end at 40 % of start, rate ×1.25, ramp 10→70 m, 40 rounds, 1.8 s, max 150 m. Velocity and spread are not set.
Body hits, against each PMC's armour multiplier (weapon.rs FactionProfile) and both armour weights (progression.txt).
| target | close ≤ 10 m | far ≥ 70 m | head ×2, close | ideal TTK close |
|---|---|---|---|---|
| HALCYON light (100 HP, ×1.15 damage taken) | 6 | 13 | 3 | 0.33 s |
| HALCYON heavy (130 HP, ×1.15 damage taken) | 7 | 17 | 4 | 0.40 s |
| VRG light (100 HP, ×0.85 damage taken) | 7 | 18 | 4 | 0.40 s |
| VRG heavy (130 HP, ×0.85 damage taken) | 9 | 23 | 5 | 0.53 s |
| MERIDIAN light (100 HP, ×1 damage taken) | 6 | 15 | 3 | 0.33 s |
| MERIDIAN heavy (130 HP, ×1 damage taken) | 8 | 20 | 4 | 0.47 s |
DESIGN.md §20.3, row "carbine / PDW (Smg class)"
Observed numbers from the clean-room tables (weapons.json), cited so the tuning is traceable. Not used in the game.
| asset | class | fire | RoF rpm | mag/mags | reload s | v0 m/s | damage | gravity | blast | lock time/cone/range |
|---|---|---|---|---|---|---|---|---|---|---|
| acr gameplay/weapons/acr/acr | Assault | AutomaticFire | 880 | 31/5 | 2.15 (1.83 with rounds left) | 500 | 24→15.4 @ 8→50 m | -15 | ||
| p90 gameplay/weapons/p90/p90 | Smg | AutomaticFire | 900 | 51/4 | 3.55 (2.9 with rounds left) | 460 | 21→12.5 @ 10.67→47.5 m | -15 | ||
| mp7 xp1/gameplay/weapons/mp7/mp7 | Smg | AutomaticFire | 950 | 41/5 | 2.65 (2.4 with rounds left) | 420 | 20→12.5 @ 15→47.5 m | -15 |