M200 Intervention

Weapon Type Primary Weapon
Weapon Class Sniper Rifle
Rank Prerequisites Rank 0
Damage 85 -> 70
Range 50 max -> 200 min


Hip Accuracy


Sight Accuracy


Magazine Size 7, 8 with round in chamber
Ammo Reserve 42
Fire Modes Semi
Rate of Fire 35 RPM

TTK (Time to Kill) 0.00 s
Head & Body Multiplier
per bullet/pellet
Max (50 studs) Min (200 studs)
(x3) Head 255 210
(x1.25) Torso 106.25 87.5
(x1) Arms and Legs 85 70
Red color signifies a fatal hit. And all damage value in-game are rounded down. (e.g. 99.99 is counted as 99).
Suppressed Stats
Suppressor/Bullet Attachment Suppressed Damage Suppressed Range
ARS Suppressor 85 -> 63 50 max -> 180 min
R2 Suppressor 80.75 -> 66.5 47.5 max -> 190 min
PBS-1 Suppressor 80.75 -> 66.5 47.5 max -> 190 min
PBS-4 Suppressor 80.75 -> 66.5 47.5 max -> 190 min
Suppressor 76.5 -> 70 45 max -> 200 min
Muzzle Velocity 3000 studs/s
Penetration Depth 4.0 studs
Suppression 5.0


Hipfire Camera Recovery Speed 7
Sight Camera Recovery Speed 8
Weapon Recovery Speed 8
Weapon Recoil Damping 0.75


Min Camera Kick (3.29, -0.61, -0.31)
Max Camera Kick (3.79, -0.11, 0.30)
Min Recoil Displacement (0.10, 0.40, 2.70)
Max Recoil Displacement (0.40, 1.00, 3.09)
Min Recoil Rotation (1.20, -1.00, -0.31)
Max Recoil Rotation (2.09, 0.20, 0.30)
Hipfire Spread Factor 0.20
Hipfire Recovery Speed 5
Hipfire Spread Damping 0.70


Min Camera Kick (1.10, -0.81, -0,50)
Max Camera Kick (1.39, -0.41, -1.00)
Min Recoil Displacement (-0.11, 0.60, 1.20)
Weapon Shot Displacement (0.10, 1.00, 1.79)
Min Recoil Rotation (0.20, 0.07, -0.31)
Max Recoil Rotation (1.00, 0.20, 0.30)
Sight Magnification 10.0x


Reload Time 3.2 seconds
Empty Reload Time 5.7 seconds
Equip Speed 10
Aiming Speed 9
Crosshair Size 70
Crosshair Spread Rate 1500
Crosshair Recover Rate 8


Weapon Walk Speed 11.5 stud/s
Aiming Walk Speed 5.7 stud/s
Ammo Type .408 Chey Tac
Round in Chamber One
Shot Suppression Range None

List of Attachments

Optics Kills Required
EOTech 552 85 Kills
EOTech XPS2 55 Kills
Kobra Sight 320 Kills
PK-A 165 Kills
PKA-S 225 Kills
Reflex Sight 285 Kills
VCOG 6x Scope 455 Kills
ACOG Scope 430 Kills

Underbarrel Kills Required
Angled Grip 115 Kills
Vertical Grip 45 Kills
Folding Grip 265 Kills
Stubby Grip 355 Kills
Flashlight 0 Kills

Barrel Kills Required
ARS Suppressor 150 Kills
Compensator 120 Kills
Muzzle Brake 175 Kills
R2 Suppressor 40 Kills
Flash Hider 100 Kills
PBS-4 Suppressor 245 Kills
PBS-1 Suppressor 205 Kills
Suppressor 30 Kills

Other Attachments Kills Required
Green Laser 110 Kills
Canted Delta Sight 405 Kills
Laser 20 Kills
Canted Iron Sights 310 Kills
Ballistics Tracker 1500 Kills

The Intervention is an American Sniper Rifle. It is unlocked by default.


The CheyTac M200 Intervention is a bolt-action Sniper Rifle manufactured by CheyTac LLC, but also can be considered as an anti-material rifle. It can be chambered in either .408 CheyTac (10.36x77.21mm) or .375 CheyTac. It is based on the EDM Arms Windrunner M96. The caliber was designed for long-range use. It was designed for a potential military requirement for an anti-personnel, anti-sniper and anti-material roles with a precision range of 2,200 yards (2000 meters). CheyTac claims the weapon has a sub-Minute Of Angle (MOA) accuracy up to 2500 yd (2,286 m), one of the longest ranges of any modern day Sniper Rifle.

The cartridge is optimized for accuracy by a balance of the rotational and linear drag which reduces yaw and precision and keeps the tip of the projectile pointed along the trajectory. The receiver is made from solid milled steel for high reliability. Even though it shoots a smaller projectile than the .50 BMG, the barrel of the M200 Intervention is slightly thicker than the Barrett M82/107 for the best accuracy at long range.

The Intervention is considered one of the most accurate Sniper Rifles in the world, holding the world record for the best grouping of bullets at a distance, landing three bullets within 16.625 inches (42.23 centimeters) at 2,321 yds (2,122 m). However, the record holder for the worlds longest kill shot belongs to the McMillan Tac-50 at a distance of 3,540m.

Currently, the Intervention has seen use by the British Special Air Service[1], Polish GROM, Turkish Maroon Berets, Jordanian Army[2] and other military groups.[3]


General Information

The Intervention is the first sniper rifle unlocked in-game. It sports high damage, dealing a one-shot-kill (1SK) to the torso up until around 100 studs and a 1SK to the head at all ranges. Range is respectable for its class, with its damage drop-off commencing at 50 studs and ceasing at 200 studs. Muzzle velocity is quite good, at 3000 studs per second; on par with all other snipers (not including the AWS). Subsequenlty, bullet drop is quite minimal. 

The Intervention also has some major detractions. It does not have as high a rate-of-fire (RoF) as other sniper rifles such as the Remington 700, being on the slower end of its class. It also has very poor handling characteristics. Aim-down-sights (ADS) time is quite slow, as is its walk speed. Reload times are painfully sluggish, taking 3.2 seconds for a tactical reload, but an even lengthier 5.7 seconds for an empty reload. 

Magazine capacity is quite generous however. At seven rounds per magazine plus one in the chamber, the Intervention sports the second highest capacity in-class. When paired with the slow RoF,reloads become infrequent, although still remain an issue for the player. 

Usage & Tactics

The Intervention is well-rounded sniper rifle that can be used by players new to sniping, providing the user with a easy introduction to sniping mechanics in Phantom Forces. But it can also be quite powerful in the hands of a skilled marksman.  

The Intervention is mostly ill-suited to close-quarters-combat (CQC) given its very poor handling traits. Such statistics prevent the weapon from performing well in such a fast-paced environment. It should not be used in a very aggressive sniper role. However, given the 1SK to the torso up close, one may hipfire when switching to their secondary is not a viable option and is in a dire situation. Hipfiring is surprisingly O.K. with the Intervention, at least in very close-quarters scenarios. Paired with a laser sight, hipfiring becomes more precise, predictable and easier to perform. If one should miss, however, the slow RoF will punish the user severely, so hipfire should only be used as a last-resort. 

The Intervention's ideal range engagement is from medium to long-range, where its high damage and high muzzle velocity make it perform much better than most of its peers. It rewards a more defensive-orientated playstyle, where one watches an objective or chokepoint on the map from further away or sits on the objective and picks off enemies from afar. It is much better suited to a traditional marksman's role.

Various attachments are available for the Intervention, with some well-suited towards it and others not much of usefulness. Optical attachments are generally not needed if one is to use the weapon in a long-range role. However, most optics will reduce the slow ADS time of the weapon, making it more suited in a medium-range role.

If one is willing to sacrifice the high level of magnification for faster ADS time as well as better peripheral vision, the ACOG is a wise choice for those who can place their shots accurately and retain precision at all ranges but desire a view of their surroundings and removal of tunnel vision. If one only wants a wider field-of-view (FOV) when ADS, the VCOG 6x Scope is a good choice as well, although lacks the faster ADS time of the ACOG.

Barrel attachments are generally not needed, although the Flash Hider is quite helpful, particularly when using an optic such as the ACOG or one of lower magnification. Suppressors are best avoided given the worse muzzle velocity and subsequenlty higher amount of bullet drop.

Grips too are not required. In order to achieve the maximum RoF, users must not be ADS in order to cycle the bolt, thus the weapon's aim recoil and kick are not observed, making the necessity of a grip less. In addition to this, attaching a grip will increase the already slow ADS time, making the detriment even worse.

In regards to Other attachments, equipping a Ballistics Tracker makes long-ranged engagements easier, pairing nicely with the Intervention's focus on long-range precision. A laser sight is also of benefit, improving hipfire performance and making a last-ditch effort to kill an enemy via hipfiring more plausible.


In the end, the Intervention is a really well-rounded sniper rifle and great for newcomers to get used to sniping. It has great potential as well, working really well for experienced snipers.

Pros & Cons


  • Tied with Hecate II for second highest magazine capacity in-class.
  • Relatively high steady time of 6 seconds.
  • 1SK to the torso inside 100 studs.
  • Low bullet drop.
  • Highest muzzle velocity in-class (tied with all sniper rifles except the AWS).
  • Third highest damage values in-class (beaten by the BFG and Hecate II).
  • Unlocked by default.


  • Slow ADS time.
  • Long reload time.
  • Slow walk speed.
  • Distinctive and loud firing sound.


  • The Intervention's old firing sound sounded similar to the SRR-61 Sniper Rifle from Battlefield 4, which is the Intervention under a different designation.
  • Before its overhaul, when a grip was equipped on the Intervention, its unique built-in handle was removed; It now sits in front of the built-in handle.
    • Additionally, using different scopes with the Ballistics Tracker would prove strangely ineffective when aiming for the headshot. It was, however, accurate when used with the standard scope. This has since been fixed and all sights work properly with the Ballistics Tracker.
  • The Intervention is used by a small selection of armed forces, such as the Turkish Special Forces Command (aka the Maroon Berets) and the Polish GROM.
  • The Intervention is the heaviest weapon featured in-game, weighing at 31 pounds (14 kg) without a scope.
  • The Intervention, alongside the first three sniper rifles in-game and the VCOG scope, had their scope reticles changed with the 2.2.0 update.
  • The Intervention's carry handle is interesting as it's located underneath the barrel.
  • In real life, the Intervention is the most expensive weapon to purchase out of all the sniper rifles in-game.


Primary Weapons Assault Rifles AK-12 - AN-94 - AS VAL - SCAR-L - AUG A1 - M16A4 - G36 - M16A3 - AUG A2 FAMAS - AK47 - AUG A3 - L85A2 - AK74 - AKM - M231- AK103
Personal Defense Weapons MP5K - UMP45 - MP7 - MAC-10 - P90 - MP5 - Colt SMG 635 - L2A3
MP5SD - MP10 - MP5/10 - M3A1 - AUG A3 Para
PPSh-41 - Kriss Vector - MP40
Light Machine Guns Colt LMG - M60 - AUG HBAR - MG36 - RPK-12 - L86 LSW - RPK


Sniper Rifles Intervention - Remington 700 - AWS - BFG 50 - Mosin Nagant - L115A3
Hecate II
Carbines M4A1 - G36C - M4 - L22 - SCAR PDW - AKU-12 - Groza-1 - AK-12C
Honey Badger- SR-3M - Groza-4 - 1858 Carbine- AK105
Designated Marksman Rifles MK-11 - SKS - Dragunov SVU - VSS Vintorez - Beowulf TCR - SCAR-SSR - Dragunov SVDS
Battle Rifles Beowulf ECR-SCAR-H - AK12BR - AG-3 - Henry 45-70 - FAL 50.00 - G3
Shotguns KSG-12 - Remington 870 - DBV-12 - KS-23M - Saiga-12
Stevens DB - SPAS-12
Secondary Weapons Pistols M9 - Glock 17 - M1911 - Deagle 44 - M45A1
Machine Pistols Glock 18 - M93R - TEC-9 - MP1911
Revolvers MP412 REX - Mateba 6 - 1858 New Army
Other Serbu Shotgun - ZIP 22 - SFG 50 - Sawed Off - Obrez - Saiga-12U- PPK-12
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