Ballistics (0.5.3413.15735) backup

Ballistics are an important part of Ghosts of Tabor. They play a big role in firefights and often determine the outcomes. Choosing the right weapon, ammo and gear is one of the most important parts in coming out on top of fighting.
=Armor Penetration=
Armor penetration involves complex mechanics including velocity, angle of incidence, materials with physical properties, bullet performance, and armor plates. They are implemented using the Unreal Engine EasyBallistics plugin. While detailed information is available in EasyBallistics tutorials, casual gamers just need these key points:
*Armor is physically modeled as 3D rectangular plates, not a property of the player's body.
*If the bullet's path doesn't go through an armor plate, the armor plate doesn't provide any protection. Armor is not a property applied to your body. You can be shot in the torso with the weakest bullet while wearing the strongest armor if the bullet bypasses the armor plates.
*Many factors affect penetration, so results vary unpredictably between situations.
*Helmet behavior is currently not well understood and will not be covered here.
==Body Armor==
OUT OF DATE / UNVERIFIED - All armor information on this page should be considered out of date as of 2023-08-31 due to that day's patch.
The game features 3 different body armor materials, which will be referred to as Armor A, Armor B, and Armor C to avoid confusion with real-world armor classification systems. Armor C represents the most protective option. These 3 materials are used in various combinations to produce the 4 body armor choices available in-game. Referring to the materials as A, B, and C simplifies discussions about armor performance without tying the information to real-world armor models and specs.
Armor
Armor	Advertised
Class	Front	Rear	Sides	Neck	Arms
A22 	0 	0 	0 	0 	0 	0
JPC2 	I 	A 	A 	0 	0 	0
VestB	II 	B 	B 	B 	0 	0
6B102	III	B 	B 	A 	0 	0
6B43 	IV 	C 	C 	B 	A 	A
Color	Armor Material	Base Protection
 	0 	0
 	A 	1.25
 	B 	6.25
 	C 	16.666
==Helmets==
Helmet penetration data is still being researched and analyzed. For our purposes, we will refer to the helmet materials as Helmet A, Helmet B, and Helmet C, with Helmet C representing the most protective option available. Further testing is required to definitively rank helmet materials by ballistic protection capabilities.
Helmets
Helmet 	Advertised
Class	Main Material	Secondary Material
SPHS 	I 	A 	
6B47 	II 	B 	
ATE 	III	B 	
C1300 	IV 	B 	
ALTYN 	V 	C 	
Mole Mask 	 	C 	A
Altyn Mask 	 	C 	
C1300 Visor	 	A 	
While this helmet material chart provides penetration numbers based on stated methodology, the results may not be reliable. Numerous observations indicate certain helmets perform much better than what is shown here.
Color	Helmet Material	Base Protection
 	0 	0
 	A 	0.25
 	B 	0.9090
 	C 	2.5
==Armor Penetration Chart==
OUT OF DATE / UNVERIFIED - All armor information on this page should be considered out of date as of 2023-08-31 due to that day's patch.
This chart depicts best-case penetration scenarios for the listed armor. Testing was conducted at point-blank range with a low angle of incidence. Real-world shots are less likely to achieve these results. As penetration involves RNG, bullets may only penetrate sporadically depending on the situation. This is the first version of the chart and may contain errors. Armor A refers to the front plate material of the JPC2. Armor B denotes the front plate material of VestB and 6B102. Armor C represents the front plate material of 6B43.
Armor Penetration
Caliber 	Bullet 	Armor A 	Armor B 	Armor C
.22 LR 	FMJ 	0 - No 	0 - No 	0 - No
10mm 	FMJ 	0 - No 	0 - No 	0 - No
45 ACP 	FMJ 	0 - No 	0 - No 	0 - No
9×19mm 	FMJ 	0 - No 	0 - No 	0 - No
9x18mm 	FMJ 	0 - No 	0 - No 	0 - No
.22 LR 	AP 	1 - Sometimes	0 - No 	0 - No
12 Gauge 	Buckshot	1 - Sometimes	0 - No 	0 - No
12 Gauge 	Slug 	1 - Sometimes	0 - No 	0 - No
4.6x30mm 	FMJ 	2 - Yes 	0 - No 	0 - No
45 ACP 	AP 	2 - Yes 	0 - No 	0 - No
7.62x25mm 	FMJ 	2 - Yes 	0 - No 	0 - No
5.45x39mm 	FMJ 	2 - Yes 	0 - No 	0 - No
5.7x28mm 	FMJ 	2 - Yes 	0 - No 	0 - No
7.62x39mm 	FMJ 	2 - Yes 	0 - No 	0 - No
5.56x45mm 	FMJ 	2 - Yes 	0 - No 	0 - No
9×19mm 	AP 	2 - Yes 	0 - No 	0 - No
9x18mm 	AP 	2 - Yes 	0 - No 	0 - No
.30-06 	FMJ 	2 - Yes 	1 - Sometimes	0 - No
10mm 	AP 	2 - Yes 	1 - Sometimes	0 - No
5.7x28mm 	AP 	2 - Yes 	1 - Sometimes	0 - No
9x39mm 	FMJ 	2 - Yes 	1 - Sometimes	0 - No
7.62x25mm 	AP 	2 - Yes 	2 - Yes 	0 - No
4.6x30mm 	AP 	2 - Yes 	2 - Yes 	1 - Sometimes
5.45x39mm 	AP 	2 - Yes 	2 - Yes 	1 - Sometimes
7.62x51mm 	FMJ 	2 - Yes 	2 - Yes 	1 - Sometimes
7.62x54MMR	FMJ 	2 - Yes 	2 - Yes 	1 - Sometimes
7.62x39mm 	AP 	2 - Yes 	2 - Yes 	2 - Yes
.30-06 	AP 	2 - Yes 	2 - Yes 	2 - Yes
338 lm 	FMJ 	2 - Yes 	2 - Yes 	2 - Yes
5.56x45mm 	AP 	2 - Yes 	2 - Yes 	2 - Yes
7.62x51mm 	AP 	2 - Yes 	2 - Yes 	2 - Yes
7.62x54MMR	AP 	2 - Yes 	2 - Yes 	2 - Yes
9x39mm 	AP 	2 - Yes 	2 - Yes 	2 - Yes
50 BMG 	FMJ 	2 - Yes 	2 - Yes 	2 - Yes
338 lm 	AP 	2 - Yes 	2 - Yes 	2 - Yes
50 BMG 	AP 	2 - Yes 	2 - Yes 	2 - Yes
Color	Result 	Explanation
 	0 - No 	Even at point blank range with multiple magazines, this round couldn't penetrate.
 	1 - Sometimes	When testing under identical conditions, some rounds would penetrate while others would be blocked.
Typically, less than 25% of the rounds were able to get through. Under suboptimal conditions, the likelihood of penetration is very low.
 	2 - Yes 	All bullets penetrated.
==Methodology==
#Place the armor to be tested in your well-lit safe house, positioned in front of a surface that will clearly display bullet decals.
#Ensure you have the correct ammunition type (FMJ or AP) loaded. Unload and reload if uncertain.
#Fire perpendicular to the armor, like driving a nail into a board, for the most accurate test.
#Try shooting through the front plate while moving your head aside to see particle effects on the second plate. Alternatively, shoot the back plate from the neck or waist and check for decals on the wall, though this is a more extreme angle. If no penetrations are seen, revert to the first method for confirmation.
#Record the process so others can verify the results. Word of mouth is unreliable - don't believe a 9mm Glock can penetrate 6B43 chest armor without evidence.
==Complicating Factors==
===Angle===
Penetration depth refers to how far a bullet can travel into a material before being stopped. For example, a 1.1 inch nail hitting a 1 inch board at an angle may not pass through to the other side, due to the angle of incidence. The angle of incidence is the angle at which the bullet strikes the surface. At a 45 degree angle, the bullet would need about 40% more penetration depth to fully penetrate the board, compared to a perpendicular shot. This is because the angled shot must travel through more material lengthwise before exiting the other side.
===RNG===
Penetration also involves an element of pure randomness. A very high RNG (random number generator) value can result in twice as much penetration as a very low RNG value for the same shot.
===Range===
Not specifically range, but the bullet slowing down will decrease penetrating depth. (CurrentVelocity/InitialVelocity)^2
===Ricochets===
Unrelated to penetration depth, ricochets can also produce difficult-to-explain hits. A bullet may bounce off a surface at an odd angle and strike you in unexpected places, leaving you confused about how you took a torso shot while wearing a certain armor.
==Damage==
This page does not cover damage reduction. However, the body area shot affects damage taken. Armor reduces bullet speed, lowering damage.
Hit Zone Damage
Zone 	Damage Multiplier
Head 	Fatal
Pelvis, Upper Arms, Upper Thighs	50%
Lower Arms, Calfs 	35%
Hands, Feet 	25%
Elsewhere 	100%
==Coverage Demonstration==
It cannot be overstated - if you take a pistol hit to the torso while wearing top-tier armor, it likely penetrated an unprotected gap between plates. As illustrated here, the pink paper represents JPC2 armor plates. Note sizable areas of the torso remaining visible. As the figure rotates, the vulnerable sides are exposed. Improved armors attempt to plug gaps with additional plates, but these are not as impenetrable as main front/back plates. The key takeaway - armor does not encase the entire torso, leaving gaps a bullet can penetrate despite high armor level.
 
==References==
The three key pieces that determine how far a bullet will penetrate. It doesn't show how far the bullet must go which is based on geometry.
EasyBallistics can be found at https://www.unrealengine.com/marketplace/en-US/product/easyballistics-plugin
==Angles and ricochets==
There is a chance for ricochets to occur at varying degrees and on various surfaces. In some cases with a direct shot to a wall head on, it will ricochet back to the shooter for a self-own.
Surfaces known to cause ricochets: brick , concrete, bulletproof glass, metal, rock, and helmets.
=Damage Table=
This table lists the weapon's potential damage at point-blank range to the torso with no armor. It combines in-game testing and a damage model called Model A. Head shots always kill. Bullets do less damage as they slow down so a "two shot kill potential" gun may require you to hit three shots in practice. Thank you to our #wiki-fandom volunteers for testing!
Color	Damage to Body (100hp)	Explanation
 	0-24 	More than four shots
 	25-32 	Four shot kill potential
 	33-49 	Three shot kill potential
 	50-99 	Two shot kill potential
 	100+ 	One shot kill potential
==Ammo==
There are three types of ammunition:
#FMJ (standard)
#*Cheapest and most accessible
#AP (armor piercing)
#*Superior to FMJ, usually with higher penetration and higher mass
#TR (tracer)
#*Worst performing ammunition but have an added effect making it easier to see
Shotguns use 12 gauge shells loaded with buckshot (ST Powder), birdshot (TR Powder), or slug (AP Powder). Buckshot and birdshot have quite a spread so it's difficult to get full damage with those shells.
==Rifles==
Rifle Damage Chart - Current as of v0.5.61.3578 (September 2023) using Model A only. In game testing planned.
Image	Name 	Caliber 	ST ammo	AP ammo	TR ammo	RPM
 	AK-109
Alpha	7.62x39mm	50.5 	60.1 	48.1 	624
 	AK74 	5.45x39mm	47.3 	49.6 	43.3 	624
 	AKM 	7.62x39mm	46.5 	55.1 	44.4 	624
 	AKS74-U 	5.45x39mm	42.9 	44.9 	39.5 	624
 	AS VAL 	9x39mm 	48.6 	45.6 	43.7 	1000
 	Aug A1 	5.56x45mm	47.6 	51.7 	42.3 	706
 	Auto SKS 	7.62x39mm	49.0 	58.2 	46.7 	923
 	Famas G2 	5.56x45mm	43.6 	47.2 	38.9 	990
 	G36k 	5.56x45mm	39.8 	43.0 	35.8 	706
 	G3A1 	7.62x51mm	74.6 	80.8 	68.5 	545
 	Galil 	5.56x45mm	46.2 	50.2 	41.2 	545
 	L85A2 	5.56x45mm	44.9 	48.7 	40.0 	800
 	M16A2 	5.56x45mm	46.9 	50.9 	41.7 	1000
 	M1A SASS 	7.62x51mm	69.0 	74.5 	63.4 	750
 	M4 	5.56x45mm	43.6 	47.2 	38.9 	949
 	Tapco
SKS	7.62x39mm	49.0 	58.2 	46.7 	
 	SCAR-L 	5.56x45mm	41.0 	44.4 	36.8 	596
 	SG552 	5.56x45mm	32.8 	35.1 	29.9 	857
 	SKS 	7.62x39mm	49.0 	58.2 	46.7 	
 	Stoner 63	5.56x45mm	49.0 	53.4 	43.5 	706
 	VSS 	9x39mm 	48.6 	45.6 	43.7 	1000
==SMGS==
Submachine Guns Damage Chart - Current as of v0.5.61.3578 (September 2023) using Model A only. In game testing planned.
Image	Name 	Caliber 	ST ammo	AP ammo	TR ammo	RPM
 	Agram 2000 	9×19mm 	31.9 	33.5 	31.6 	747
 	Kriss Vector 10mm 	10mm 	41.1 	42.0 	40.2 	1091
 	Kriss Vector 9mm 	9×19mm 	29.5 	30.7 	29.2 	1091
 	Luty 	9x19mm 	33.9 	35.8 	33.6 	1200
 	Mac 10 	9×19mm 	34.6 	36.5 	34.2 	1500
 	MAT-49 	9x19mm 	34.5 	36.4 	34.1 	600
 	MP40 	9×19mm 	37.4 	39.7 	36.9 	524
 	MP5 	9×19mm 	37.4 	39.7 	36.9 	747
 	MP7 	4.6x30mm 	42.3 	42.3 	42.3 	1040
 	MP9 	9×19mm 	37.4 	39.7 	36.9 	947
 	P90 	5.7x28mm 	39.7 	44.2 	35.1 	1111
 	PP-19 Bizon 	9x18mm 	31.3 	32.9 	47.8 	674
 	PPSH 	7.62x25mm	38.8 	40.1 	36.8 	1046
 	Thompson Model 1928	.45 ACP 	45.3 	53.5 	43.6 	747
 	UMP 	.45 ACP 	45.3 	53.5 	43.6 	600
==Pistols==
Handguns Damage Chart - Current as of v0.5.61.3578 (September 2023) using Model A only. In game testing planned.
Image	Name 	Caliber 	ST ammo	AP ammo	TR ammo
 	C1911 	45 ACP 	41.8 	48.3 	40.4
 	Desert Eagle 	.50 AE 	87.0 	114.5 	89.0
 	FN57 	5.7x28mm 	34.2 	37.4 	31.0
 	Glock 17 	9x19mm 	35.3 	37.3 	34.9
 	Golden Tokarev TT-33	7.62x25mm 	35.9 	37.0 	34.2
 	Makarov PM 	9x18mm 	31.0 	32.5 	47.4
 	Ruger MK3 	.22 LR 	15.0 	15.4 	14.6
 	S&W Revolver 	357 magnum	? dmg 	? dmg 	? dmg
 	Tokarev TT-33 	7.62x25mm 	35.9 	37.0 	34.2
==Bolt-Action Rifles==
Bolt-Action Rifles Damage Chart - Current as of v0.5.61.3578 (September 2023) using Model A only. In game testing planned.
Image	Name 	Caliber 	ST ammo	AP ammo	TR ammo
 	AWM 	.338 LM 	121.3 	143.1 	122.2
 	Sako Hunter 85	7.62x51mm	94.9 	103.0 	86.7
==Snipers==
Sniper Rifles (Semi-auto) Damage Chart - Current as of v0.5.61.3578 (September 2023) using Model A only. In game testing planned.
Image	Name 	Caliber 	ST ammo	AP ammo	TR ammo
 	Barrett 	50 BMG 	215.7 	264.8 	181.3
 	Dragunov	7.62x54MMR	76.3 	80.8 	72.5
==Shotguns==
*All pellets need to hit torso for these damage values.
Shotguns Damage Chart - Current as of v0.5.61.3578 (September 2023) using Model A only. In game testing planned.
 	 	 	Buckshot	Slugs 	Birdshot
Image	Name 	Caliber 	ST ammo 	AP ammo	TR ammo
 	590A1 	12 Gauge	160.9 	192.7 	139.5
 	Saiga 12	12 Gauge	160.9 	192.7 	139.5
==LMGS==
Light Machine Guns Damage Chart - Current as of v0.5.61.3578 (September 2023) using Model A only. In game testing planned.
Image	Name	Caliber 	ST ammo	AP ammo	TR ammo
 	BAR 	.30-06 	67.3 	70.3 	64.4
 	M249	5.56x45mm	? dmg 	? dmg 	? dmg
 	MG3 	7.62x51mm	? dmg 	? dmg 	? dmg
==Knives==
Knives Damage Chart - OUTDATED: 0.4.2940.13226 (May 1 2023)
Image	Name 	Damage per Stab/Throw
 	PentagonFX 	50-60 dmg
 	Pillar 	50-60 dmg
 	SealFX Foe 	50-60 dmg
 	SealFX Tanto	50-60 dmg
==Throwables==
Throwables Damage Chart - OUTDATED: 0.4.2940.13226 (May 1 2023)
Image	Name 	Fuse Time 	Damage within radius
 	M18 Smoke 	6 seconds 	0 dmg
 	RDG2 Smoke	6 seconds 	0 dmg
 	RG0 Frag 	6
seconds 	100+ dmg
 	URG86 Frag	Instant (Impact)	100+ dmg
==Flight Times of Various Calibers in Seconds==
All values are based on flight time testing and may not be 100% accurate!
Caliber 	Approx. Velocity (m/s)	50m 	100m	150m	200m	250m	300m	350m	400m
7.62x39(AP)	748 	0.06	0.15	0.23	0.31	0.40	0.48	0.56	0.65
7.62x51(AP)	850 	0.05	0.11	0.16	0.23	0.3 	0.36	0.43	0.5
7.62x54(AP)	796 	0.06	0.15	0.23	0.31	0.40	0.48	0.56	0.65
.338(AP) 	868 	0.05	0.11	0.18	0.25	0.31	0.38	0.45	0.52
50Cal(AP) 	908 	0.05	0.10	0.16	0.23	0.3 	0.36	0.43	0.50