Draft articleThis CS2 explanation is being researched and checked for version scope, source length and links.

Counter-Strike 2 weapon specifications

PropertyCS2 value
Buy price$4,750
Magazine / reserve5 / 10 rounds
Damage115
Fire modeBolt-action
Rate of fire41 rounds per minute
Ammunition.338 Lapua Magnum
Running speed200 units/s · 100 scoped
Range modifier0.99
Kill reward$100 Competitive · $50 Casual
Walking speed104 units/s · 52 scoped
Crouch-walking speed68 units/s · 34 scoped
Accurate range69 m

Damage by hitbox (CS2 values)

HitboxUnarmoredArmored
Head459448
Chest and arms114112
Abdomen and pelvis143140
Legs8686

Damage by hitbox (CS2 and Global Offensive)

HitboxUnarmoredArmored
Head459448
Chest and arms114112
Abdomen and pelvis143140
Legs8686

Overview

The AWP can be purchased by either side and carries five rounds per magazine in Counter-Strike 2. It fires one round before the bolt must cycle, so a missed shot creates a vulnerable gap. The weapon is expensive and its conspicuous shot is easy for nearby opponents to recognize. A player should consider not just the initial buy, but whether the team can also pay for armor, a useful sidearm and utility.

Its high damage can eliminate a target with a single shot to the head or torso under ordinary conditions; a shot absorbed by a leg or intervening cover may not. Armor and the location hit matter. Use the scope to place deliberate shots and understand that zoom changes movement and field of view. An unscoped AWP shot is much less precise.

Firing & exposure

The AWP’s bolt action makes shot selection central to its handling. Follow a shot with cover or a planned reposition instead of standing in the same opening while cycling and re-aiming. A missed shot can allow an opponent to cross, retaliate, or close the distance. A teammate can provide that window by watching the approach or preventing a rush.

Movement disrupts accuracy, and scoping narrows what the player can see. Stop in a safe firing position and check the flanks before holding a long angle for an extended time. Loud firing reveals that an AWP is active in an area, so experienced opponents may throw utility, use another route or time a coordinated peek.

Using it in a round

An AWP is most comfortable when the round offers a long angle, time to aim and support from a teammate. It can make a crossing or a narrow entrance dangerous to challenge. It is less comfortable during a close-range surprise or when the player must rotate quickly through areas with limited sightlines. An appropriate pistol can help cover the gap, but the buy has to leave the player prepared to support the primary plan.

The AWP’s price raises the cost of losing it. If an opponent can recover the dropped weapon, the round may also hand the other team an expensive rifle. Decide with teammates whether to challenge, fall back or preserve it when the position becomes unfavorable. This decision connects weapon handling to Economy and the next round’s Full Buy.

CS2 values and dated changes

The weapon statistics on this page are scoped to Counter-Strike 2. The five-round magazine, 10-round reserve, CS2 movement speeds, listed hitbox values and mode-specific kill reward are kept together as current CS2 data. The retrieved CS2 source does not state an AWP reload duration or penetration-power value, so neither is presented as a current specification.

On March 18, 2026, the CS2 magazine-fed reload refactor made a completed reload discard the rounds left in the magazine and take a full replacement from reserve. This dated ammunition rule affects reload decisions and is distinct from the rifle’s bolt cycle after a shot.

Damage and hitbox choice

The AWP’s defining property is its one-shot stopping power above the legs. Its CS2 hitbox table lists 459 damage to an unarmored head and 448 to an armored head; chest and arms deal 114/112, and abdomen and pelvis deal 143/140. A leg hit deals 86 and is not lethal to a full-health target, so aim around the upper body when a clear shot is available. Armor does not protect a helmeted player from an AWP headshot under the listed values.

The retrieved CS2 material does not state an AWP penetration-power value, so none is listed here. The AWP can penetrate some surfaces that stop other weapons; wall and cover damage varies with the surface and shot path. A wallbang should be a deliberate attempt based on known cover, not an assumption that every wall will pass a lethal bullet.

Scope, bolt action and ammunition

The AWP is bolt-action and fires at a listed rate of 41 rounds per minute. After a shot, its cycle prevents an immediate second bullet; switching briefly to a sidearm can prepare for a nearby threat and avoid automatic re-scoping when the rifle is raised again. Secondary fire uses the scope, and a second scope setting provides greater magnification. The scoped movement speed is 100 units per second, half the listed 200-unit unscoped running speed, so choose the angle before zooming and un-scope when a rapid reposition is needed.

The five-round magazine and 10-round CS2 reserve make each shot matter. The March 18, 2026 reload change means a completed magazine reload discards rounds remaining in the loaded magazine and takes a full one from reserve. Do not replace a magazine after a single miss unless there is time and cover; a reload takes the rifle out of the fight. The retrieved CS2 material does not state an AWP reload duration, so none is listed here.

Aiming and team role

The Wiki recommends aiming at the chest rather than fixating on the head: it is a larger target, and a chest hit is lethal if the shot is not reduced by the leg hitbox or an intervening obstacle. If only a head is exposed at medium distance, a headshot avoids a cover edge absorbing most of the body shot. At long range, take a settled single shot and allow accuracy to reset before firing again.

The AWP is a team resource as well as a personal weapon. A miss or slow bolt cycle leaves a gap, so communicate the held angle and work with a teammate who can trade an opponent or watch the close route. A Flashbang can let the sniper change position, and a Smoke Grenade can deny an enemy’s return sightline. If an opponent closes distance, transition to a sidearm rather than trying to fire a second AWP shot before the bolt cycle completes.

At $4,750, the AWP competes with armor, utility and the rest of the team’s purchase. Its kill reward is $100 in Competitive and $50 in Casual under the CS2 record. Compare the faster automatic SCAR-20 or G3SG1 and the lower-cost SSG 08 for different sniper roles.

Silent un-scoping (September 22, 2026)

The September 22, 2026 Counter-Strike 2 update removed the sound that played when a player un-scoped a sniper weapon. Because the AWP is a sniper rifle, the change applies to it. This is an audio-cue change for ending a scope; the patch does not state a change to the AWP’s shot sound, bolt cycle, zoom levels or accuracy.

Sniper zoom-out presentation (June 14, 2023)

The June 14, 2023 Limited Test update reduced the brief visual flash when zooming out with sniper rifles. This concerns the transition’s on-screen presentation and does not state that zoom timing, accuracy or weapon handling changed. The same note applied to the sniper-rifle class generally; this AWP page records the relevant weapon context without asserting an AWP-only adjustment.

Deploy animation update (August 14, 2025)

The August 14, 2025 update improved the AWP deploy animation. The release note lists a deploy improvement only for this rifle; it does not say that the quick-inspect animation, bolt cycle, scope, firing delay or damage changed. The change belongs to the animation and first-person presentation record rather than the AWP’s weapon-stat profile.

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