How CS 1.6 Damage & Hitboxes Work
Head, chest, stomach, arms, legs — the exact damage multipliers in Counter-Strike 1.6, plus how kevlar and helmets change everything.
Updated: 2026-07-30
Understanding hitbox multipliers is the single biggest skill jump between a casual CS 1.6 player and a competitive one. The game doesn't apply a flat damage number — every bullet is scaled by where it lands on the enemy model.
The six hitboxes
Every player model has six damage regions:
| Hitbox | Damage multiplier | Notes |
|---|---|---|
| Head | ×4.0 | The reason "aim high" wins rounds |
| Chest | ×1.0 | Baseline |
| Stomach | ×1.25 | Higher than chest — aim for the belt line |
| Left arm | ×1.0 | Same as chest |
| Right arm | ×1.0 | Same as chest |
| Legs (each) | ×0.75 | Lowest multiplier — avoid |
These are the CS 1.6 values. CS:S and CS:GO shifted the numbers slightly, so don't cross-reference from newer game guides.
What "×4.0" actually means
Take the AK-47. Base chest damage is 36. Apply the multipliers:
- Chest: 36 × 1.0 = 36
- Stomach: 36 × 1.25 = 45
- Leg: 36 × 0.75 = 27
- Head: 36 × 4.0 = 144 — one-shot kill (players start with 100 HP)
That's why the AK is called a one-shot-headshot rifle. The M4A1 has base 33 → 132 headshot, also a one-shot on unhelmeted enemies.
Armor mechanics
Kevlar changes the arithmetic entirely.
Kevlar (body armor)
- Absorbs a portion of body damage (chest, stomach, arms, legs).
- Damage passed to health is roughly halved, and the vest loses points based on the weapon's armor penetration rating.
- Once armor hits 0, all damage passes to health.
Helmet
- Only bought together with kevlar ("kevlar + helmet" in the buy menu).
- Blocks or reduces damage from headshots specifically.
- Against most pistols and SMGs, a helmet can turn a one-shot headshot into a survivable hit.
- Against the AK-47, AWP, Scout, Deagle and a few others, the helmet is not enough — you still die in one head-hit.
One-shot-headshot chart (vs Kevlar + Helmet)
Weapons that kill in one head-hit even against a helmeted target (at combat distance, no falloff):
| Weapon | One-shot vs helmet? |
|---|---|
| AWP | Yes — any hitbox above the knee |
| AK-47 | Yes |
| SG 552 | Yes |
| G3SG1 | Yes |
| SG 550 | Yes |
| Scout | Yes (head only) |
| Deagle | Yes (head only, close range) |
| M4A1 | No — requires 2 head-hits vs helmet |
| AUG | No |
| FAMAS | No |
| Galil | No |
| MP5 / P90 / UMP | No |
That table is why "one-tap potential" is the single most-cited stat when players argue about which rifle is better.
Distance falloff
Bullet damage in CS 1.6 falls off with distance, but slower than in modern shooters. A rifle at 40 metres still hits for close to its base value. Pistols and SMGs fall off much faster — a Glock at 30 metres feels like a peashooter.
The AWP has no meaningful damage falloff at any playable range. If it hits, it hits full.
Wall penetration
CS 1.6 uses per-weapon penetration ratings that let bullets pass through walls, doors and crates with reduced damage. Rough tiers:
- High penetration: AWP, AK-47, G3SG1, SG 550, M4A1, SG 552, AUG, M249, Deagle. These will kill through most single-thickness walls.
- Medium: MP5, UMP, P90, FAMAS, Galil.
- Low / none: shotguns, pistols (except Deagle), grenades.
The classic use is spamming through the wooden garage door on de_train, the crates on de_nuke, or the sheetrock walls on de_dust2 mid.
Damage in numbers (rifle base chest damage)
| Weapon | Base chest damage |
|---|---|
| AWP | ~115 (any body shot = instant kill vs armored) |
| G3SG1 | 80 |
| SG 550 | 70 |
| Deagle | 54 |
| AK-47 | 36 |
| SG 552 | 33 |
| M4A1 | 33 |
| Galil | 30 |
| AUG | 32 |
| FAMAS | 30 |
| Scout | 75 (one-shot upper body, 2 shots leg) |
Numbers vary very slightly between community documentation sources (community docs like the Counter-Strike Wiki reference weapons.res game files); the table above is the values you can verify by test-shooting bots in a private server.
What this means for aim
Three practical rules:
- Aim head-height by default. Even if you miss high, the ×4 multiplier means a chest shot lands as a chest shot, not a leg shot.
- Never spray legs. ×0.75 is a punishing multiplier — you'll pump 4-5 bullets into someone and they'll turn and one-tap you.
- Stomach is a valid aim point at range. ×1.25 beats chest, so if the head is bobbing, aim at the belt buckle.
What next?
- CS 1.6 Weapons Guide — every gun and price
- AK-47 vs M4A1 — the multiplier maths in a rivalry
- AWP Guide — why the sniper rifle ignores most of this