SKS

SKS  
General  
Class Marksman rifle
Caliber 7.62x39mm
Fire modes Semi-automatic
Performance  
Fire rate 420 rounds/min
Muzzle velocity 735 m/s
Effective range 400 m
Standard magazine SKS Internal Mag (10 rounds)
Availability  
Vendor price 2400
Unlock level 1
Internal name SKS

The SKS is a marksman rifle chambered in 7.62x39mm. It fires semi-automatic at 420 rounds/min. Its standard magazine is the SKS Internal Mag.

Overview

Marksman rifles are the DMR class in the weapon data. Most are semi-automatic rifles.

It takes the bullet types described on the Ammunition page: Standard (FMJ), Flesh Damage (HP), Armor Piercing (AP). Each has a tracer version.

Stats

Stat Value
Fire modes Semi-automatic
Fire rate 420 rounds/min
Muzzle velocity 735 m/s
Effective range 400 m

Damage

Figures are for Standard (FMJ) at point blank range, per hit, against a character without armor.

By body part (no armor)

Body part Damage
Head 83.3
Neck 62.5
Upper torso 40.0
Middle torso 40.1
Upper arm 25.5
Thigh 25.5

Armor (torso and head hits)

Armor class Torso Head
No armor 40.0 83.3
Light 28.0 58.3
Medium 24.0 50.0
Heavy 20.0 41.7
Super heavy 16.0 33.3

Range falloff (upper torso, no armor)

Distance Damage
0 m 40.0
50 m 40.0
100 m 40.0
200 m 40.0
300 m 40.0
400 m 40.0
600 m 25.1
800 m 16.7
1000 m 10.0

Upper torso, no armor, by ammo type

Ammo Damage per hit
Standard (FMJ) 40.0
Flesh Damage (HP) 80.0
Armor Piercing (AP) 32.0

See Ammunition for how each type does against armor, and Weapon Damage for the full tables.

Recoil and spread

Each bullet leaves the barrel in a random direction inside a cone around the point you aim at. Hip fire uses a wide cone that grows when you move. Aiming down the sights uses a very narrow one. Every shot also pushes the view up and to the side, following the weapon’s recoil pattern.

Spread

Situation Still Moving at full speed
Standing, hip fire 3.0° 6.0°
Crouching, hip fire 2.0° 4.0°
Prone, hip fire 1.0° 2.0°
In the air, hip fire 10.0° 10.0°
Aimed down sights 0.0061° 0.0061°

Cone half-angles in degrees: a bullet can land up to that far from the aim point. At 100 m, standing hip fire has a radius of 5.2 m when still and 10.5 m at full speed; aimed, it is 0.01 m. Half of the shots land within half that radius.

Accuracy is 0.73 MOA, a full cone angle; the aimed row is half of it, in degrees.

  • The data has no per-shot bloom and no recovery timer: nothing found in the spread data makes firing widen the spread, and spread changes only with speed, stance, being in the air and aiming. This comes from reading the game files, not from testing in game.
  • Hip spread eases toward its new value with a time constant of about 0.04 s (a native default found by static reading).
  • The 10° in-air figure is a native default found by static reading; only the grenade launcher’s data sets it, to the same 10°.
  • At full aim (aim blend exactly 1.0) hip spread is set to zero, so only the aimed row applies. A partly aimed weapon counts as hip fire.
  • “Full speed” means 4 m/s standing, 2.5 m/s crouching and 0.5 m/s prone; between still and that speed the hip spread is a straight line.
  • The figures are before attachments, which can change spread (see Attachments).

Recoil

Measure Value
Shots in the recoil pattern 20
Kick on the first shot 2.38° up
Climb after 10 shots 33.6° up
Climb after 30 shots 71.8° up
Average climb per shot over 30 shots 2.39° up
Sideways drift after 30 shots 12.8° left
Pattern resets after 0.95 s without firing
Vertical kick crouching / prone, compared with standing 0.85× / 0.70×
Default-loadout recoil multiplier, vertical / horizontal 1 / 1

Climb and drift figures are computed from the pattern points, before the recoil multiplier. The game turns each authored kick by up to 5.5° per shot, so the real sideways drift varies from burst to burst. After shot 20 each kick is random inside the post-pattern range.

Season 2 changed the recoil pattern: the climb after 10 shots went from 13.4° to 33.6°, and after 30 shots from 32.9° to 71.8°; and the view kick multiplier went from 1.1 to 1.

To see the whole pattern as a picture, open the Weapon Spray Viewer and pick the SKS in the viewer.

Ammunition

Ammo types for this weapon: Standard (FMJ), Standard (FMJ) with tracer, Flesh Damage (HP), Flesh Damage (HP) with tracer, Armor Piercing (AP), Armor Piercing (AP) with tracer. See Ammunition.

Attachments

Slots on this weapon: Barrel, Grip, Handguard, Magazine, Sight, Underbarrel. See Attachments for what each part changes.

Default parts: magazine (SKS Internal Mag).

Cost and unlocking

  • Vendor price: 2400. The data pages do not decode the currency, so the price is shown as a plain number.
  • Unlock level: 1.

Season 2 changes

  • Suppression effect multiplier: none to 1.1
  • View kick multiplier removed
  • Recoil pattern reworked

See also

Sources