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SKS

SKSSlim

Sks

SKSTPM

Overview
Weapon Type Primary Weapon
Weapon Class Designated Marksman Rifle
Rank Prerequisites Rank 13
Damage 40 -> 32
Range 100 max -> 150 min
SKSgraph
Accuracy

   

Hip Accuracy

   

Sight Accuracy

   

Magazine Size 20, 21 with round in chamber
Ammo Reserve 80
Fire Modes Semi
Rate of Fire 433 RPM
Advanced
WEAPON BALLISTICS

TTK (Time to Kill) 0.14 s
Head & Body Multiplier
Hitbox
per bullet/pellet
Range
Max (100 studs) Min (150 studs)
(x1.5) Head 60 48
(x1.2) Torso 48 38.4
(x1) Arms and Legs 40 32
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 40 -> 28.8 100 max -> 135 min
R2 Suppressor 38 -> 30.4 95 max -> 142.5 min
PBS-1 Suppressor 38 -> 30.4 95 max -> 142.5 min
PBS-4 Suppressor 38 -> 30.4 95 max -> 142.5 min
Suppressor 36 -> 32 90 max -> 150 min
Armor Piercing 40 -> 26.66667 100 max -> 0 min
Hollow Point 33.33333 -> 38.4 100 max -> 150 min
Muzzle Velocity 2800 studs/s
Penetration Depth 1.5 studs
Suppression 1.2

ACCURACY 57

Hipfire Camera Recovery Speed 15
Sight Camera Recovery Speed 22
Weapon Recovery Speed 23
Weapon Recoil Damping 0.85

HIP ACCURACY 28

Min Camera Kick (1.29, -0.61, -0.31)
Max Camera Kick (1.79, -0.11, 0.30)
Min Recoil Displacement (0.10, 0.60, 8.19)
Max Recoil Displacement (0.50, 1.10, 9.80)
Min Recoil Rotation (-0.21, 0.69, -0.31)
Max Recoil Rotation (2.29, 1.20, 0.30)
Hipfire Spread Factor 0.08
Hipfire Recovery Speed 6
Hipfire Spread Damping 0.80

SIGHT ACCURACY 37

Min Camera Kick (1.70, -0.11, -0.50)
Max Camera Kick (1.89, 0.40, 0.50)
Min Recoil Displacement (0.00, 0.10, 7.19)
Weapon Shot Displacement (0.00, 0.20, 8.80)
Min Recoil Rotation (0.40, -0.41, -0.41)
Max Recoil Rotation (0.69, 0.40, 0.10)
Sight Magnification 3.5x

WEAPON HANDLING

Reload Time 2.8 seconds
Empty Reload Time 3.7 seconds
Equip Speed 12
Aiming Speed 15
Crosshair Size 30
Crosshair Spread Rate 500
Crosshair Recover Rate 18

MISCELLANEOUS

Weapon Walk Speed 14 stud/s
Aiming Walk Speed 8.4 stud/s
Ammo Type 7.62x39mm
Round in Chamber One
Shot Suppression Range None


List of Attachments


Optics Kills Required
PSO-1 Scope 2000 Kills
EOTech 552 85 Kills
EOTech XPS2 55 Kills
Kobra Sight 320 Kills
M145 185 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
Laser 75 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
Hollow Point 2000 Kills
Armor Piercing 1000 Kills


The SKS is a Russian Designated Marksman Rifle. It is unlocked at Rank 13, or can be purchased with credits (CR).

History

The SKS (Samozaryadnyj Karabin Sistemy) is a Russian semi-auto carbine designed and adopted shortly after WWII by Sergei Siminov (same designer of the PTRS-41). This gun was designed from the AVS-36, which was the competitor to the SVT-38/40. It uses the 7.62x39mm round and is fed by a 10-round stripper clip. It is used by several government agencies and has been used in many wars as a marksman's rifle. It was originally intended to replace the aging Mosin Nagant. However, with the introduction of the AK-47, it was quickly deemed obsolete and production only lasted from 1949-55. After being replaced by the AK-47, the gun served on the second line and was eventually used by Russian ceremonial honor guards. Over 15 million were made and it has more than ten variants made by many countries other than Russia, including Romania, Germany, China, and Poland. This gun has been used for over 60 years.

The SKS is also a popular civilian rifle, given its cheap cost in weapon price and in ammunition.[1] It is commonly used for hunting or marksmanship.

In-Game

General Information

The SKS is the second DMR the player unlocks. Compared to the MK-11, it does less damage per shot but trades it for a much faster Rate of Fire (RoF) and low recoil. This can increase its Time To Kill (TTK) for less than full health enemies, but the SKS will punch through a full-health opponent in the limbs or head faster at short ranges fast thanks to the RoF boost. However, at long range, the SKS can be difficult to use at its full RoF, as the recoil quickly compounds and makes the gun very difficult to control.

The SKS is not as good at long range, but can prove to be very powerful at close range, as it is a 3 Shot Kill (3SK) at close range, or 3 shots to the torso or head at long range or 4SK to the limbs at long range. While it's still not a good idea to go face-first into an Assault Rifle or PDW user without appropriate aim, the SKS has the damage output and the accuracy to remain dangerous at ranges that would challenge the other players, and the SKS fares much better than the MK-11 would in such situations.

Using attachments to increase the rifle's aiming stability is good for all-around. However, the accuracy does play a role with this rifle at longer range as it increases the hit rate. The player can always find a balance or develop their own preference with the SKS.

Usage & Tactics

With its higher firerate, higher magazine size, and lower than average damage, one would already know that this marksman rifle is meant to be aggressive and to be used at closer distances than the other DMRs.

Given its high RoF for its class as well as a very adequate magazine size, the SKS can serve very well against fully-automatic weapons. However, it can function just as well at range like other DMRs given being a 3SK at longer ranges to the head and chest. However, its main downside is that shooting the limbs will mean it will require up to 4 Shots-To-Kill (STK), making the SKS have the highest amount of STK in-class at longer ranges, with LMGs, battle rifles and even some Assault Rifles match or outperform the SKS.

While doing the worst damage at range for its class, its relatively low recoil means that rapid follow-up shots and spamming is a breeze, which is especially good for moving targets. It is recommended that medium sights like the ACOG Scope and M145 are used, due to having better performance at range than a red-dot sight, yet not an extremely high magnification that it hampers Close Quarters Combat (CQC) performance.

The reload speed on the SKS could be consider fairly decent for its class, but when using the weapon in CQC against automatic weapons, the 2.7 second short reload can be a disadvantage. However, proper aiming, especially when aiming for the 2SK to the head, can drop enemies extremely fast and still leave spare ammo to go against others.

Conclusion

While not being the best DMR at range, the SKS is certainly one of the best in CQC due to its high RoF, good magazine size and excellent damage in CQC.

Pros & Cons

Pros:

  • Good magazine size.
  • High firecap for a DMR.
  • Good performance in CQC.
  • Good Iron Sights.

Cons:

  • Sluggish reload time.
  • Low base minimum damage.
  • Below average range for a DMR.
  • Very inaccurate when sprayed.

Trivia

  • Before the Beta stage, the SKS had a RoF of 1200 RPM that confused many people, some people even believed that it was the SKS's rate of fire in real-life.
  • In terms of mechanism, the SKS is the direct descendant of the famous PTRS-41 anti-tank rifle, as they were made by the same person, Siminov.
  • The sights are almost unseen when aiming steadily. It's recommended to mainly focus on the red line when aiming, to make it a little bit easier to fire.
  • The SKS in Phantom Forces is heavily modified, as the original SKS uses 10-round integral magazine which is reloaded from the top with a clip.
    • Instead of the bottom of the receiver with a 20-round detachable magazine like many modern weapons, and it also has an M4 style stock compared to a wooden one like a normal SKS.
    • These modifications are based on TAPCO furniture and the TAPCO detachable 20 round magazine.
    • The SKS from Battlefield 4, which the in-game SKS is based on, also features these modifications.
  • The old SKS sound was the same as the AK-47's gun sound from Call of Duty: Modern Warfare 2.
  • On 4/4/2017, Stylis made the magazine size of the SKS 100 and the ammo pool 8000. They also made it automatic.
  • In-game, the bolt does not lock back on empty like it does in real life.
  • The magazine model does not have the extension at the top of the magazine real SKS magazines have, aftermarket and stock.
  • The SKS uses a special variant of 7.62x39mm called 'M43,' which means it cannot replenish ammo from the 7.62x39mm AK's and RPK, in spite of shooting what is basically the same bullet in real life.
    • The difference is also apparent in 7.62x51mm and .308 Winchester guns, which also cannot pick up ammo from each other.
  • In real life, the SKS is classified as a carbine.
  • The SKS, when equipped with an optic, used to be slanted slightly to the left. This has since been fixed.

References

  1. SKS Siminov - Modern Firearms https://modernfirearms.net/en/military-rifles/self-loading-rifles/russia-self-loading-rifles/simonov-sks-eng/
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