BMR-308

Authentic extracted client ballistics & keyframe recoil profile

BMR-308 render
Live Weapon Telemetry
Base factory configuration
Fire Rate
450RPM
7.5 rounds/sec
Muzzle Velocity
880m/s
Kinetic speed
ADS Aim Time
350ms
Base: 350ms
Precision (MOA)
0.7MOA
~2.0cm @ 100m
Damage Drop-Off
500m/1200m
Full damage (64.4 dmg) out to 500m, Min Damage (12.9 dmg) at 1200m
Magazine
20Rds
Base: 20Ammo specs
Recoil Modifiers:
Vertical:0%
Horizontal:0%
Lowest Recoil Build:
•Open Build in Gunsmith
MuzzleThree Port Brake
ForegripTDG Vertical Foregrip
Optic3-6x Scope
MagazineFAL 30 RND Magazine
Real-time 2D target projection at range
Gunsmith Attachment Slots

Equip authentic attachments. Handling multipliers stack multiplicatively, dynamically modulating ADS speed, spread cone, and recoil climb in the target canvas.

Attachment Configuration

Customize modular weapon parts to optimize recoil & handling

Recoil Target Preview
Live canvas simulation
Recoil Simulation
Custom Build: 148.5cm Spread
Original Spray: 148.5cm Spread
Vertical Recoil
+135.4 cm
Horizontal Recoil
±35 cm
Shots Fired:
Target Range:
25 m
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Extracted Keyframe Telemetry (Unreal Engine DA_*_Stats)

Per-Shot Pitch & Yaw Vector Telemetry

Learn Recoil Math
Pitch Max Ceiling45°
Yaw Clamp Bounds[-22.5°, 22.5°]
Recoil Jitter Cone±10°
Post-Pattern Pitch+0.5° to +1°
Post-Pattern Yaw-0.2° to +0.2°
Shot #Pitch Impulse (°)Cumulative Pitch (°)Yaw Drift (°)Cumulative Yaw (°)Displacement @ 25mDisplacement @ 50m
1+2.340°2.34°+0.150°+0.15°X: 6.5cm, Y: 102.2cmX: 13.1cm, Y: 204.3cm
2+2.790°5.13°+0.350°+0.50°X: 15.3cm, Y: 121.8cmX: 30.5cm, Y: 243.7cm
3+3.060°8.19°+0.550°+1.05°X: 24cm, Y: 133.6cmX: 48cm, Y: 267.3cm
4+3.105°11.29°+0.700°+1.75°X: 30.5cm, Y: 135.6cmX: 61.1cm, Y: 271.2cm
5+3.060°14.36°+0.400°+2.15°X: 17.5cm, Y: 133.6cmX: 34.9cm, Y: 267.3cm
6+2.610°16.96°-0.450°+1.70°X: -19.6cm, Y: 114cmX: -39.3cm, Y: 227.9cm
7+2.520°19.48°-0.600°+1.10°X: -26.2cm, Y: 110cmX: -52.4cm, Y: 220.1cm
8+2.835°22.32°+0.300°+1.40°X: 13.1cm, Y: 123.8cmX: 26.2cm, Y: 247.6cm
9+2.790°25.11°+0.650°+2.05°X: 28.4cm, Y: 121.8cmX: 56.7cm, Y: 243.7cm
10+2.745°27.86°+0.800°+2.85°X: 34.9cm, Y: 119.9cmX: 69.8cm, Y: 239.7cm
11+2.700°30.55°+0.550°+3.40°X: 24cm, Y: 117.9cmX: 48cm, Y: 235.8cm
12+2.655°33.21°+0.200°+3.60°X: 8.7cm, Y: 115.9cmX: 17.5cm, Y: 231.9cm
13+2.340°35.55°-0.500°+3.10°X: -21.8cm, Y: 102.2cmX: -43.6cm, Y: 204.3cm
14+2.430°37.98°-0.350°+2.75°X: -15.3cm, Y: 106.1cmX: -30.5cm, Y: 212.2cm
15+2.565°40.54°+0.250°+3.00°X: 10.9cm, Y: 112cmX: 21.8cm, Y: 224cm
16+2.520°43.06°+0.600°+3.60°X: 26.2cm, Y: 110cmX: 52.4cm, Y: 220.1cm
17+2.475°45.00°+0.700°+4.30°X: 30.5cm, Y: 108.1cmX: 61.1cm, Y: 216.1cm
18+2.430°45.00°+0.450°+4.75°X: 19.6cm, Y: 106.1cmX: 39.3cm, Y: 212.2cm
19+2.385°45.00°+0.100°+4.85°X: 4.4cm, Y: 104.1cmX: 8.7cm, Y: 208.3cm
20+2.250°45.00°-0.200°+4.65°X: -8.7cm, Y: 98.2cmX: -17.5cm, Y: 196.5cm
Showing 20 extracted keyframe intervals* Recoil Jitter Cone: ±10° (RandomDeviationDegree) applied per shotTarget displacement: Δ = d × tan(θ) × 100

* Recoil Jitter Cone: In addition to the deterministic pitch and yaw keyframes listed above, each shot is perturbed by an engine-defined random deviation cone of ±10° (RandomDeviationDegree) applied to both pitch and yaw axes.

Extracted DistanceDamageFalloffCurve Telemetry

BMR-308 DAMAGE DROP-OFF

Learn Falloff Math
100% Effective Range0m — 800m
Curve End Distance1200m
Retention Floor20% Damage
Engine Data AssetDA_RFB_Stats.json
Armor Filter:
Drop-Off Envelope: 800m / 1200m•Floor: 20%
Standard FMJ ammunition against Upper Chest (Thorax). Retention curve: Full damage (64.4 dmg) out to 800m, Min Damage (12.9 dmg) at 1200m.
100% Threshold
Retention Floor
RangeDamage RetentionTier 0Tier 1Tier 2Tier 3Tier 4STK (T0)TTK (T0)
0m100%64.445.038.632.225.7
2 STK
133ms
25m100%64.445.038.632.225.7
2 STK
133ms
50m100%64.445.038.632.225.7
2 STK
133ms
100m100%64.445.038.632.225.7
2 STK
133ms
200m100%64.445.038.632.225.7
2 STK
133ms
300m100%64.445.038.632.225.7
2 STK
133ms
400m100%64.445.038.632.225.7
2 STK
133ms
500m100%64.445.038.632.225.7
2 STK
133ms
600m100%64.445.038.632.225.7
2 STK
133ms
800m100%64.445.038.632.225.7
2 STK
133ms
1000m60%38.627.023.219.315.4
3 STK
267ms
1200m20%12.99.07.76.45.2
8 STK
933ms
Damage evaluated against torso hitboxes with Standard FMJ ammunitionUnreal Units converted via 100 UU = 1m (10,000 UU = 100m)
Understanding the Numbers

Want to know how BMR-308's damage, falloff, and durability wear were calculated?

Check out the technical deep dive covering the 13-zone anatomical bone model, armor plate durability degradation pools (240 HP to 780 HP), and how high-penetration rounds produce penetration kills versus plate-shatter kills.