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Rainbow Six Siege

Weapons, sensitivity, charts & loadouts

Damage testing Mix torso & limb shots on a practice dummy
01

Click torso or limbs · Each click fires one shot

110 / 110 HPReady
Shots fired
0
Total hit damage
0
Overkill
0

Damage feed

Oldest → newest · Last 100 shots
  1. Take your first shot to see the breakdown.

Torso and limb hits only. “Killed” means target HP is depleted; headshots, DBNO and finishing shots are not simulated. Limb hits do not continue into the torso. Shotguns assume all pellets hit the chosen zone; no spread simulation. Damage rounds down per bullet or pellet after modifiers, before adding hits or subtracting HP. Changing the gun, target or damage conditions resets this test. Its settings are separate from every comparison above.

Calculation notes & sources

How results work

STK = target HP ÷ damage per shot, rounded up.
TTK = (STK − 1) × 60,000 ÷ RPM. First shot: 0 ms.

Damage rounds down per bullet or pellet after range, barrel, hit-area and wallbang modifiers, before hits are added. Example: 55 × 0.75 → 41. Zero damage cannot kill.

Compare Guns uses each group’s first gun: minus = fewer shots / faster; plus = more / slower. TTK and its differences use full precision, then display rounded milliseconds (<1 ms keeps its sign).

What the estimates include

HP depletion only: no headshots, DBNO, finishing shots, spread, recoil or reloads in STK/TTK. Shotguns assume every pellet hits one zone. Limb hits do not continue into the torso.

Default limb damage: 75%; CSRX 300: 60%. Custom limb settings scale that exception. Rook adds 25 bonus HP.

RPM is mostly community-measured from 120-fps recordings, not exact engine constants. Differences of 1–2 RPM may be measurement uncertainty. XK23 uses Ubisoft’s 675 RPM. Saved RPM edits take priority. Measurement method.

Extras & attachments

Range: weapon-specific 0–40 m measurements at whole meters. Missing samples are filled only across equal-damage plateaus; initial damage extends back to 0 m. No extrapolation beyond 40 m.

Extended barrel: measured attachment curves for 38 guns, not another 12% bonus added on top. Custom base damage scales those curves as an estimate. Stat boxes show close-range damage.

Wallbang: manual retained-damage estimate (0–100%), off by default. No universal Ubisoft wall value was verified. Ubisoft’s 70% character-penetration rule is not a wall rule. No material, layer or stud simulation.

Each comparison and the dummy have independent Extras. Closing the dropdown hides controls, not their effects; its header lists active modifiers.

Ammo & reload

Magazine + chamber is weapon-specific: not every gun has +1. Reserve excludes both loaded magazine and chamber. Where available, reserve = Ubisoft total − loaded rounds.

Base reload timings are measured ammo-counter refill intervals, not full reload animations or guaranteed fire-ready times. Tactical means rounds remain; for tube-fed / break-action shotguns, it measures the final round during a full reload. Empty measures filling from empty.

Angled grip: Ubisoft lists +20% reload speed. This app estimates time as base ÷ 1.20; it is not a verified engine formula for ammo-counter refill. No measured grip pairs are available in this snapshot. Grip support comes from the per-gun catalog.

ADS shows standing base time from the measured catalog, with no optic / iron-sight bonus. Laser sight uses Ubisoft’s +10% ADS speed: time ÷ 1.10, not 10% subtracted. Reload and ADS toggles never change STK or TTK. Timings remain approximate.

Ubisoft cross-checks: SMG-12 and CSRX 300, XK23, MK17 CQB. SMG-12 reserve is 88 (111 − 22 − 1), correcting the measured snapshot’s 78. XK23’s published 3.5 s reload is shown separately; its type is unspecified.

Other ammo values and all tactical/empty pairs come from the credited measured snapshot, not a comprehensive Ubisoft table. Reference values only; your custom damage/RPM do not alter ammo.

Measured records for guns on screen: . All 113 weapon records.

Data, saves & credits

Offline hanslhansl Y11S3 snapshot, adapted under CC BY-SA 4.0. Weapon balance checked September 5, 2026; ammo/falloff cross-check September 6. Official references: Y11S3 Designer’s Notes and launch addendum. No live API.

Your weapon edits and comparison settings stay in this browser. Dummy tests reset separately. Silhouettes use Ubisoft artwork, © Ubisoft; the dummy is an original simplified illustration. Unofficial fan tool, not affiliated with Ubisoft.

Changes saved on this browser.

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Sensitivity test room

0 hits · 0 shots

Ready when you are

Use the same physical mouse DPI as box 01. Mouse to aim · WASD to move · click to hit targets. Escape frees your mouse.

Operator loadout

Compare sets Gun 1. Hover or tap Shared by to see other operators.Ubisoft loadout ↗

Chart

Settings

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