Ballistics
Set what the target is wearing and where you are hitting them. The table shows how many rounds each weapon needs and how long that takes, and the chart shows where range starts costing you an extra shot.
Engagement
Level 2 Armor covers this and blocks 40%
Weapons
Rounds on target
100 hp target, Level 2 Armor in the wayTime to kill across range
Each step up is where falloff costs you another shot.
Ammo chart
These are per calibre, so every weapon that takes the same round gets the same numbers| Chambered by | |||||
|---|---|---|---|---|---|
| .50Cal | 107 | 900 m/s | 51.0 g | 13.0 mm | AMR 50 |
| .308 Win | 60 | 840ā894 m/s | 12.0 g | 7.8 mm | BMR-308, FAL, MK22 |
| 7.62x54mm | 55 | 800ā865 m/s | 11.7 g | 7.9 mm | Mosin Nagant, SV98, SVD |
| 50AE | 49 | 470 m/s | 19.0 g | 12.7 mm | Deagle |
| 7.62mm | 42 | 735 m/s | 8.0 g | 7.9 mm | SKS |
| .45 Colt | 35 | 335 m/s | 10.0 g | 11.4 mm | Judge |
| .45 ACP | 30 | 253ā375 m/s | 15.0 g | 11.5 mm | M1911, Super-45 |
| 5.56mm | 28 | 715ā975 m/s | 4.1 g | 5.7 mm | A-91, Bushmaster M17S, Galil, KH-2002, M249 SAW, M4, Scout Rifle TD, T-21 |
| 5.45mm | 26 | 880 m/s | 3.4 g | 5.6 mm | AK74 |
| 12g Buckshot | 25 | 391ā480 m/s | 4.0 g | 8.3 mm | M500, MP43 |
| 9mm | 22 | 375ā400 m/s | 7.0 g | 9.0 mm | AMP-9, GGX 18, MP5, PP-19 Vityaz |
Ballistics logic (Beta):
Damage starts with the round you are firing. Where you hit changes it, distance changes it again, and armour takes a cut if it covers that spot. Divide what is left into the target's health and round up, and that is your shots to kill. Time to kill is the gap between those shots, so a one shot kill is instant.
Armour only helps where it actually sits. Every vest covers the torso. Level 4 also covers the pelvis and upper arms, and helmets start covering the neck at Level 3. Hit anywhere else and it may as well not be there. How much a piece blocks goes 30%, 40%, 55%, 65% from Level 1 to Level 4. Armour piercing gets more through it, hollow point gets less.
A few things worth knowing. We assume 100 health. Armour is applied before the round type, and doing it the other way round would shift some numbers a little.
Shotgun numbers are per pellet, so a real hit lands somewhere between one pellet and the full spread. Burst weapons do not count the pause between bursts. Armour wear is not a factor, because a beaten up plate blocks the same as a fresh one. A couple of weapons are not listed yet.

















