
Same numbers for all three PMCs; only the recoil pattern seed differs.
Body hits, against each PMC's armour multiplier (weapon.rs FactionProfile) and both armour weights (progression.txt).
| target | close ≤ 40 m | far ≥ 200 m | head ×2, close | ideal TTK close |
|---|---|---|---|---|
| HALCYON light (100 HP, ×1.15 damage taken) | 2 | 3 | 1 | 0.22 s |
| HALCYON heavy (130 HP, ×1.15 damage taken) | 3 | 4 | 2 | 0.44 s |
| VRG light (100 HP, ×0.85 damage taken) | 3 | 4 | 2 | 0.44 s |
| VRG heavy (130 HP, ×0.85 damage taken) | 4 | 5 | 2 | 0.67 s |
| MERIDIAN light (100 HP, ×1 damage taken) | 3 | 3 | 2 | 0.44 s |
| MERIDIAN heavy (130 HP, ×1 damage taken) | 3 | 4 | 2 | 0.44 s |
Every DMR skill (DMR high-power scope (1 pt), DMR 15-round magazine (2 pts), DMR Mk II (5 pts)) gives: 48.6 → 36.72 @ 40 → 200 m, 4.95 rounds/s, 25 rounds, – s reload, spread 0.96 mrad.
DESIGN.md §20.3, row "DMR"
Observed numbers from the clean-room tables (weapons.json), cited so the tuning is traceable. Not used in the game.
| asset | class | fire | RoF rpm | mag/mags | reload s | v0 m/s | damage | gravity | blast | lock time/cone/range |
|---|---|---|---|---|---|---|---|---|---|---|
| mk11 gameplay/weapons/mk11/mk11 | Sniper | SingleFire | 260 | 21/5 | 2.4 (1.85 with rounds left) | 640 | 45→38 @ 15→80 m | -9.81 | ||
| sks gameplay/weapons/sks/sks | Sniper | SingleFire | 333 | 21/5 | 3.5 (2.3 with rounds left) | 490 | 43→34 @ 8→75 m | -9.81 |