Deny clean resets
Flash or rush after the first shot; it cannot fire again for 1.25 seconds.
The fastest firearm to carry, built around precise headshots and repositioning.
The Scout deals 75 base damage, retains 98% every 500 units, and can pass through three surfaces. A body hit usually needs a follow-up, so its value comes from headshots, 260-unit movement, and leaving the angle during the 1.25-second bolt cycle.
Drag to inspect // Scout
Counter-Strike 1.6 values
Base damage is before hitgroup, distance, armor, and material modifiers. Armored damage is the percentage retained while armor covers the hitgroup.
Percentage-based range retention applies once per 500 game units. Penetration count is the maximum penetration stages passed to the CS 1.6 bullet simulation; material and thickness still determine whether a shot exits a surface.
Live telemetry
Use the bolt cycle to leave the angle and re-peek from a new height or position.
The 4× head multiplier turns 75 base damage into a lethal hit before range and armor are applied.
Flash or rush after the first shot; it cannot fire again for 1.25 seconds.
Three-stage penetration makes familiar thin cover unsafe after the first contact.