Table of Contents

Weapons

Slots and Mods

There are 4 weapon slots:

Primary and Sidearm weapons can be modded in the following ways:

Backup weapons cannot be modded however they posses unique abilities: 4)

Heavy weapons cannot be modded 7),

Damage

Environmental Penetration Damage

Damage after penetration is calculated using this formula: Thickness/Pen = % of damage lost, note that the damage lost cannot be higher than 75%

Example: Vigil shooting thru a thin wall: 20cm/75cm = 0.26 - So that means that 26% of damage is lost so: 225 → 166 damage

Shell Penetration

If a shell has no defense10), bullets pierce thru them and can hit another enemy

Hard Target

Deflections, Devices, projectiles, glass and environmental objects count as hard targets

Weapon Impacts

Weapons can be thrown under B (by default), while moving above 10m/s they can knockdown

Ammo

Reserve ammo

Most weapons start with 2 reserve mags by default (Support starts with 1)

Starting reserve ammo must always be dividable by ammo capacity

Reserve ammo regenerates at the rate of 10% capacity every 5s (rounded up, diminishes if capacity above 40) only up to your starting reserve ammo amount, happens even when holstered but can be disabled and stops during reloading

Reloading

When reload at over 50% completion, roll automatically completes it

Aim

Accuracy gets reduced while airborne unless ADS

Recoil

Vertical recoil goes down overtime from 100% to 50% based on shots fired 0 - 32, each automatic weapon has a different first shot vertical recoil multiplier

Horizontal recoil goes up overtime from 25% to 100% based on shots fired 0 - 75% of the base mag size , on automatic weapons direction of horizontal recoil is based on the recoil pattern

Recoil shot counter gets reset when you stop firing, First shot multiplier gets reset after a small delay (allowing tap firing to be effective)

Spread

Maximum spread while hipfiring is 8 degrees, 3 degrees while ADS and 6 degrees while in alternate aim stance

Minimun hipfire spread cannot be lower than 50% of base hipfire spread

Alternative aim stance reduces spread by 65% 11), and cant be lower than the weapon's ADS spread or half of the base hipfire spread excluding maneuver bonuses

Spread gain is reduced by 75% while ADS and 50% while in alternate aim stance

Akimbo aim reduces spread by 50% 12), and alt aim by 25%

Akimbo spread gain is reduced by 25% while ADS13) and 75% while alt aim

Both spread and spread gain are additionaly reduced while standing still while ADS

Speed

Weapon handling speed multiplier affects how fast you are moving while shooting, ADS or blocking

alternate aim stance, rechambering and reloading uses only half of that penalty

handling speed penalties from diffrent sources stack (for example shooting while ads will be slower than any of those alone)

2)
Ammo types are universal, except for Warrant
4)
See any of the backups
5)
Weapon handling speed penalty
6)
(Quick-melee while attack charged
7)
Except Contact Charge from Heavy Ordnance
9)
Except knockdown
10)
Piercing and Ghostfire ammo types do that even to targets with full defense
11) , 12)
Compared to hipfire
13)
Akimbo ads isnt really ads