Kills through a red shield in 1.54s on body shots — #3 of 4 in its class (Sniper) and #25 of 29 in the arsenal. One magazine is enough — spare rounds: 3.

Shots fire at the real rate of fire. Running dry means a tactical reload. Both guns roll the same dice.
No spray pattern. Apex only defines one for weapons fired in a sustained burst — this one kicks per shot and recentres between them.
Charges for 0.85s before it fires. On a fully charged shot that wait dominates the time to kill more than the rate of fire does.
Damage rises with distance: 75 inside 75m, up to 110 past 200m.
Season 30 values, refreshed by hand each balance patch — check the season stamp above before trusting a number against a fresh update. Damage is per shot with every pellet landing; time to kill assumes every shot connects and none are spent cracking a shield or finishing a knock. Attachment effects cover the ones that change the recoil pattern; optics, stocks and hop-ups are not modelled.
Weapon mastery counters are lifetime totals — unlike seasonal trackers, they only go up.