Mk12 weapon icon

Mk12

Marksman Rifle · 5.56mm

Base damage
43.0
at the muzzle
Fire rate
330
RPM, peak
Measured range
0–500m
damage outside unknown
Last change
3 Feb 2026
patch 40.1

Fire rate: Only as fast as you can click, so this is the ceiling. In a real fight you will be slower than this.

Damage falloff

Base damage drops with distance to the target. We don't show the analyzed damage for each meter so that the charts and damage calculations don't lag your browser too much. That's why there are these points at growing intervals. The curve stops at 500m because that is as far as our recorded hits reach. We don't know what the damage does past that point, and it won't necessarily stay flat.

0132538500m130m250m380m500m0m · 43.0 dmg20m · 43.0 dmg40m · 43.0 dmg60m · 42.7 dmg80m · 42.2 dmg100m · 41.7 dmg120m · 41.2 dmg140m · 40.7 dmg160m · 40.2 dmg180m · 39.7 dmg200m · 39.2 dmg220m · 38.6 dmg240m · 38.1 dmg260m · 37.6 dmg280m · 37.1 dmg300m · 36.6 dmg320m · 36.1 dmg340m · 35.6 dmg360m · 35.1 dmg380m · 34.6 dmg400m · 34.1 dmg420m · 34.0 dmg440m · 34.0 dmg460m · 34.0 dmg480m · 34.0 dmg500m · 34.0 dmg

Damage multipliers

Actual damage is base damage multiplied by four things: distance, the hit area you hit, the weapon class you are holding, and armour. Hit area and weapon class are the two that never change, so multiplying them gives you the weapon's true multiplier for that body part. Armour then applies on top of that rather than replacing it. Helmets cover the head and neck, vests cover the clavicle, chest, stomach and pelvis, and nothing covers the arms or legs.

Base damage×Distance×Hit area×DMR class×Armour
Helmet
Vest
Single/Burst fire timing
Mk12 hit area, weapon class and armour damage multipliers per body part, with the resulting damage, hits to kill and time to kill
Body partHit areaDMRArmourTrue ×DamageHTKTTK
Head1.002.350.601.4160.620.18s
Neck0.752.350.601.0645.530.37s
Clavicle1.001.050.600.6327.140.55s
Chest1.101.050.600.6929.840.55s
Upper stomach1.001.050.600.6327.140.55s
Lower stomach0.951.050.600.6025.740.55s
Pelvis1.001.050.600.6327.140.55s
Upper arm0.600.950.5724.550.73s
Forearm0.500.950.4720.450.73s
Hand0.300.950.2812.391.46s
Thigh0.600.950.5724.550.73s
Calf0.500.950.4720.450.73s
Foot0.300.950.2812.391.46s

Measured at the muzzle so the distance multiplier is 1. Every weapon has the same hit area column; the DMR column is where the classes differ (AR vs DMR etc, each class has different balance). In the armour column, 1.00 means armour could cover that body part but you have none equipped, and a line means armour never reaches there.

Change history

Every change we have recorded for the Mk12, newest first: damage, falloff, recoil, fire rate, attachment support and spawn rate.

  1. 40.1patch notes
    • Damagenerf

      Base damage decreased

      4443

    • Recoilnerf

      Horizontal recoil increased by about 8%, to ease very high usage rate in Ranked

  2. 37.1patch notes
    • Damagenerf

      DMR Rebalance: damage reduced by about 12% across DMRs

    • Fire ratenerf

      DMR Rebalance: rate of fire reduced by about 45%

  3. 35.1patch notes
    • Handling

      New aim punch system: ARs, LMGs and DMRs apply low level of aim punch, 5.56mm having weaker punch

  4. 34.1patch notes
    • Recoilnerf

      Vertical and horizontal recoil each increased by about 10%

    • Damage falloffnerf

      Damage over distance reduced: the longest range at which one headshot + one body shot kills a target in a Lvl 2 helmet and vest fell by 30%

      118m83m

  5. 29.1patch notes
    • Handlingnerf

      Gunfire is slightly louder with a Suppressor, making it easier to locate at mid range

Open the Mk12 in the weapon explorer to pick your own distance and armour level, or to put it side by side with another weapon.

Other DMR weapons