BK-12 information
An old break-action shotgun, also known as Spartan. Very effective deterrent against wildlife and other threats. Chambered in 12ga.
All Modded items are available on MyDayZ Servers Chernarus & Namalsk
Also Known As: Baikal IZH-18, IZH-18, Baikal IJ-18, Baikal MP-18, MP-18, ИЖ-18, Izh18Shotgun
Weapon stats
Basics
Damages
Performance
More
• barrelArmor = protective factor of the barrel (resistance multiplier)
• damageBarrel = damage applied to the barrel per shot
Notes: • High values → the barrel can sustain more shots before being ruined.
• Low values → the barrel degrades quickly, leading to faster ruin.
• 0 → calculation is not applicable (e.g. if any variable is invalid or zero).
Ballistics
• initSpeedMultiplier = a modifier applied by attachments, ammunition, or other factors
More
• Low values (close to 0) → the bullet goes subsonic quickly, reducing the audible crack.
• 0 → the bullet is subsonic from the start, no crack at all.
Formula: Where: • v0 = initial projectile speed (m/s)
• airFriction = bullet drag coefficient (negative value in DayZ configs)
Handling
Size
Scores
It combines three types of damage applied to the player: • Health damage (direct injury)
• Shock damage (unconsciousness potential)
The score is normalized on a 1–100 scale, where 100 = maximum effect within realistic gameplay ranges. Formulas: Where: • = base health damage dealt by the projectile
• = shock damage dealt by the projectile
Explanation: • Each damage type is scaled to a cap (200 for health, 150 for shock/blood).
• The scaling ensures that extreme values don’t push the score above 100.
• For the Damage Score, only Health and Shock are averaged, since these two define immediate incapacitation.
• Blood damage is exposed separately but not included in the final score.
Example: • Health = 120 → HealthScore=60HealthScore = 60HealthScore=60
• Shock = 150 → ShockScore=100ShockScore = 100ShockScore=100
Final Damage Score = (60+100)/2=80(60 + 100) / 2 = 80(60+100)/2=80. More
Stats radar
Scores radar
Weapon stats per Ammos
- 12ga 00 Buckshots
- 12ga Rifled Slugs
- 12ga Rubber Slugs
• initSpeedMultiplier = a modifier applied by attachments, ammunition, or other factors
More
• Low values (close to 0) → the bullet goes subsonic quickly, reducing the audible crack.
• 0 → the bullet is subsonic from the start, no crack at all.
Formula: Where: • v0 = initial projectile speed (m/s)
• airFriction = bullet drag coefficient (negative value in DayZ configs)
• barrelArmor = protective factor of the barrel (resistance multiplier)
• damageBarrel = damage applied to the barrel per shot
Notes: • High values → the barrel can sustain more shots before being ruined.
• Low values → the barrel degrades quickly, leading to faster ruin.
• 0 → calculation is not applicable (e.g. if any variable is invalid or zero).
It combines three types of damage applied to the player: • Health damage (direct injury)
• Shock damage (unconsciousness potential)
The score is normalized on a 1–100 scale, where 100 = maximum effect within realistic gameplay ranges. Formulas: Where: • = base health damage dealt by the projectile
• = shock damage dealt by the projectile
Explanation: • Each damage type is scaled to a cap (200 for health, 150 for shock/blood).
• The scaling ensures that extreme values don’t push the score above 100.
• For the Damage Score, only Health and Shock are averaged, since these two define immediate incapacitation.
• Blood damage is exposed separately but not included in the final score.
Example: • Health = 120 → HealthScore=60HealthScore = 60HealthScore=60
• Shock = 150 → ShockScore=100ShockScore = 100ShockScore=100
Final Damage Score = (60+100)/2=80(60 + 100) / 2 = 80(60+100)/2=80. More
• initSpeedMultiplier = a modifier applied by attachments, ammunition, or other factors
More
• Low values (close to 0) → the bullet goes subsonic quickly, reducing the audible crack.
• 0 → the bullet is subsonic from the start, no crack at all.
Formula: Where: • v0 = initial projectile speed (m/s)
• airFriction = bullet drag coefficient (negative value in DayZ configs)
• barrelArmor = protective factor of the barrel (resistance multiplier)
• damageBarrel = damage applied to the barrel per shot
Notes: • High values → the barrel can sustain more shots before being ruined.
• Low values → the barrel degrades quickly, leading to faster ruin.
• 0 → calculation is not applicable (e.g. if any variable is invalid or zero).
It combines three types of damage applied to the player: • Health damage (direct injury)
• Shock damage (unconsciousness potential)
The score is normalized on a 1–100 scale, where 100 = maximum effect within realistic gameplay ranges. Formulas: Where: • = base health damage dealt by the projectile
• = shock damage dealt by the projectile
Explanation: • Each damage type is scaled to a cap (200 for health, 150 for shock/blood).
• The scaling ensures that extreme values don’t push the score above 100.
• For the Damage Score, only Health and Shock are averaged, since these two define immediate incapacitation.
• Blood damage is exposed separately but not included in the final score.
Example: • Health = 120 → HealthScore=60HealthScore = 60HealthScore=60
• Shock = 150 → ShockScore=100ShockScore = 100ShockScore=100
Final Damage Score = (60+100)/2=80(60 + 100) / 2 = 80(60+100)/2=80. More
• initSpeedMultiplier = a modifier applied by attachments, ammunition, or other factors
More
• Low values (close to 0) → the bullet goes subsonic quickly, reducing the audible crack.
• 0 → the bullet is subsonic from the start, no crack at all.
Formula: Where: • v0 = initial projectile speed (m/s)
• airFriction = bullet drag coefficient (negative value in DayZ configs)
• barrelArmor = protective factor of the barrel (resistance multiplier)
• damageBarrel = damage applied to the barrel per shot
Notes: • High values → the barrel can sustain more shots before being ruined.
• Low values → the barrel degrades quickly, leading to faster ruin.
• 0 → calculation is not applicable (e.g. if any variable is invalid or zero).
It combines three types of damage applied to the player: • Health damage (direct injury)
• Shock damage (unconsciousness potential)
The score is normalized on a 1–100 scale, where 100 = maximum effect within realistic gameplay ranges. Formulas: Where: • = base health damage dealt by the projectile
• = shock damage dealt by the projectile
Explanation: • Each damage type is scaled to a cap (200 for health, 150 for shock/blood).
• The scaling ensures that extreme values don’t push the score above 100.
• For the Damage Score, only Health and Shock are averaged, since these two define immediate incapacitation.
• Blood damage is exposed separately but not included in the final score.
Example: • Health = 120 → HealthScore=60HealthScore = 60HealthScore=60
• Shock = 150 → ShockScore=100ShockScore = 100ShockScore=100
Final Damage Score = (60+100)/2=80(60 + 100) / 2 = 80(60+100)/2=80. More
Compatible Ammo(s)
Discover the compatible ammunition for your BK-12. Optimize your performance by choosing between standard and tracer rounds for better visibility of your shots.
BK-12, Can receive ...
Customize your BK-12 with a range of accessories. Choose from different buttstock models to improve stability and recoil, or suppressors to reduce the sound of your shots and visibility.
- weapon Wrap
Weapon optic stats (Iron Sight)
Understand the basic aiming stats of your BK-12. These details are for the default iron sights, without any optic attachments, and provide information on the zoom level and zeroing distance for your shots.
BK-12, Can be repaired with...
- Gun Cleaning Kit — Cost: 25 %