Loadout pairings / weapon meets round
Pick the armour you expect.
Get the round that beats it.
A loadout fails at the ammunition, not the receiver. These pairings take a real weapon from the game's weapon table and match it to the hardest-hitting round of its own calibre that still reaches the armour class you choose. No attachment lists are published, because no verified attachment stat table exists for this patch.
77Weapons
3Budget tiers
24Pairings in view
77Eligible weapons
Pairing table
sortable / filterableThe tier selector sets the minimum armour class the round must defeat: budget reaches class 3, mid-tier class 4, top-tier class 6. Within a tier, weapons are ranked by pierce level and then by a sustained-damage index (rounds per second times per-round damage).
rows
| Weapon | Round | Pierce lvl | Damage | Armour dmg | Defeats armour class | RPM | DPS index | Ergo | V. recoil |
|---|
How to read a pairing
three rules| Rule | Why it matters |
|---|---|
| Pierce level first | A round only defeats armour at or below its own pierce level. Against a class 5 rig, a class 4 round spends its damage on the plate instead of the body. |
| Then flesh damage | Two rounds that both defeat class 5 are not equal: the one with higher flesh damage needs fewer hits to finish the same target. |
| Then armour damage | Armour damage decides how fast the plate burns down, which decides whether the second burst goes through. |