What each round does to each armour tier, where you hit, and how many of them it takes. Point blank, because range falloff is the one thing nobody has published enough of to work out honestly.
| Weapon | Calibre | Damage | Shots | Time to kill | Rounds/min |
|---|
Per calibre, so every weapon chambering the same round starts from the same number.
| Calibre | Damage | Velocity | Mass | Bullet | Loads | Chambered by |
|---|---|---|---|---|---|---|
| 12g Buckshot | 25 × 8 | 391–480 m/s | 4.0 g | 8.3 mm | Buckshot | M500, MP43 |
| .50Cal | 107 | 900 m/s | 51.0 g | 13.0 mm | Slug | AMR 50 |
| Broadhead Arrow | 77 | 650 m/s | 25.0 g | 4.0 mm | Slug | Compound Bow |
| 50AE | 63 | 470 m/s | 19.0 g | 12.7 mm | FMJ, HP, AP | Deagle |
| .308 Win | 60 | 840–894 m/s | 12.0 g | 7.8 mm | FMJ, HP, AP | BMR-308, FAL, MK22 |
| 7.62x54mm | 55 | 800–865 m/s | 11.7 g | 7.9 mm | FMJ, HP, AP | SVD, Mosin Nagant, SV98 |
| .45 Colt | 45 | 335 m/s | 10.0 g | 11.4 mm | FMJ, HP, AP | Judge |
| 7.62mm | 42 | 735 m/s | 8.0 g | 7.9 mm | FMJ, HP, AP | SKS |
| .45 ACP | 30 | 253–375 m/s | 15.0 g | 11.5 mm | FMJ, HP, AP | Super-45, M1911 |
| 5.56mm | 28 | 715–975 m/s | 4.1 g | 5.7 mm | FMJ, HP, AP | M249 SAW, M4, T-21, A-91, Bushmaster M17S, KH-2002, Galil, Scout Rifle TD |
| 5.45mm | 26 | 880 m/s | 3.4 g | 5.6 mm | FMJ, HP, AP | AK74 |
| 9mm | 22 | 375–400 m/s | 7.0 g | 9.0 mm | FMJ, HP, AP | GGX 18, AMP-9, MP5, PP-19 Vityaz |
How much of a hit each armour tier takes off, by round type. This is the table the rest of the page is built on, and it is the one part three separate sources agree on.
| Round | Level 1 | Level 2 | Level 3 | Level 4 |
|---|---|---|---|---|
| FMJ Standard | 30% keeps 70% | 40% keeps 60% | 55% keeps 45% | 65% keeps 35% |
| HP Flesh damage | 83.5% keeps 16.5% | 88% keeps 12% | 94.73% keeps 5.27% | 99.24% keeps 0.76% |
| AP Armour piercing | 15% keeps 85% | 20% keeps 80% | 27.5% keeps 72.5% | 32.5% keeps 67.5% |
| Buckshot Buckshot | 44% keeps 56% | 52% keeps 48% | 64% keeps 36% | 72% keeps 28% |
| Slug Slug and arrow | 30% keeps 70% | 40% keeps 60% | 55% keeps 45% | 65% keeps 35% |
Health is 100. Per-weapon damage is solved back out of published shots-to-kill figures rather than copied, which means it arrives with error bars: hover a damage figure to see the interval it came from. The full working, and the two checks it has to pass, are written up in docs/ballistics-sources.md in the repository.