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XM1014

A semi-automatic shotgun with six pellets and quarter-second follow-ups.

Each XM1014 shot launches six pellets at 20 base damage apiece. Its 0.25-second cycle is far faster than the M3, making it forgiving in close multi-target fights, but spread and no wall penetration make every extra meter and obstacle costly.

  • Close multi-kills
  • Tight site holds
  • Run-and-gun pressure
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Drag to inspect // XM1014

Counter-Strike 1.6 values

Weapon statistics

Base damage is before hitgroup, distance, armor, and material modifiers. Armored damage is the percentage retained while armor covers the hitgroup.

Base damage
20 × 6 pellets
Armored damage
50%
Fire rate
240 RPM
Shot interval
0.25 s
Range behavior
No damage falloff
Wall penetration
None
Price
$3,000
Buy side
Both
Magazine
7 shells
Reserve
32 shells
Reload
0.30 s start + 0.55 s/shell
Move speed
240 u/s

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

Used on CSJS

Kills
Killers
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Core techniques

  1. 01

    Center the pattern

    Aim upper torso at close range so all six pellets can contribute to the 120 base-damage ceiling.

  2. 02

    Top off safely

    The shell reload can be interrupted, so add one or two behind cover instead of waiting for a full tube.

How to counter it

Add distance

Pellet spread rapidly lowers delivered damage; force it to cross open ground.

Use penetrable cover

Rifles can return damage through cover the XM1014 must walk around.