Ballistics

This page has not been updated for 0.9.0 "Directive Zero"
Suppressors are currently modifying damage. These damage values are without suppressors.
The ballistics page covers mechanics and statistics of weapons, ammunition, and armor in Ghosts of Tabor. More information about the items can be found on the weapon and gear pages.
==Protection Grade==
Protection Grade (PG) is the ballistics team's term to rate armor's effectiveness. It ranges from PG 1 to PG 6. It is not tied to the concepts of tier, class, NIJ, GOST, etc. 
==Armor Changes==
Armor had a major overhaul in the May 2024 0.7.1 patch: 
*Protection is applied to the entire body part. Previously there were unprotected areas such as the sides of the torso.
*Protection is applied equally to all covered body parts. Previously protection on arms, legs, etc. was weaker than the chest.
*Blunt force damage was added. Previously a blocked shot did no damage. Now a non-penetrating shot will do damage according to the armor's Protection Grade as indicated in the Armor Table section.
*Armor protection values were changed as indicated in the Equipment Protection Grades table.
*Ammunition penetration values were changed as indicated in the Armor Table section.
*Blunt force damage works on helmets too.
==Body Parts==
The damage you take is modified by the body part hit. Be aware that bullets can go through body parts such as the hand and hit the body a second time doing additional damage. 
Body Part Damage Multipliers
Body Part 	Damage Multiplier
Head, Neck 	100%*
Pelvis, Upper Arms, Upper Legs	50%
Lower Arms, Lower Legs 	35%
Hands, Feet 	25%
Elsewhere 	100%
* A penetrating shot to the player's head or neck is always fatal. A bullet stopped by armor will still do blunt force damage as normal to those parts.
==Damage Tables==
We calculate damage based on weapon properties and verify with testing. As bullets travel they lose velocity and damage is reduced.
The table values represent hit points out of 100 (percentage health). The values are for max damage when the gun is held right up to a torso with no armor. Because bullets slow down due to drag, the actual damage your target takes will be lower based on range and any obstacle it went through. A gun that kills with two shots up close may require three or more to kill at longer ranges. You are looking at a collective effort of many people. Thank you to our #wiki-fandom volunteers for testing! 
Damage Tables Colors
Color	Damage to Body	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
STATUS: Damage tables refresh completed in Dec 2023. Reviewed in May 2024 and are still accurate.
== Rifles==
Rifle Damage Chart
Image 	Name 	Caliber 	FMJ 	AP 	Tracer	RPM
 	AK-109 Alpha 	7.62x39mm	50.5	60.1	48.1 	624
 	AK-109 AlphaFF Ed.	7.62x39mm	50.5	60.1	48.1 	624
frameless|195x100px	AK5C 	5.56x45mm	41.0	44.4	36.8 	706
 	AK-74 	5.45x39mm	47.3	49.6	43.3 	624
 	AK-74(Gold) 	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 (Read 1) 	9x39mm 	48.6	51.8	45.3 	1000
 	Aug A1 	5.56x45mm	47.6	51.7	42.3 	706
 	Famas -G2 	5.56x45mm	43.6	47.2	38.9 	990
 	H&K G-36k 	5.56x45mm	39.8	43.0	35.8 	706
 	G3A3 	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
 	COLT-M16A2 	5.56x45mm	46.9	50.9	41.7 	1000
 	M1A SASS 	7.62x51mm	69.0	74.5	63.4 	60~180
 	M4-CARBINE 	5.56x45mm	43.6	47.2	38.9 	949
 	M4NN Ed. 	5.56x45mm	43.6	47.2	38.9 	949
 	M41-Shot 	5.56x45mm	43.6	47.2	38.9 	949
 	SCAR-L 	5.56x45mm	41.0	44.4	36.8 	596
 	SG552 	5.56x45mm	41.9	45.3	37.5 	857
 	SKSMODEL1968 	7.62x39mm	49.0	58.2	46.7 	60~180
 	SKSTapco 	7.62x39mm	49.0	58.2	46.7 	60~180
 	SKS (Auto) 	7.62x39mm	49.0	58.2	46.7 	923
 	Stoner 63 	5.56x45mm	49.0	53.4	43.5 	706
 	VSS (Read 1) 	9x39mm 	48.6	51.8	45.3 	1000
1 Integrally suppressed rifles appear to be affected by suppressor velocity modifiers. Currently this means they are doing significantly more damage than the listed values. The two suppressor changes occurred after this table was compiled.
*
*
==SMGs==
Submachine Guns Damage Chart
Image	Name 	Caliber 	FMJ 	AP 	Tracer	RPM
 	Agram 2000 	9×19mm 	31.9	33.5	31.6 	747
 	Cx8 Storm 	9x19mm 	36.5	38.7	36.1 	1000
 	KrissVector 10mm 	10mm 	41.1	42.0	40.2 	1091
 	KrissVector 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
 	Mac11(Gold) 	.380 Auto	28.0	29.5	28.2 	1600
 	MAT-49 	9x19mm 	34.5	36.4	34.1 	600
 	MP40 	9×19mm 	37.4	39.7	36.9 	524
 	H&KMP5 	9×19mm 	37.4	39.7	36.9 	747
 	H&KMP7 	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-19Bizon 	9x18mm 	31.3	32.9	29.4 	674
 	PPSH 	7.62x25mm	38.8	40.1	36.8 	1046
 	ThompsonModel 1928	.45 ACP 	45.3	53.5	43.6 	747
 	H&KUMP45 	.45 ACP 	45.3	53.5	43.6 	600
 	UMP45Fin Reaper 	.45 ACP 	47 	57 	47 	600
 	JW MPX 	9x19mm 	36.5	38.7	36.1 	857
==Handguns==
Handguns Damage Chart
Image	Name 	Caliber 	FMJ 	AP 	Tracer
 	C1911 	.45 ACP 	41.8	48.3 	40.4
 	Desert Eagle 	.50 AE 	87.0	114.5	89.0
 	Desert EagleGOTY Ed.	.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
 	HK USP 45 	.45ACP 	42.4	49.2 	41.0
 	Makarov PM 	9x18mm 	31.0	32.5 	29.2
 	Ruger MK4 	.22 LR 	15.0	15.4 	14.6
 	TokarevTT-33 	7.62x25mm	35.9	37.0 	34.2
 	Tokarev(Gold)TT-33 	7.62x25mm	35.9	37.0 	34.2
 	JW 2011 	45 ACP 	41.8	48.3 	40.4
 	JW G34 	9x19mm 	35.3	37.3 	34.9
==Bolt-Action Rifles ==
Bolt-Action Rifles Damage Chart
Image	Name 	Caliber 	FMJ 	AP 	Tracer
 	AWM 	.338 LM 	121.3	143.1	122.2
 	MosinNagant 	7.62x54MMR	81.4 	86.2 	77.2
 	M1903Springfield	.30-06 	62.6 	65.3 	59.9
 	Tikka T3 	7.62x51mm 	94.9 	103.0	86.7
==Sniper Rifles==
Sniper Rifles (Semi-auto) Damage Chart
Image	Name 	Caliber 	FMJ 	AP 	Tracer
 	Barrett 	50 BMG 	215.7	 	
 	Dragunov(SVD)	7.62x54MMR	76.3 	80.8	72.5
==Shotguns== 
*Damage values are for all pellets hitting.
Shotguns Damage Chart
Image	Name 	Caliber 	Buckshot	Per Pellet	Slug 	Birdshot
 	M590A1 	12 Gauge	160.9 	20.1 	192.7	139.5
 	Saiga 12 	12 Gauge	160.9 	20.1 	192.7	139.5
 	JW Benelli M2	12 Gauge	160.9 	20.1 	192.7	139.5
==LMGs==
Light Machine Guns Damage Chart
Image	Name 	Caliber 	FMJ 	AP 	Tracer	RPM
 	BAR 	.30-06 	67.3	70.3	64.4 	500
 	XM250	6.8x51mm	78.3	78.3	78.3 	666
==Melee==
STATUS: May 2024 - No one has worked on melee in a long time. These values are approximate at best.
Melee Damage Chart
Image	Name 	Damage per Stab/Throw
 	JW Wakizashi	50-60 dmg
 	PentagonFX 	50-60 dmg
 	Pillar 	50-60 dmg
 	SealFX Foe 	50-60 dmg
 	SealFX Tanto	50-60 dmg
 	Spoon(Gold) 	50-60 dmg
==Utility==
STATUS: May 2024 - Frag grenades have recently been through mechanics and balance changes. We'll put the trader level here for now so you know how the game ranks them as we don't have solid data on them.
Utility Chart
Image 	Name 	Fuse Time 	Trader Level
 	M18 Smoke 	6 seconds 	2
 	M67 Frag 	3 seconds 	1
frameless|100x100px	RDG2 Smoke	6 seconds 	1
 	RGO Frag 	3 seconds or impact	3
 	RGD5 Frag 	3 seconds 	1
 	URG86 Frag	3 seconds or impact	2
==Armor Mechanics==
Recall from the Body Parts section that the final damage applied is modified based on the body part hit. When you are hit, you always take damage:
* If you are hit on naked flesh, you take full damage.
*If you are hit on armor and the bullet penetrates, you will take less damage. The armor reduces the damage (Pierce Multiplier).
*If you are hit on armor and the bullet does not penetrate, you will take even less damage. You receive blunt force damage (Blunt Multiplier).
The game no longer checks if the bullet hits an armor plate or not. It only checks if the body part has armor. 
Bullets can ricochet off helmets but not armor. Many helmets do not protect the whole head. It's possible to hit someone in an exposed location such as the face and score a fatal headshot.
==Armor Equipment==
STATUS: June 2024 - Up to date.
Equipment Protection Grades
Protection Grade	1 	2 	3 	4 	5 	6
Helmet 	SPH-5	SSh-68	6B47, ATE, C1300	Krtek Mask, Devtac Ronin, Cultists Mask	Altyn, Helmet Mich	
Armor 	LBAV 	JPC2 	VestB 	6B102 	6B43 	R61
Despite the model, the SPH-5 face shield does not offer any protection. Other face protection offers protection at the same PG. 
Armor Coverage (PG)
Equipment	Chest	Pelvis	Neck	Upper Arm	Upper Leg	Weight
R61 	6 	6 	6 	6 	6 	25
6B43 	5 	5 	5 	5 	 	20
6B102 	4 	4 	 	 	 	7
VestB 	3 	3 	 	 	 	7
JPC2 	2 	2 	 	 	 	7
LBAV 	1 	 	 	 	 	3
==Armor Table==
STATUS: June 2024 - Up to date.
Armor Penetration and Damage Multipliers Table
Cartridge	Property 	PG 1	PG 2	PG 3	PG 4	PG 5	PG 6
Full-Power AP
7.62x54mm AP
7.62x51mm AP
6.8x51mm AP
.50 BMG FMJ
.338 LM ALL
.30-06 AP	Penetration %	100% 	100% 	100% 	100% 	100% 	100%
Full-Power AP
7.62x54mm AP
7.62x51mm AP
6.8x51mm AP
.50 BMG FMJ
.338 LM ALL
.30-06 AP	Pierce Mult 	0.85 	0.85 	0.85 	0.85 	0.85 	0.85
Full-Power AP
7.62x54mm AP
7.62x51mm AP
6.8x51mm AP
.50 BMG FMJ
.338 LM ALL
.30-06 AP	Blunt Mult 	x 	x 	x 	x 	x 	x
Intermediate AP
9x39mm AP
7.62x39mm AP
5.56x45mm AP
5.45x39mm AP	Penetration %	100% 	100% 	100% 	100% 	75% 	45%
Intermediate AP
9x39mm AP
7.62x39mm AP
5.56x45mm AP
5.45x39mm AP	Pierce Mult 	0.85 	0.85 	0.85 	0.85 	0.75 	0.65
Intermediate AP
9x39mm AP
7.62x39mm AP
5.56x45mm AP
5.45x39mm AP	Blunt Mult 	x 	x 	x 	x 	0.10 	0.07
Full-Power
7.62x54mm FMJ
7.62x51mm FMJ
6.8x51mm FMJ
.30-06 FMJ	Penetration %	100% 	100% 	100% 	75% 	45% 	10%
Full-Power
7.62x54mm FMJ
7.62x51mm FMJ
6.8x51mm FMJ
.30-06 FMJ	Pierce Mult 	0.85 	0.85 	0.85 	0.75 	0.65 	0.55
Full-Power
7.62x54mm FMJ
7.62x51mm FMJ
6.8x51mm FMJ
.30-06 FMJ	Blunt Mult 	x 	x 	x 	0.15 	0.10 	0.07
PDW AP
7.62x25mm AP
5.7x28mm AP
4.6x30mm AP	Penetration %	100% 	100% 	100% 	75% 	45% 	0%
PDW AP
7.62x25mm AP
5.7x28mm AP
4.6x30mm AP	Pierce Mult 	0.85 	0.85 	0.85 	0.75 	0.65 	x
PDW AP
7.62x25mm AP
5.7x28mm AP
4.6x30mm AP	Blunt Mult 	x 	x 	x 	0.15 	0.10 	0.07
Pistol AP
9x19mm AP
9x18mm AP
.50 AE AP
.45 ACP AP
.380 Auto AP
.22 LR AP
10mm AP	Penetration %	100% 	100% 	75% 	45% 	0% 	0%
Pistol AP
9x19mm AP
9x18mm AP
.50 AE AP
.45 ACP AP
.380 Auto AP
.22 LR AP
10mm AP	Pierce Mult 	0.85 	0.85 	0.75 	0.65 	x 	x
Pistol AP
9x19mm AP
9x18mm AP
.50 AE AP
.45 ACP AP
.380 Auto AP
.22 LR AP
10mm AP	Blunt Mult 	x 	x 	0.25 	0.15 	0.10 	0.07
Intermediate
9x39mm FMJ
7.62x39mm FMJ
5.56x45mm FMJ
5.45x39mm FMJ	Penetration %	100% 	75% 	45% 	10% 	0% 	0%
Intermediate
9x39mm FMJ
7.62x39mm FMJ
5.56x45mm FMJ
5.45x39mm FMJ	Pierce Mult 	0.85 	0.75 	0.65 	0.55 	x 	x
Intermediate
9x39mm FMJ
7.62x39mm FMJ
5.56x45mm FMJ
5.45x39mm FMJ	Blunt Mult 	x 	0.35 	0.25 	0.15 	0.10 	0.07
PDW
7.62x25mm FMJ
5.7x28mm FMJ
4.6x30mm FMJ
12ga Slug	Penetration %	75% 	45% 	0% 	0% 	0% 	0%
PDW
7.62x25mm FMJ
5.7x28mm FMJ
4.6x30mm FMJ
12ga Slug	Pierce Mult 	0.75 	0.65 	x 	x 	x 	x
PDW
7.62x25mm FMJ
5.7x28mm FMJ
4.6x30mm FMJ
12ga Slug	Blunt Mult 	0.45 	0.35 	0.25 	0.15 	0.10 	0.07
Pistol+
.50 AE FMJ
10mm FMJ	Penetration %	45% 	0% 	0% 	0% 	0% 	0%
Pistol+
.50 AE FMJ
10mm FMJ	Pierce Mult 	0.65 	x 	x 	x 	x 	x
Pistol+
.50 AE FMJ
10mm FMJ	Blunt Mult 	0.45 	0.35 	0.25 	0.15 	0.10 	0.07
Pistol
9x19mm FMJ
9x18mm FMJ
.45 ACP FMJ
.380 Auto FMJ
.22 LR FMJ
12ga Buckshot
12ga Birdshot	Penetration %	0% 	0% 	0% 	0% 	0% 	0%
Pistol
9x19mm FMJ
9x18mm FMJ
.45 ACP FMJ
.380 Auto FMJ
.22 LR FMJ
12ga Buckshot
12ga Birdshot	Pierce Mult 	x 	x 	x 	x 	x 	x
Pistol
9x19mm FMJ
9x18mm FMJ
.45 ACP FMJ
.380 Auto FMJ
.22 LR FMJ
12ga Buckshot
12ga Birdshot	Blunt Mult 	0.45 	0.35 	0.25 	0.15 	0.10 	0.07
</p>
===Armor Table Analysis===
Visit the Time to Kill page to see an in-depth look at what this data means for battlefield performance.
 Average Damage = (Penetration% * Pierce Mult) + ((1-Penetration%) * Blunt Mult)
It is possible to combine the effects of penetrating damage and non-penetrating damage into one value using the law of averages. This means you may take more or less damage from a few hits due to the RNG nature of penetration but if you were to be shot thousands of times, the damage reduced by your armor would look like this table:
Armor Damage Reduction by PG
 	LBAV	JPC2	VestB	6B102	6B43	R61
Cartridge 	PG1 	PG2 	PG3 	PG4 	PG5 	PG6
Full-Power AP 	15% 	15% 	15% 	15% 	15% 	15%
Intermediate AP	15% 	15% 	15% 	15% 	41% 	67%
Full-Power 	15% 	15% 	15% 	40% 	65% 	88%
PDW AP 	15% 	15% 	15% 	40% 	65% 	93%
Pistol AP 	15% 	15% 	38% 	63% 	90% 	93%
Intermediate 	15% 	35% 	57% 	81% 	90% 	93%
PDW 	33% 	52% 	75% 	85% 	90% 	93%
Pistol+ 	46% 	65% 	75% 	85% 	90% 	93%
Pistol 	55% 	65% 	75% 	85% 	90% 	93%
A value of 90% means 90% of the damage was reduced. Ten times the number of hits would be necessary to do the same amount of damage as wearing no armor.
==Additional Information ==
These subjects may help with the above contents.
===Ammo===
There are three types of ammunition: 
#FMJ (standard) 
#*Cheapest and most accessible
#*Available at trader level 1 Shiro or Jiri
#AP (armor piercing) 
#*Superior to FMJ, usually with higher penetration and higher mass
#*No longer available for purchase from Shiro or Jiri, attainable from either raid or quests from Shiro
#TR (tracer) 
#*Typically the worst performing ammunition (damage-wise) but has an added visual effect making it easier to see, due to this, it is wise to use this only in training raids / PVE mode.
#*Available at trader level 2 Shiro or Jiri
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.
The different types of rounds have colored tips, FMJ is red, tracer is green, and AP is black. The ammo loader can be loaded with a mixture of bullets. Magazines can be loaded with a mixture of bullets. Individual cartridges can be stored on your waist in an ammo pouch. The pouch has a large capacity and can hold 80+ cartridges or shells. 
Buying a magazine preloaded with FMJ with level 2 Spectre works out to 22 TK per cartridge. Creating your own cartridges using Powder and Brass with trader level 3 works out to 18.5 TK for FMJ,, 19.8 TK for Tracer, and 34.3 TK for Armor Piercing. A jar of powder holds 25 powder. Creating one box requires 5 powder and 1 brass (the recipe is shown on the selection screen). It is not recommended to buy brass in bulk in brass jars. The jar by itself is over 11000 TK. This misleads people to think the brass comes as part of that price but the brass piles are extra. 
You can purchase empty DLC magazines by manually removing (or firing) the bullets and then scanning the empty magazine. This is useful if you want to insure the magazine and later fill it with AP. 
===Ricochets and Bullet Drop ===
There is a chance for ricochets to occur at varying angles 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, and rock.
Yes. There is bullet drop in the game. There are two easy tests you can do to see for yourself. Test #1 Load a magazine with tracer bullets. Go into a training raid on Night Island. Fire the entire mag high into the air. The rounds will go up and then fall like fireworks falling from the sky. Test #2 Load a magazine with tracer bullets. Go into a training raid on Night Island. Get about 200 to 300 meters from the lighthouse. Fire at the left side of the lighthouse. Not only will you see the bullet drop before it gets to the lighthouse, you will also see bullets ricochet off the brick and change path to the left. You can then see the arc of the bullet path from the side.
Bullet Drop in the Real World
Caliber 	50 yd 	100 yd	200 yd	300 yd 	400 yd
5.56x45mm	-0.207"	0" 	-3.38"	-12.86"	-30.1"
7.62x39mm	0.16" 	0" 	-6.3" 	-25.2" 	-58.5"
===Flight Times===
All values are based on flight time testing and may not be 100% accurate!
Flight Times of Various Calibers in Seconds
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
===Throwables Mechanics===
All but RDG2 smoke: 
*Grenade will not explode while pin is inserted.
*Pin cannot be reinserted.
*A timer begins when you release grip of the grenade. At the end of the timer the grenade will activate. This timer is called the fuse timer or cook time.
*You can force the timer to start by pressing trigger to cook the grenade while it's still in your hand.
Impact grenades: 
*URG86 and RGO are the two impact grenades in the game.
*An impact grenade will still explode at the end of the timer if an impact is not registered.
*The grenade needs to hit with enough force to activate the impact fuse.
Smoke grenades: 
*RDG2 starts its timer when you pull the cord. It doesn't wait for you to release the grip.
*Smoke grenades continue to release smoke, generating smoke chunks at intervals at its location.
*You can pick up a smoke grenade from the ground while it is active and throw it again.
Flash grenades: 
*The range that flash grenades will affect a player is around 10 meters.
*If you are looking at the flash grenade when it activates, your screen will turn black. There may also be a spot on your screen where the grenade was. This is sometimes called a retinal burn or flash-blindness.
*If you are in the range of the grenade, your audio will be replaced with a high pitched noise representing temporary hearing loss.
*The visual effect has two phases. In the first phase, you are blinded completely. This lasts for around 10 seconds. After that, your vision slowly begins to return. The screen will brighten, and the black visual effect will become more transparent allowing you to see. This lasts for around 10 seconds.
* The audio effect is loudest at the beginning and slowly fades away. It lasts through both visual phases.
*The visual effects can be avoided by not looking at the grenade even if you are within the affected area.
Fuse times: 
* Times were obtained using video editing software and analyzing footage frame by frame.
*Flash grenades have a 1.5 second fuse.
*Damage grenades have a 3 second fuse. Time tested with M67.
*Smoke grenades have a 3 second fuse. Time tested with RDG2.
==Credits ==
Feel free to come chat with us on the official Discord in the #wiki text channel if you notice any discrepancies.
 Credits to these members of the Official Ghosts of Tabor Discord who set aside time to do testing or help with the padding out of these charts (in no particular order): Aboleth#7443, .disander, BlazingMerc, Pande#8754, esoda, Scuzzzl3, b0nsen1, Crispy_2172, WoahSnake, GhostRuthless, Games12367, DMHPlaysYT, and DonZzzilla.
Category:
Category:Firearms
Category:Ammunition