Ballistics (Wipe 1+2)

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==
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==
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
Shotgun 	Buckshot	1 - Sometimes	0 - No 	0 - No
Shotgun 	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.
=Flesh Damage Table=
This table is currently undergoing testing & is not the final/actual values. It is a labor of love and work in progress, Data collected for this table will use the most common area of damage the torso. The damage tables below represent only TORSO DAMAGE (no armor) at less than 5 meters (point blank in most cases).
*The chart below may also be out-of-date as values continually change patch-to-patch and may not be an accurate representative of the actual in-game damage values.
*Each gun has it's own damage output properties (For reasons: rifling length and arbitrary values inside EasyBallistics Plugin used by Combat Waffle Studios).
Color	Damage to Body (100hp)	Explanation
 	0-25 	Very low damage output
 	26-50 	Low-mid damage output
 	51-75 	Average damage output
 	76-99 	High damage output
 	100+ 	One shot kill
*Damage chart was tested by #wiki-fandom members, testing is continually being done to check values for base/torso flesh damage (no body armor).
*Head shots are instant kills. Shots can land between a face shield or catch you in the face wearing normal helmets.
==Model A==
Model A is a mathematical model for point-blank damage. As the bullet slows down over distance the damage decreases. The values are still in the process of being verified with testing. They are published now in their current state because the old numbers have errors.
Color	Damage Value from Model A	Explanation
 	0-33 	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
#*One exception is 9x39mm in which AP damage is lower than expected
#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).
==Rifles==
Rifle Damage Chart - OUTDATED: 0.4.2940.13226 (May 1 2023)
Image	Name 	Caliber 	ST ammo 	TR ammo	AP ammo 	Model A - FMJ	TTK (s)	RPM
 	AK-109
Alpha	7.62x39mm	100+ dmg	97 dmg 	100+ dmg	50 	.192 	624
 	AK74 	5.45x39mm	38 dmg 	40 dmg 	40 dmg 	47 	.288 	624
 	AKM 	7.62x39mm	68 dmg 	65 dmg 	77 dmg 	47 	.288 	624
 	AKS74-U 	5.45x39mm	25 dmg 	25 dmg 	25 dmg 	43 	.288 	624
 	AS VAL 	9x39mm 	54 dmg 	54 dmg 	49 dmg 	49 	.180 	1000
 	Aug A1 	5.56x45mm	44 dmg 	44 dmg 	44 dmg 	48 	.255 	706
 	Auto SKS 	7.62x39mm	72 dmg 	69 dmg 	84 dmg 	49 	.195 	923
 	Famas G2 	5.56x45mm	38 dmg 	38 dmg 	41 dmg 	44 	.182 	990
 	G36k 	5.56x45mm	33 dmg 	33 dmg 	35 dmg 	40 	.255 	706
 	G3A1 	7.62x51mm	91 dmg 	85 dmg 	97 dmg 	75 	.220 	545
 	Galil 	5.56x45mm	42 dmg 	42 dmg 	46 dmg 	46 	.330 	545
 	L85A2 	5.56x45mm	40 dmg 	40 dmg 	43 dmg 	45 	.225 	800
 	M16A2 	5.56x45mm	43 dmg 	43 dmg 	47 dmg 	47 	.180 	1000
 	M1A SASS 	7.62x51mm	80 dmg 	75 dmg 	86 dmg 	69 	.160 	750
 	M4 	5.56x45mm	40 dmg 	40 dmg 	43 dmg 	44 	.190 	949
 	Tapco
SKS	7.62x39mm	72 dmg 	69 dmg 	84 dmg 	49 	.240 	750
 	SCAR-L 	5.56x45mm	34 dmg 	34 dmg 	37 dmg 	41 	.302 	596
 	SKS 	7.62x39mm	72 dmg 	69 dmg 	84 dmg 	49 	.240 	750
 	Stoner 63	5.56x45mm	50 dmg 	44 dmg 	54 dmg 	49 	.255 	706
 	VSS 	9x39mm 	54 dmg 	54 dmg 	49 dmg 	49 	.180 	1000
==SMGS==
Submachine Guns Damage Chart - OUTDATED: 0.4.2940.13226 (May 1 2023)
Image	Name 	Caliber 	ST ammo	TR ammo	AP ammo	Model A - FMJ	TTK (s)	RPM
 	Agram 2000 	9×19mm 	29 dmg 	33 dmg 	28 dmg 	32 	.321 	747
 	Kriss Vector 10mm 	10mm 	41 dmg 	41 dmg 	42 dmg 	41 	.165 	1091
 	Kriss Vector 9mm 	9×19mm 	24 dmg 	27 dmg 	23 dmg 	29 	.220 	1091
 	Luty 	9x19mm 	52 dmg 	60 dmg 	52 dmg 	34 	.150 	1200
 	Mac 10 	9×19mm 	34 dmg 	39 dmg 	34 dmg 	35 	.120 	1500
 	MAT-49 	9x19mm 	34 dmg 	39 dmg 	34 dmg 	35 	.300 	600
 	MP40 	9×19mm 	40 dmg 	46 dmg 	40 dmg 	37 	.344 	524
 	MP5 	9×19mm 	40 dmg 	46 dmg 	40 dmg 	37 	.241 	747
 	MP7 	4.6x30mm 	26 dmg 	27 dmg 	23 dmg 	32 	.231 	1040
 	MP9 	9×19mm 	40 dmg 	46 dmg 	40 dmg 	37 	.190 	947
 	P90 	5.7x28mm 	25 dmg 	23 dmg 	28 dmg 	40 	.162 	1111
 	PP-19 Bizon 	9x18mm 	18 dmg 	29 dmg 	18 dmg 	-- 	.356 	674
 	PPSH 	7.62x25mm	42 dmg 	40 dmg 	42 dmg 	39 	.172 	1046
 	Thompson Model 1928	.45 ACP 	44 dmg 	45 dmg 	45 dmg 	44 	.241 	747
 	UMP 	.45 ACP 	44 dmg 	45 dmg 	41 dmg 	44 	.300 	600
==Pistols==
Handguns Damage Chart - OUTDATED: 0.4.2940.13226 (May 1 2023)
Image	Name 	Caliber 	ST ammo	TR ammo	AP ammo	Model A - FMJ	TTK (s)	RPM
 	C1911 	45 ACP 	36 dmg 	37 dmg 	33 dmg 	41 	.300 	600
 	Desert Eagle 	.50 AE 	? dmg 	? dmg 	? dmg 	 	 	
 	FN57 	5.7x28mm 	18 dmg 	17 dmg 	20 dmg 	34 	.300 	600
 	Glock 17 	9x19mm 	36 dmg 	41 dmg 	36 dmg 	35 	.300 	600
 	Golden Tokarev TT-33	7.62x25mm 	36 dmg 	35 dmg 	36 dmg 	36 	.300 	600
 	Makarov PM 	9x18mm 	30 dmg 	46 dmg 	36 dmg 	-- 	.400 	600
 	Ruger MK3 	.22 LR 	17 dmg 	17 dmg 	13 dmg 	15 	.700 	300
 	S&W Revolver 	357 magnum	? dmg 	? dmg 	? dmg 	 	 	
 	Tokarev TT-33 	7.62x25mm 	36 dmg 	35 dmg 	36 dmg 	36 	.300 	600
==Bolt-Action Rifles==
Bolt-Action Rifles Damage Chart - OUTDATED: 0.4.2940.13226 (May 1 2023)
Image	Name 	Caliber 	ST ammo 	TR ammo 	AP ammo 	Model A - FMJ
 	AWM 	.338 LM 	100+ dmg	100+ dmg	100+ dmg	121
 	Sako Hunter 85	7.62x51mm	100+ dmg	100+ dmg	100+ dmg	95
==Snipers==
Sniper Rifles (Semi-auto) Damage Chart - OUTDATED: 0.4.2940.13226 (May 1 2023)
Image	Name 	Caliber 	ST ammo 	TR ammo 	AP ammo 	Model A - FMJ	TTK (s)	RPM
 	Barrett 	50 BMG 	100+ dmg	100+ dmg	100+ dmg	216 	0 	
 	Dragunov	7.62x54MMR	100+ dmg	93 dmg 	100+ dmg	79 	.200 	600
==Shotguns==
*All 8 pellets need to hit torso for these damage values.
Shotguns Damage Chart - OUTDATED: 0.4.2940.13226 (May 1 2023)
 	 	 	Buckshot	Birdshot	Slugs
Image	Name 	Caliber 	ST ammo 	TR ammo 	AP ammo
 	590A1 	12 Gauge	100+ dmg	100+ dmg	100+ dmg
 	Saiga 12	12 Gauge	100+ dmg	100+ dmg	100+ dmg
==LMGS==
Light Machine Guns Damage Chart - OUTDATED: 0.4.2940.13226 (May 1 2023)
Image	Name	Caliber 	ST ammo	TR ammo	AP ammo
 	BAR 	.30-06 	67 dmg 	67 dmg 	67 dmg
 	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