Know the game

Weapons

Seven weapons, one per operator, with every number from the game.

#All weapons

Weapon numbers
WeaponOperatorDamageFalloffFire intervalMag / reserveReloadArmour penSpreadReachPulls to down*
Auto rifleBenja189 to 18 m (to 60%)0.11 s24 / 721.8 s20%2.5° (+5° running)22.4 m9
Pump shotgunTonashiro14 x 84.5 to 8 m (to 20%)0.8 s5 / 202.2 s0%7.5° (+2° running)10.4 m2
Marksman rifleRay5522 to 30 m (to 85%)0.75 s5 / 202.1 s50%0.5° (+9° running)29.9 m3
SMGTabsu125 to 12 m (to 45%)0.07 s30 / 901.5 s10%5.5° (+2.5° running)15 m13
Burst carbineYot20 x 3-round burst12 to 22 m (to 70%)0.36 s24 / 722 s25%1.6° (+5° running)25.2 m3
Drum LMGToad148 to 16 m (to 55%)0.1 s60 / 1202.6 s15%3.5° (+3.5° running)19.5 m11
Sawn-offBill10 x 93.5 to 6.5 m (to 20%)0.25 s2 / 181.5 s0%5.5° (+2° running)8.3 m2

* Trigger pulls to down a 150-health operator with no armour at close range, every pellet hitting: derived from the numbers, not measured play. Reach = bullet speed x bullet life. Spread is either side of your aim.

#Damage over distance

0 m5 m10 m15 m20 m25 m30 m0204060Auto riflePump shotgunMarksman rifleSMGBurst carbineDrum LMGSawn-offdamage per bullet or pellet
Every weapon's damage curve.

#Reloading

Press R (or the RELOAD button on touch) any time. Reloading makes a sound that carries 4 m, and the weapon panel warns when the magazine is low or empty and while you reload. Ammo pickups add 2 magazines to your reserve.

#Auto rifle

Damage
18
Full damage to
9 m; 10.8 from 18 m
Magazine
24 (reserve 72), reload 1.8 s
Armour pen
20%

The honest middle: accurate in bursts and fine at most ranges.

#Pump shotgun

Damage
14 per pellet, 8 pellets
Full damage to
4.5 m; 2.8 from 8 m
Magazine
5 (reserve 20), reload 2.2 s
Armour pen
0%

8 pellets that win the fight inside about 4.5 m and fade past 8 m. Rewards corners and doors.

#Marksman rifle

Damage
55
Full damage to
22 m; 46.8 from 30 m
Magazine
5 (reserve 20), reload 2.1 s
Armour pen
50%

Slow and heavy with the longest reach. Punishes anyone who peeks a long lane; crates and slabs still stop it.

#SMG

Damage
12
Full damage to
5 m; 5.4 from 12 m
Magazine
30 (reserve 90), reload 1.5 s
Armour pen
10%

Fast and loose: strong close and on the move, weak at range.

#Burst carbine

Damage
20, 3-round bursts 0.07 s apart
Full damage to
12 m; 14 from 22 m
Magazine
24 (reserve 72), reload 2 s
Armour pen
25%

Three accurate rounds per pull and more reach than the rifle, but a missed burst costs the whole cycle.

#Drum LMG

Damage
14
Full damage to
8 m; 7.7 from 16 m
Magazine
60 (reserve 120), reload 2.6 s
Armour pen
15%

A 60-round drum that holds a lane, loose at range, with the longest reload to bait.

#Sawn-off

Damage
10 per pellet, 9 pellets
Full damage to
3.5 m; 2 from 6.5 m
Magazine
2 (reserve 18), reload 1.5 s
Armour pen
0%

Two shells that win inside about 3.5 m, are down to 20% by 6.5 m and stop at 8.3 m. One shell never downs a full-health operator; the second is the kill.