WEAPON DATA // LIVE FROM THE SERVER

Weapon systems
damage dossier.

Live specifications generated from the same F# records the simulation uses to resolve every shot.

LOADING WEAPON DATA…
DAMAGE MODEL
01

Server authoritative

The client sends intentions; the server traces every projectile and resolves the outcome.

02

Per-projectile damage

Shotgun pellets travel and hit independently; maximum damage assumes every pellet connects.

03

Material penetration

Each shot carries a penetration budget consumed by world geometry. The wall is part of the equation.

04

Headshot consequences

Hits are resolved per body region; headshots apply a damage multiplier.

Figures are implementation values, not promises of realism. Spread values are angular offsets used by the simulation. Damage does not include target-region multipliers or material loss.