Marshal
Sniper · 950 cr · 1.50/s
Shots2
TTK667ms
One magazine
- Head
- 202
- Body
- 101
- Legs
- 85.9
- Shot 1 at 0 ms: Body for 101, 49 HP left
- Shot 2 at 667 ms: Body for 101, 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 | 101 | 50 | 51 | 49 | 0 |
| 2 | 667 ms | Body | 101 | 0 | 101 | 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.