Instructions: These are fairly basic metric/imperial conversions. Values here are relevant for those in the following sections.

Instructions: These calculators will provide game-ready values based on real-world numbers. Damage is a complex function of both cross-sectional area and kinetic energy, with the dominant of these two factors being determined by velocity. Click here for Justin's Damage equation in all its majestic glory. Penetration is a product of the ratio of kinetic energy to cross-sectional area. If you already have the starting values, you can enter them directly. If you need to calculate or convert them first, you can do your conversions above and then import them from the conversions area above.

mass (grains) velocity (feet per second) diameter (millimeters)

Instructions: Kinetic energy and cross-section area are relevant to the Reflex System for determining Damage and Penetration values. If you already have the starting values, you can enter them directly. If you need to calculate or convert them first, you can do your conversions above and then import them from the conversions area above. Note that this section is provided mainly for convenience, as the System Calculations section can feed directly from the Conversions section.

mass (grams) velocity (meters per second)

Version History

03 February 2007: Initial release. 04 August 2007: Added instruction to use 100m velocity for longarms. Fixed broken Penetration scale that was making most rifles capable of shooting through katanas. 10 Dec 2007: Shifted base Penetration scale one step down across the board, as per playtest feedback. Increased hollowpoint damage bonus from +1 to +2.