SKS weapon icon

SKS

Marksman Rifle · 7.62mm

Base damage
47.0
at the muzzle
Fire rate
350
RPM, peak
Measured range
0–500m
damage outside unknown
Last change
2 Dec 2025
patch 39.1

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 · 47.0 dmg20m · 47.0 dmg40m · 47.0 dmg60m · 47.0 dmg80m · 47.0 dmg100m · 46.9 dmg120m · 46.5 dmg140m · 46.0 dmg160m · 45.4 dmg180m · 44.9 dmg200m · 44.3 dmg220m · 43.8 dmg240m · 43.3 dmg260m · 42.7 dmg280m · 42.2 dmg300m · 41.7 dmg320m · 41.1 dmg340m · 40.6 dmg360m · 40.1 dmg380m · 39.5 dmg400m · 39.0 dmg420m · 38.5 dmg440m · 38.0 dmg460m · 37.7 dmg480m · 37.6 dmg500m · 37.6 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
SKS 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
Head1.002.350.601.4166.320.17s
Neck0.752.350.601.0649.730.34s
Clavicle1.001.050.600.6329.640.51s
Chest1.101.050.600.6932.640.51s
Upper stomach1.001.050.600.6329.640.51s
Lower stomach0.951.050.600.6028.140.51s
Pelvis1.001.050.600.6329.640.51s
Upper arm0.600.950.5726.840.51s
Forearm0.500.950.4722.350.68s
Hand0.300.950.2813.481.19s
Thigh0.600.950.5726.840.51s
Calf0.500.950.4722.350.68s
Foot0.300.950.2813.481.19s

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 SKS, newest first: damage, falloff, recoil, fire rate, attachment support and spawn rate.

  1. 39.1patch notes
    • Recoilbuff

      Horizontal recoil decreased by about 10%

    • Handlingbuff

      Muzzle velocity drop over distance reduced

  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 and 7.62mm punching harder than 5.56mm

  4. 34.1patch notes
    • Ammobuff

      7.62mm ammo weight reduced by about 15%

      0.70.6

Open the SKS 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