Marksman Path
Tools

Ballistic Calculator

Free, no login. Your numbers stay in your browser.

Your bullet’s numbers, your table.Enter the ballistic coefficient and muzzle velocity you have, and it builds a come-up table: how far to dial or hold for drop and wind at each distance. Nothing is prefilled and nothing is uploaded. Tap any “?” for a short explanation, or read what each term means.

Calculator

Drag model
Where is this number from?

Set your usual range altitude and a typical temperature once. They are remembered on this device.

Table step (yd)
Units

Your table will appear here.

  • Enter your bullet's ballistic coefficient (BC), from the box or the maker's site.
  • Enter your muzzle velocity in feet per second, ideally measured with a chronograph.

Quick converters

Three small conversions that come up at the range. Each updates as you type.

MOA and MIL

True MOA: 1 mil is 3.438 MOA, so 1 MOA is 0.2909 mil. Type in either box.

Group size to angle

Enter the group’s extreme spread and the distance it was shot at.

Clicks to move your impact

Enter how far the center of your group landed from your point of aim, the distance, and your turret’s click value. It tells you which way to dial.

How to use the calculator

  1. Enter your ballistic coefficient and pick the drag model it is quoted in, G1 or G7. The same bullet has a different number for each, so the pair has to match.
  2. Enter your muzzle velocity, ideally from a chronograph on your own rifle (no chronograph? “Start from the box” works out a starting figure), then the distance you are zeroed at and your sight height. The Rifle, Carbine and Pistol buttons fill in a typical sight height if you have not measured yours.
  3. Set the temperature, altitude and crosswind for the day, choose how far the table runs and how often a row appears, and pick MIL or MOA to match your scope.
  4. Read the Elev column: it is how far to dial up, or hold over, from your zero at that distance. The wind column is how far to hold into the wind you entered.
  5. Print a range card to tape to your rifle, save the table as an image, or copy a link that carries your inputs. Your entries are remembered on this device only.

Want a feel for it first? Press “Try an example” to load invented values, then change them to yours. The example is not a real load.

Don’t have all the numbers?

You can still get a useful table. Within about 300 yards, rough guesses at velocity and BC barely change where the bullet lands. Past about 500 yards, velocity matters most, then BC. Temperature matters least of the conditions, and altitude matters more than temperature. The Likely range column reruns the table with your velocity and BC pushed either way, so for your inputs you can see how far each elevation could be off.

How much each error moves elevation, in mils, for a typical .308-class load. Your load will differ in size, not in pattern.
Error300 yd500 yd800 yd
100 fps of velocity0.150.340.73
15% of BC0.060.230.84
30°F of temperature0.020.060.21

Truing the table. Shoot at a known distance, ideally 400 to 600 yards, and note the elevation that actually centers your group. If it differs from the table, adjust the muzzle velocity until the table agrees, then check a second distance. A trued table beats any estimate, and it is how shooters without a chronograph get good long-range data. The “True it to your impacts” helper does the adjusting for you: give it one distance and the elevation that worked, and it solves for the velocity. The result fits your rifle with the BC you entered, so change the BC and you should true it again.

A starting point, not a guarantee. This table is computed from the numbers you entered. Where any of them are estimates it will be off by some amount, and the likely range shows roughly how much. Use it to get your first shots close, then confirm at the range and true it to where your rifle actually hits. Never rely on it for a shot you have not verified.

What each term means

The same words sit behind every “?” in the calculator.

Your load

5 terms
Ballistic coefficient (BC)

How well your bullet holds its speed. Printed on the box or the bullet maker's site.

The ballistic coefficient compares your bullet's drag with a standard reference shape. A higher BC loses speed more slowly, so it drops and drifts less. Use the number the bullet maker publishes, and note whether it is a G1 or a G7 figure: the same bullet has two very different numbers.

G1 or G7

Which reference shape the BC is measured against. Pick the one your BC is quoted in.

G1 is an old flat-based reference shape; G7 is a long boat-tail shape much closer to modern long-range bullets. A G7 BC is roughly half the G1 number for the same bullet. Either works here, because each is solved with its own drag table, but the BC and the setting must match.

Muzzle velocity

How fast the bullet leaves your barrel, in feet per second. A chronograph reading beats the box.

Muzzle velocity has more effect on long-range elevation than anything else you enter. The number on an ammunition box is from the maker's test barrel, which is often longer than yours; a chronograph reading from your own rifle is far better. Without one, expect the table to need truing at distance.

Velocity from the box

Start from the speed printed on the ammunition box, adjusted for your barrel length.

Ammunition boxes and makers' sites give a velocity and the barrel length it was measured in. A shorter barrel is usually slower and a longer one faster; about 25 fps per inch is a common rule of thumb for standard rifle cartridges and about 40 for magnums. It is only a starting place: box figures are often optimistic, so check your holds at 300 to 500 yards.

Estimated BC

A rough BC from your bullet's diameter, weight and shape, when the real one isn't known.

Heavier bullets for their diameter, and sleeker shapes, keep their speed better. From diameter, weight and the shape you pick, this estimates a G7 BC and a range around it. Real bullets of the same shape still differ, so use the published BC whenever you can find it, and treat the estimate as a starting place.

Your rifle and the conditions

5 terms
Zero distance

The distance at which your sights and the bullet meet. Holds are measured from here.

The distance your rifle is zeroed at. Every hold in the table is the change from that zero, so a 100-yard zero reads 0 at 100 yards.

Sight height

Center of the scope above the center of the bore, in inches.

How far the center of your optic sits above the center of the bore. It matters most up close: it is why a rifle shoots low at very short range, and why some zeros cross the sight line twice. Measure it, or use the preset closest to your setup.

Temperature

Air temperature. Colder air is denser and slows the bullet more.

Air temperature at the range, in degrees Fahrenheit. It changes air density. It does not model the change in your powder's velocity with temperature; enter a muzzle velocity measured in similar conditions for that.

Altitude

Height above sea level. Thinner air at altitude means less drop.

Your elevation above sea level in feet, used with temperature to estimate air density through a standard atmosphere. If you have a station pressure or density-altitude reading, the closer your inputs are to it, the better.

Crosswind

Wind speed straight across the bullet's path, in miles per hour.

A full-value wind at 90 degrees to the line of fire. For a wind at an angle, enter only the part that blows across: about half the speed for a wind at 30 degrees off the line, about 87% at 60 degrees.

Reading the table

9 terms
MIL or MOA

Match your scope's turrets and reticle.

Angular units for holds and turret adjustments. One mil is 3.6 inches at 100 yards; one MOA here is a true minute of angle, 1.047 inches at 100 yards. Use whichever your scope's turrets are marked in.

Elevation

How far to dial up (or hold over) at that distance, from your zero.

The correction needed at each distance, measured from your zero, in your chosen unit. Dial it on the elevation turret, or hold it on the reticle. The inches column is how far below your point of aim the bullet would land without it.

Likely range

How far off each elevation could be, given how sure your velocity and BC are.

The table is only as good as its inputs. The likely range reruns it with your velocity 100 fps slower and faster (unless you measured it with a chronograph or trued it to your impacts) and your BC across its range (5% either way for a published BC, wider for an estimate). Close in, the range is small and guesses are fine; it grows quickly with distance, which is where measuring pays off.

Truing the table

Adjusting the inputs until the table matches where your bullets actually hit.

Shoot at a known distance, ideally 400 to 600 yards, and note the elevation that actually centers your group. If it differs from the table, adjust the muzzle velocity until the table agrees, then check a second distance. A trued table beats any estimate, and it is how shooters without a chronograph get good long-range data. The “True it to your impacts” helper does the adjusting for you: give it one distance and the elevation that worked, and it solves for the velocity. The result fits your rifle with the BC you entered, so change the BC and you should true it again.

Wind hold

How far to hold or dial into the wind you entered.

The correction for the crosswind you entered, in your chosen unit and in inches. Hold into the wind.

Velocity

The bullet's remaining speed at that distance.

How fast the bullet is still traveling at each distance, in feet per second.

Mach

Speed as a multiple of the speed of sound in that air.

The bullet's speed divided by the speed of sound at your temperature. Above about Mach 1.2 the bullet is comfortably supersonic.

Transonic

Near the speed of sound, where predictions become much less certain.

As a bullet slows toward the speed of sound, its drag changes sharply and it can lose stability. Every calculator, this one included, becomes less reliable there. Rows at or below Mach 1.2 are marked: treat them as a starting point to confirm with live fire, not a dial-and-send number.

Time of flight

Seconds from the muzzle to that distance.

How long the bullet takes to reach each distance. Longer flight times mean more wind drift and more lead on a moving target.

What this does not model, and how far to trust it

This is a point-mass solver with the standard G1 and G7 drag tables. It does not include spin drift, the Coriolis effect, aerodynamic jump, uphill or downhill angles, or how your powder's velocity changes with temperature. At long range, true the table against your own impacts.

The arithmetic itself is sound: it is checked against an independent point-mass solver to within a few thousandths of a mil out to 1,000 yards. What no calculator can know is your actual muzzle velocity, your bullet’s true drag, or the wind between you and the target. Treat the table as a starting point, and let your own impacts at distance have the last word.

Rows marked Transonic are at or below Mach 1.2, where the bullet slows toward the speed of sound and every prediction becomes less certain. They are shaded and kept in the table, never hidden.

Your data

Everything is computed in your browser. Your last inputs are saved on this device so the page is ready next time, and the address bar carries them so the link you copy reproduces your table. There is no account, and nothing you enter is sent anywhere: the site counts only that a table was computed, never the numbers (see privacy).

Go deeper

The ideas behind the inputs are taught in the lessons:

MOA here is true MOA (1.047 inches at 100 yards); 1 mil is 3.6 inches at 100 yards.

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