Every sniper & marksman rifle, ranked by reach
All eight precision rifles share the same physics — what separates them is muzzle velocity, calibre drag and damage retention. Full stats on each rifle's database page:
| Rifle | Class | Calibre | Muzzle velocity | Damage | Effective range |
|---|---|---|---|---|---|
| AMR 50 | Sniper | .50 Cal | 900 m/s | 107 | 2,000 m |
| MK22 | Sniper | .308 Win | 894 m/s | 60 | 1,000 m |
| SV98 | Sniper | 7.62x54mm | 830 m/s | 55 | 1,000 m |
| Mosin Nagant | Sniper | 7.62x54mm | 865 m/s | 55 | 500 m |
| Scout Rifle TD | Sniper | 5.56mm | 975 m/s | 28 | 300 m |
| SVD | Marksman | 7.62x54mm | 800 m/s | 55 | 800 m |
| BMR-308 | Marksman | .308 Win | 880 m/s | 60 | 500 m |
| SKS | Marksman | 7.62mm | 735 m/s | 42 | 400 m |
The calculator isn't limited to precision rifles — every ballistics-modeled weapon in the game is in the picker, so you can check how far your assault rifle or LMG really reaches before the drop and damage falloff make it a noisemaker.
Reading the numbers
- Drop — how far below your point of aim the round lands at the target distance, given your zero.
- Holdover — the same correction expressed in mils: aim this many mil-dots above the target. In a match you will usually zero with Page Up / Page Down (100 m steps) and only hold the leftover.
- Time of flight — lead running targets by (speed × TOF); a sprinting soldier covers ~6 m per second.
- Velocity & damage — what's left of the round when it arrives; damage includes distance falloff and your ammo choice against unarmored targets.
Spotting for artillery instead?
Indirect fire has its own tool: the mortar & artillery calculator computes elevation and azimuth for the L81 and SPH-2 right on the shared squad map.
FAQ
How much does a bullet drop in WARDOGS?
A MK22 drops about 0.45 m at 300 m from a 100 m zero and several meters by 1,000 m. Every rifle differs — the calculator integrates each calibre's real drag curve from the beta data.
What does zeroing do?
It angles your scope so the trajectory crosses your point of aim at the zero distance — dead-on at that range, slightly high closer, increasingly low beyond it. In game: while scoped, Page Up / Page Down walk it in 100 m steps and show the current zero on the glass. Range them, match the number, red-dot it. Between hundreds the leftover hold is tiny (450 m vs 400 m zero was less than one notch). Full loop: recon guide.
What is holdover in mils?
The number of mil-dots to aim above the target to cancel out drop. 1.5 mils at 500 m means holding 1.5 dots high.
Which rifle shoots flattest?
The Scout Rifle TD is flattest inside 400 m thanks to its 975 m/s muzzle velocity; the AMR 50's .50 cal round holds its speed best at long range.
Does ammo type change drop?
No — rounds of a calibre share one trajectory in the beta data. HP and AP change damage and penetration, not your holdover.
Is the calculator free?
Yes, free in the browser — no download, no account.