Guardian
Rifle · 2,250 cr · 5.25/s
Shots3
TTK381ms
One magazine
- Head
- 195
- Body
- 65
- Legs
- 48.8
- Shot 1 at 0 ms: Body for 65, 77.9 HP left
- Shot 2 at 190 ms: Body for 65, 20.0 HP left
- Shot 3 at 381 ms: Body for 65, 0 HP left
Pick up to four weapons, set the distance, armor and where your bullets land, and watch the shot timeline play out on a target dummy. Every number comes from the live damage tables.
Cyan ticks are the selected weapons' falloff breakpoints.
| Shot | Time | Hit | Damage | To armor | To health | HP left | Armor left |
|---|---|---|---|---|---|---|---|
| 1 | 0 ms | Body | 65 | 42.9 | 22.1 | 77.9 | 7.1 |
| 2 | 190 ms | Body | 65 | 7.1 | 57.9 | 20.0 | 0 |
| 3 | 381 ms | Body | 65 | 0 | 65 | 0 | 0 |
Targets have 100 HP plus armor (light 25, heavy 50, regen 25 — regen absorbs like light). Armor soaks 66% of each hit until it is gone; whatever it cannot soak goes to health. No rounding is applied inside the simulation — values stay fractional exactly as the game tracks them, and the target dies at 0 HP. TTK is measured from the first shot ((shots − 1) ÷ fire rate), so a one-shot kill is 0 ms. Shotguns count every pellet landing. Spin-up weapons use their base fire rate.