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An American bolt-action sniper rifle famed for its precision and power. Slow fire rate, large magazine size.
–In-game description

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 (10.36×77.21mm) 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 world's 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 150 studs and a 1SK to the head at all ranges. The range is respectable for its class, with its damage drop-off commencing at 150 studs and ceasing at 250 studs. Default muzzle velocity is best in-game, at 3200 studs per second. The Intervention also has a generous steady time when scoped in, only surpassed by the BFG 50, Hecate II, and M107. It has a decently high rate of fire (RoF) as other sniper rifles, such as the AWM, being on the faster side of its class. With the high damage and very high muzzle velocity combined, it is a good weapon in general and excels at long range combat.

It has very poor handling characteristics. Aiming down sights (ADS) time is quite slow, much like its walk speed. Reload times are rather sluggish, taking 3.2 seconds for a tactical reload, but an even lengthier 5.9 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 third 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 a well-rounded sniper rifle that can be used by players new to sniping, providing the user with an easy introduction to sniping mechanics in Phantom Forces, but it can also be quite powerful in the hands of a skilled marksman. It is ill-suited to close-quarters-combat (CQC) given its very poor handling traits. However, given that the 1SK range to the torso is a very forgiving 150 studs, panic hipfiring a single shot is a viable strategy to kill an opponent before switching to a secondary. Paired with a Laser, hipfiring becomes more predictable. 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 defense-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.

Most attachments on the Intervention are not required. If one is willing to sacrifice the high level of magnification for faster ADS time as well as better peripheral vision, the ACOG Scope is a wise choice for those who wish to play at a closer range who desire a wider field of view while still maintaining long-range precision. If one only wants a lower magnification scope, the PSO-1 Scope or the VCOG 6x Scope are good options, although they lack the ability to ADS quickly. For players who are highly aggressive, red dot sights like the Reflex, Coyote or Delta are useful. Suppressors are best avoided due to the penalty to muzzle velocity, with the notable exception of the Muffler, which has no real penalty for bolt action snipers as well as pump action shotguns, resulting in the muffler being a direct upgrade to the flash hider as the muffler also mutes the sound a bit. Grips are generally detrimental, as in order to achieve maximum RoF, users must not be ADS in order to cycle the bolt, thus the weapon's aim recoil and kick are not observed. This negates the need for recoil control. In addition to this, attaching a grip will increase the already slow ADS time. The Skeleton Grip is a noticeable exception. A Sideways Grip is a questionable choice, but it can be used to capitalize on the extreme 1SK torso range while gaining the accuracy benefits from being ADS.

In regards to other attachments, various lasers are very beneficial, since it improves recoil recovery time, ADS speed, and hipfire performance. Not only making a last-ditch effort to kill an enemy via hipfiring more plausible, but it can also generally mean one can kill faster in longer range as well. A Straight Pull Bolt will also benefit the user as the attachment negates the sluggish ADS time after bolting. Aggressive players can choose to utilize Remove Stock for greatly increased mobility, with no real downside since the increased recoil is insignificant due to the fact that the Intervention is a bolt-action sniper rifle.


In the end, the Intervention is a very well-rounded sniper rifle and great for newcomers to get used to sniping. Furthermore, it has great potential, working suitably for experienced snipers and is arguably the best general purpose sniper rifle. Its high damage and muzzle velocity puts a focus on long range combat while the 1SK to the torso to around 150 studs allows the user to perform close range combat with limited ease.

Pros & Cons


  • Third highest magazine capacity in-class (tied with the Hecate II at 7+1 rounds).
  • Somewhat high RoF for its class.
  • Second longest steady time in class.
  • Extremely high CQC damage and range—1SK to the torso up to 150 studs.
  • Highest default muzzle velocity in-game at 3200 studs/s.
  • Access to Straight Pull Bolt.
  • Access to .375 CheyTac.
  • Clean reticle.


  • Slow ADS time (can be somewhat mitigated with Straight Pull Bolt).
  • Long reload time.
  • Slow walkspeed.
  • Slow equip speed.


  • The Intervention's old firing sound was similar to the SRR-61 sniper rifle from Battlefield 4, which is the Intervention but under a different name.
  • Before its overhaul, when a grip was equipped on the Intervention, its unique built-in handle was removed; grips now sit adjacent to the carry handle.
    • Additionally, the Ballistics Tracker would also not function correctly when used with other optical attachments, excluding the default scope. This since been fixed.
  • The Intervention is the second heaviest weapon featured in-game, weighing at 31 pounds (14 kg) without a scope and up to 34 pounds (15 kg) withscope.
  • 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 placement is interesting as it is located underneath the barrel.


Primary Weapons

Assault Rifles

AK12 - AN-94 - AS VAL - SCAR-L - AUG A1 - M16A4 - G36
M16A3 - AUG A2 - K2 - FAMAS F1 - AK47 - AUG A3 - L85A2
HK416 - AK74 - AKM - AK103 - TAR-21 - StG-44 - M231
Type 88-2 - C7A2 - G11K2 - Type 20

Personal Defense Weapons

MP5K - UMP45 - G36C - MP7 - MAC10 - P90 - MP5
Colt SMG 633 - L2A3 - MP5SD - MP10 - MP5/10 - Uzi - M3A1
AUG A3 Para - K7 - AKS74U - PPSh-41 - FAL Para Shorty
PP-19 Bizon - Kriss Vector - MP40 - X95 SMG - Tommy Gun
RAMA 1130

Light Machine Guns

Colt LMG - M60 - AUG HBAR - MG36 - RPK12 - L86 LSW - RPK

Sniper Rifles

Intervention - Remington 700 - Dragunov SVU - AWS - BFG 50
AWM - TRG-42 - Mosin Nagant - K14 - Dragunov SVDS - Hecate II
M107 - Steyr Scout - WA2000 - NTW-20 - FT300


M4A1 - G36K - M4 - L22 - SCAR PDW - AKU12 - Groza-1
AK12C - Honey Badger - K1A - SR-3M - Groza-4 - MC51SD
FAL 50.63 Para - 1858 Carbine - AK105 - Jury - KAC SRR
Gyrojet Carbine - X95R - HK51B - C8A2 - OTs-126

Designated Marksman Rifles

MK11 - SKS - SL-8 - VSS Vintorez - MSG90 - Beowulf TCR

Battle Rifles

Beowulf ECR - SCAR-H - AK12BR - G3 - AG-3 - HK417
Henry 45-70 - FAL 50.00 - M14


KSG-12 - Remington 870 - DBV12 - KS-23M - Saiga-12
Stevens DB - AA-12 - SPAS-12 - DT11 PRO - E-Gun - USAS-12

Secondary Weapons Pistols

M9 - G17 - M1911 - Desert Eagle L5 - GI M1 - Hardballer
Izhevsk PB - M45A1 - KG-99 - Five Seven - ZIP 22 - Makarov PM - AM III Grizzly - GB-22 - Desert Eagle XIX - Gyrojet Mark I - GSP - G21 - G23
G40 - G50 - M2011 - AF2011-A1 - Alien

Machine Pistols

G18 - 93R - TEC-9 - Micro Uzi - Škorpion vz. 61 - MP1911
Arm Pistol


MP412 REX - Mateba 6 - 1858 New Army - Redhawk 44
Judge - Executioner


Serbu Shotgun - SFG 50 - M79 Thumper - Sawed Off
Saiga-12U - Obrez - Coilgun - SASS 308

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