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Marshal

Sniper Rifles · 950 Credits

Weapon Stats

Fire Rate
1.5 rounds/sec
Magazine
5 rounds
Reload Time
2.5s
Equip Time
1.25s
Run Speed
80%
Wall Penetration
Medium
Pellets per Shot
1

Damage by Range

RangeHeadBodyLegs
0m+20210185.9

Shots to Kill

100 HP (unarmored)
RangeHeadBodyLegs
0m+112
150 HP (armored)
RangeHeadBodyLegs
0m+122
25 HP (low-HP finish)
RangeHeadBodyLegs
0m+111

Role & Identity

The Marshal is the budget sniper: 950 credits for a bolt-action rifle with 202 headshot damage and 101 body damage, flat across the full range. The headshot always one-taps an unarmored target, and — notably — a single body shot alone kills a fully unarmored 100 HP target too, something neither of the more expensive snipers' body damage guarantees quite as cleanly relative to their price.

At under a fifth of the Operator's cost, it brings real one-shot-kill potential to a price bracket where most weapons need multiple hits to secure a kill.

It shares the same bolt-action, single-shot-before-reload rhythm as the Operator rather than the Outlaw's two-round magazine, which means it demands the same single-shot discipline despite costing a fraction of the price.

Strengths & Weaknesses

For 950 credits, the one-tap headshot potential at any range is a genuinely disproportionate amount of value — it lets a team threaten long sightlines even on a round where the economy can't support a full Operator buy. Medium wall penetration is a step below the pricier snipers but still meaningfully better than most rifles at this price.

It shares the bolt-action fire rate and single-shot-before-reload limitations of the Operator without the Outlaw's quick second shot, so a miss carries real risk. Against a full 150 HP armored target, the body shot alone doesn't guarantee a kill the way it does against an unarmored one, which matters once opponents start buying shields.

Its lower wall penetration relative to the Operator and Outlaw is also worth keeping in mind — a Marshal user shouldn't assume the same wallbang angles that work for the pricier snipers will connect for the same damage here.

Economy & When to Buy

The Marshal is a natural force-buy or light-buy sniper pick — cheap enough to fit alongside armor on a round where a full rifle economy isn't there yet, while still offering the one genuine one-shot-kill weapon in that price range. It's a common way to contest a long angle without committing to a full rifle buy.

It's less appealing once the economy supports an Outlaw or Operator outright, since both offer meaningfully higher body damage against armored targets — but as an economy-conscious sniper option, the Marshal has very little competition at its actual price point.

It's also a reasonable buy specifically for a secondary player supporting the team's main sniper, covering a second angle at low cost rather than leaving it completely open on a round the team can't afford two Operators for.

How to Play It

Play it with the same fundamentals as any bolt-action sniper: pick one angle, stay still while scoped, and commit to a confirmed shot rather than flicking across multiple targets. The single-shot magazine before reload means a miss is genuinely costly.

It's a strong pick for a player still developing sniper fundamentals, since the lower price makes a mistake cheaper to recover from economically than losing a full Operator, while still teaching the same patient, angle-holding discipline the more expensive rifles demand.

Because the body shot alone doesn't guarantee a kill against armor, aiming specifically for the head is more important on the Marshal than on the pricier snipers, where a body hit is more forgiving as a backup.

Common Matchups

Against a rifle at range, the Marshal still wins most engagements where the headshot connects, since its one-tap potential matches the Operator's in that specific scenario despite the huge price gap.

Against an Operator or Outlaw directly, the Marshal is at a real disadvantage on body-shot damage against armor, so the fight tends to come down to who lands the headshot first rather than who wins a body-shot trade.

At close range, like every bolt-action sniper, it loses badly to an SMG or shotgun that's already closed the distance — the slow fire rate simply doesn't allow a second attempt if the first shot misses at close quarters.

Map & Positioning Notes

The Marshal is a sensible pick on any map with a long sightline where the team's economy doesn't support a full Operator or Outlaw buy — it lets a team contest an important angle rather than concede it entirely on a lighter-buy round.

It's less useful on maps without a real long lane to hold, where the credits are usually better spent on an SMG or rifle-adjacent option that performs better across the shorter ranges those layouts actually produce.

It's also a common choice for a second player backing up the team's main sniper on a map with two separate long sightlines, since the low price lets a team cover both without committing two full Operator buys.

Because the price gap to a full Operator is meaningful, it's also worth treating the Marshal as a genuine long-term option rather than a placeholder — a player who commits to it and builds real single-shot consistency often gets more reliable value than one who buys it reluctantly while waiting for a bigger economy.

Want to see how your own marshal usage stacks up? Compare your Valorant stats head to head, or browse every other weapon in the game.