Legacy Rusted

Current firearm values

The damage below already includes the current 1.25× direct-firearm gameplay adjustment. Values are raw body damage before armor; scatter weapons list damage per projectile.

Weapon Body damage Cadence Magazine & ammo Reload Mods
Hand CannonSingle shot 18.75 × 12 225 maximum if every projectile connects 1 sec · 60 RPM1 seconds between accepted shots 1 round Handmade Shell 3.53 sec per roundLoaded incrementally NoneCannot install mods
Pipe ShotgunSingle shot 22.5 × 8 180 maximum if every projectile connects 1.1 sec · 55 RPM1.1 seconds between accepted shots 1 round Handmade Shell 5.2 sec per roundLoaded incrementally NoneCannot install mods
RevolverSemi-automatic 35–37.5 body damage before armor 0.35 sec · 171 RPM0.35 seconds between accepted shots 6 rounds 9mm Ammo 1.7 secFull-magazine reload NoneCannot install mods
9mm PistolSemi-automatic 31.25 body damage before armor 0.2 sec · 300 RPM0.2 seconds between accepted shots 12 rounds 9mm Ammo 3.37 secFull-magazine reload 0–4 slotsSlot count varies by weapon instance
P250Semi-automatic 37.5–43.75 body damage before armor 0.15 sec · 400 RPM0.15 seconds between accepted shots 8 rounds 9mm Ammo 1.7 secFull-magazine reload 0–4 slotsSlot count varies by weapon instance
MP5A4Automatic 31.25 body damage before armor 0.09 sec · 667 RPM0.09 seconds between accepted shots 30 rounds 9mm Ammo 2 secFull-magazine reload 0–4 slotsSlot count varies by weapon instance
M4Automatic 37.5–50 body damage before armor 0.11 sec · 545 RPM0.11 seconds between accepted shots 24 rounds 5.56 Ammo 2.2 secFull-magazine reload 0–4 slotsSlot count varies by weapon instance
Bolt Action RifleBolt action 75–81.25 body damage before armor 1.2 sec · 50 RPM1.2 seconds between accepted shots 3 rounds 5.56 Ammo 6.7 secFull-magazine reload 0–4 slotsSlot count varies by weapon instance
ShotgunSemi-automatic 18.75 × 12 225 maximum if every projectile connects 0.8 sec · 75 RPM0.8 seconds between accepted shots 6 rounds Shotgun Shells 0.7 sec per roundLoaded incrementally NoneCannot install mods

Scatter damage is conditional: the maximum shown assumes every projectile lands before armor. Spread, range, hit location, and target protection normally reduce the real result.

How damage is resolved

Player headshotsDirect firearm projectiles use a 3× player headshot multiplier before protection is resolved.
Armor mattersThe table reports raw incoming damage. Equipped protection can reduce the health actually lost.
Variable rollsRevolver, P250, M4, and Bolt Action Rifle roll continuously between their listed minimum and maximum.
Silenced shotsA supported installed silencer multiplies damage by 0.60 and effective range by 0.75.

Weapon attachments

The 9mm Pistol, P250, MP5A4, M4, and Bolt Action Rifle can accept all four current mods. Each weapon instance receives between zero and four attachment slots, and the same mod cannot be installed twice.

Compatible firearms 9mm Pistol P250 MP5A4 M4 Bolt Action Rifle

Bow and explosives

Hunting BowDraw and release
Damage15–75draw-scaled projectile damage before armor
Uses Arrows

A full draw takes 0.85 seconds. Release is accepted from 15% draw; damage scales from 15 to 75 and range from 1,500 to 6,000 world units. Bow hits do not use the firearm headshot multiplier.

F1 GrenadeCook and throw
Damage0–120living-target blast damage with linear falloff

Three-second fuse and a 512-unit living-target radius. Cooking reduces the fuse remaining after release; holding too long can detonate it in hand.

Explosive ChargePlace and arm
Damage600direct structure damage

A placed charge uses a 5.5-second fuse and a 256-unit host radius. The 600 value is the structure-damage profile, not guaranteed player damage.

Build a practical loadout

  • Carry the exact ammunition your firearm consumes
  • Reload behind cover; damage can also cancel medical healing
  • Treat scatter totals as close-range potential, not guaranteed damage
  • Inspect attachment slots before spending a valuable mod
  • Remember that a silencer trades damage and range for discretion
  • Keep a lower-cost fallback for gathering or wildlife