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 |
|---|---|---|---|---|---|
|
|
18.75 × 12 225 maximum if every projectile connects | 1 sec · 60 RPM1 seconds between accepted shots |
1 round
|
3.53 sec per roundLoaded incrementally | NoneCannot install mods |
|
|
22.5 × 8 180 maximum if every projectile connects | 1.1 sec · 55 RPM1.1 seconds between accepted shots |
1 round
|
5.2 sec per roundLoaded incrementally | NoneCannot install mods |
|
|
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 |
|
|
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 |
|
|
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 |
|
|
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 |
|
|
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 |
|
|
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
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.
Bow and explosives
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.
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.
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
9mm Ammo
5.56 Ammo
Shotgun Shells