Server config values

Armor & ballistics

Player 100 health · 100 shockKnockout at shock ≤ 25Body dmg × vestHead 33 HP zone, dmg × helmetHead shock × 6Legs dmg × belt × 1.2, ¼ to health

Armor tiers

Multipliers are the share of the bullet that gets through. Lower is better: 0.10 blocks 90%.

Vests · body

T4
Tier 4HealthShock
Thor Integrated Carrier280 HP0.100.14
IOTV Gen4 Body Armor240 HP0.120.12
T3
Tier 3HealthShock
CQC Osprey MK4A300 HP0.160.17
Wartech LBSTV110 Plate Carrier300 HP0.160.20
MVS Heavy300 HP0.16250.19
T2
Tier 2HealthShock
511 TacTec Plate Carrier350 HP0.190.24
Crye AVS Plate Carrier200 HP0.190.24
FCPC V5300 HP0.190.24
MMAC Plate Carrier350 HP0.190.24
T1
Tier 1 · All othersHealthShock
Plate Carrier (vanilla)chart value0.300.60
MVS Modular Plate Vest225 HP0.300.60
Press / Police Vestreference only0.500.75

Helmets · head

T4
Tier 4HealthShock
Gentex HGU-56/P0.050.08
MVS Altyn Helmet0.050.01
MVS Warrior Helmet0.050.08
T3
Tier 3HealthShock
Assault Helmet (Gorka)0.100.08
Crye Airframe0.150.10
Fast SF Helmet0.150.10
Team Wendy Exfil0.150.10
FAST MT Super HighCut Helmet0.150.10
T2
Tier 2HealthShock
Combat Helmet (SSh-68)0.250.50
MICH 2000 Helmet0.250.50
Tactical Helmet0.250.50
T1
Tier 1 · All othersHealthShock
MVS 6B47 / High Cut Helmetchart value0.350.50
MVS Armored Helmet0.300.13
Flight Helmet (ZSh-3)0.500.75
Belt · legsWar Belt3500 HP · only item that protects legs from bulletshealth 0.3175 · shock 0.60

Bullets to kill

1 shot234-56-89+

Torso hits until death. 100 health ÷ (round health damage × vest multiplier).

RoundHealthShockWearNoneno vestT1vestT2vestT3vestT4vest
Marksman
7.62x54R149.590-13456-7
.308 Win161120-13446-7

When the items in a tier don't share the same values, the cell shows the range (best-protected item to worst). Leg modes compare no belt against the War Belt. Tier 1 uses the vanilla Plate Carrier for vests and the MVS 6B47 / High Cut helmet for helmets.

How these numbers work

Body shots

Torso hits pass through the vest multiplier and then straight to the 100 health pool. Jackets are assumed to have no armor. Vests block all blood damage from bullets on this server, so torso hits don't drain blood directly.

Headshots

The head zone has 33 HP. Once a hit empties it, the player dies. Each head hit also removes twice its damage from global health, but the 33 HP zone always runs out first.

Brain hits skip the helmet

The small brain hitbox inside the head has no armor slot, so any round doing 100+ health damage there is a one-shot kill regardless of helmet. The head columns assume the hit lands on the outer head zone.

Leg shots

Legs take 1.2× health damage, but only a quarter of it reaches the health pool, and leg hits can never kill outright. Leg breaking is disabled on this server. The War Belt (Hips slot) is the leg armor; pants are assumed to have none.

Knockouts

A player goes unconscious when shock drops to 25 or below, so it takes 75 shock damage. Head hits deal 6× shock, torso hits 0.8× and leg hits 0.23×. Shock regenerates between shots, so knockout counts assume fast follow-up shots.

Armor wear

The Wear column is the round's armorDamage value: how much faster it degrades the armor item than a standard round. It does not change damage to the player in the numbers above.

Shotguns and tracers

Buckshot fires 8 pellets of 35 damage each. The row assumes every pellet hits, so real counts at range will be higher. Rubber slugs do no health damage and can only knock out. Tracer rounds share their standard round values.

Not included

Range falloff, bleeding over time, limb shots, and ruined armor. A ruined vest or helmet may stop protecting you, so heavy-wear rounds (AP, BS, M995) matter more over a long fight than this chart shows.