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A modernized Tapco version of the traditional SKS carbine that saw use in WWII. Light recoil with moderate reserves and faster fire rate, but lower damage.
–In-game description
SKS

SKS angled

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.
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 0 max -> 150 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
C79 125 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
TA33 ACOG 650 Kills
TA11 ACOG 1750 Kills
TA01 ACOG 2500 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 it can be purchased with credits.

History

The SKS (Samozaryadnyj Karabin sistemy Simonova; Simonov self-loading carbine) is a Russian semi-automatic carbine designed and adopted shortly after WWII by Sergei Siminov, the same designer of the PTRS-41 anti-tank rifle. The weapon's design was based on the AVS-36, a battle rifle designed by Simonov prior to WWII that competed with the SVT-38 and later SVT-40 designs. The SKS uses the Soviet 7.62x39mm intermediate cartridge and is fed by 10-round stripper clips. It is used by several government agencies and has been used in many wars as a marksman rifle. It was originally intended to replace the older Mosin Nagant as the Soviet standard infantry rifle, however, with the introduction of the AK-47, the SKS was quickly deemed obsolete and production only lasted from 1949-55. After being replaced by the AK-47, the weapon was moved to second line service 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. The weapon 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 that is unlocked in-game. It sports the lowest damage values in its class, at 40 maximum damage and 32 minimum damage—more comparable to an assault rifle or battle rifle. This equates to a three-shot kill (3SK) up close and a 4SK at longer range with body shots—similar to the SA58 SPR. With torso shots, the SKS is capable of a 3SK at all ranges, and with headshots the SKS can achieve a 2SK up to 125 studs. Range is fairly good, with damage drop off beginning at 100 studs and ending at 180 studs. Muzzle velocity is typical for a DMR, at 2800 studs per second.

Rate of fire (RoF) is high for its class although slow compared to other automatic weapons, at 433 RPM. This makes it the third highest in-class, behind the SA58 SPR's 500 RPM and VSS Vintorez's 700 RPM. This also results in the SKS having a fairly good time to kill (TTK) up close for its class and a fairly good TTK at longer ranges, although losing out to the more powerful DMRs at such distances and to faster-firing weapons up close.

Magazine capacity is best in-class, tied with the MK11 at 20+1 rounds. Reload times are somewhat sluggish, requiring 2.8 seconds for a tactical reload and a lengthy 3.7 seconds for an empty reload. This high capacity and relatively slow RoF compared to other automatic weapons means the ammunition consumption rate is fairly low. In regards to other handling traits, recoil is low, kicking upwards mildly with very minimal horizontal recoil. Hipfire accuracy is typical for a DMR, as is walkspeed, aiming speed and switch times.

Usage & Tactics

The SKS suffers at long range compared to more powerful DMRs such as the SCAR SSR, and sniper rifles such as the Intervention and Dragunov SVU, which benefit from higher damage values, damage multipliers and muzzle velocity. Conversely the SKS is not well-suited to close range situations either, given its handling traits are not significantly better than other DMRs - its slower reload times and average hipfire accuracy hinder its performance up close. The SKS also fires slower than most fully-automatic weapons such as assault rifles or personal defense weapons, and being a DMR the SKS also lacks the better handling traits of such weapons, making it not the best choice of weapon for close quarters combat (CQC) scenarios.

Instead the SKS is better used at medium range, as its higher RoF, larger magazine capacity and good maximum damage makes it better suited to shorter distances and more aggressive tactics for a typical DMR. The SKS remains best employed outside the effective range of most assault rifles, where their damage starts to drop off unlike the SKS, which retains its damage over range quite well and gives it an edge at such distances. It is noting the SKS is one of the few DMRs which can perform relatively well up close compared to fully-automatic weapons, but it remains noticeably outperformed by the SA58 SPR and VSS Vintorez in such instances due to their higher firerates and ability to kill with one shot to the head.

Regarding the usage of attachments, the SKS benefits from accuracy-improving attachments like most DMRs, as it improves the chance of a user hitting their target.

Regarding the use of optical attachments, those which provide a medium magnification level such as the C79, ACOG Scope and the TA33 ACOG provide a clearer view on target at longer distances, at the cost of reduced peripheral vision. These optics enchance the SKS's ability to engage targets within its effective range, and greatly increase the likelihood of a user hitting their target at said distances. However, this is subject to user preference.

For barrel attachments, the muzzle brake offers a further reduction in vertical recoil with a minor increase in horizontal recoil. However, the low recoil of the SKS allows for different options to be experimented with. The flash hider removes the muzzle flash omitted from the barrel, providing a clearer sight picture when firing. 

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 at medium range. Unfortunately, at close range, an automatic rifle or shotgun will have the upper hand and at longer ranges, the recoil can be difficult to control. The main downside of the SKS is that shooting the limbs will mean it will require up to four shots-to-kill (STK) making the SKS have the largest maximum amount of STK in-class at longer ranges, while light machine guns, 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 such as the C79 and the TA33 ACOG 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. An optic that can toggle the magnification with T is also very useful, but firerate must be controlled to be effective.

The reload speed on the SKS is considered 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, with proper aiming, the ability to 2SK to the head can drop enemies extremely fast and still leave spare ammo to engage 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 up close.

Pros & Cons

Pros:

  • Good magazine capacity.
  • High RoF for its class.
  • Good performance in CQC.
  • Good Iron sights.

Cons:

  • Sluggish reload time.
  • Low base minimum damage.
  • Below average range for its class.
  • Very inaccurate when fired quickly.

Trivia

  • Before the Beta stage, the SKS had a RoF of 1200 RPM.
  • The sights are almost unseen when aiming steadily. It is 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. It is a sporterized version of the original SKS.
    • The original SKS uses a 10-round integral magazine which is reloaded from the top with a clip, instead of the bottom of a receiver with a 20-round detachable magazine, like many modern weapons.
    • In real life, the bolt does not lock back when the chamber is empty, unlike in-game, where it does. This is because the in-game version reloads via the receiver, meaning that the bolt does not have to unlock to let the user put the clip in, like with the original version..
    • It also has a metal M4 style stock, compared to the wooden one of 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 capacity of the SKS 100 and increased the ammunition reserve amount to 8000, and making it fully-automatic.
  • The magazine model does not have the extension at the top of the magazine real SKS magazines have, aftermarket and stock.
  • 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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