6.5 Creedmoor to 1,000 Yards, Corrected for Your Barrel and Your Altitude
From a 24in barrel at sea level and 59F, a 140gr ELD Match at 2,710 fps drops 53.3in at 500 yards and 320in at 1,000, holding 1,484 fps and 685 ft-lb. Cut the barrel to 20in and 1,000-yard drop grows to 352in; move to 8,000ft and it shrinks to 280in. The box card is one point on that surface, not the surface.
A 140gr ELD Match leaving a 24in barrel at 2,710 fps, zeroed at 100 yards, at sea level and 59F, drops 53.3 inches at 500 yards and 320.1 inches at 1,000. That is 10.2 MOA and 30.6 MOA, or 3.0 and 8.9 mils. It arrives at 1,000 still doing 1,484 fps with 685 ft-lb, and a 10 mph full-value crosswind has pushed it 68.7 inches sideways.
Every one of those figures is conditional, and the conditions are the point. Chop the barrel to 20 inches and 1,000-yard drop grows by 32 inches. Take the same 24in rifle to 8,000 feet and it shrinks by 40. Both changes are larger than the difference between the 140gr and the 147gr load, which is the comparison most people are actually trying to make when they go looking for a chart.
So the numbers below are printed twice over. Once at a single declared rig, so the three loads can be ranked against each other honestly. Then again through a barrel-length table and an atmosphere table, so you can walk the figure onto your own rifle at your own elevation. If you only take one thing from this page, take this: barrel length and density altitude move your dope further than load selection does, and neither is printed on the box.
The rig every number below was solved at
Declared reference condition for this page, printed here once and applied to every table that follows:
- Barrel: 24in, 1:8 twist, muzzle velocities as stated per load
- Atmosphere: sea level, 59F, 29.92 inHg, dry
- Sight height: 1.5in above bore centreline
- Zero: 100 yards
- Wind: 10 mph, full value, from 9 o'clock
- Model: point-mass, constant G7 BC, standard G7 drag function
Three velocities carry the whole thing: 2,910 fps for the 120gr ELD Match, 2,710 fps for the 140gr, 2,695 fps for the 147gr. Those are 24in figures and they are what the boxes state. G7 BCs used are 0.244, 0.326 and 0.351 respectively; the G1 equivalents are 0.485, 0.646 and 0.697, and both are printed in the tables so you can feed whichever your solver wants.
One honest caveat about the model. A constant-BC point-mass solver run in G7 is what JBM, the free Hornady calculator and every phone app do, so these figures are reproducible by anyone who wants to check them. Manufacturer cards computed with a modified-point-mass or 4DOF engine will show slightly steeper drop past 600 yards, on the order of 3 to 6 percent at 1,000, because those engines let the form factor drift with Mach number. If your card and this page disagree by half a mil at 1,000, that is why, and the true answer is whichever one your rifle confirmed on steel.
140gr ELD Match, the reference load
This is the load most 6.5 Creedmoor dope is built around, so it goes first. Drop is negative because it is measured below line of sight. MOA and MIL columns are the dial values, already divided by range.
Range (yd) Velocity (fps) Energy (ft-lb) Drop (in) Drop (MOA) Drop (MIL) 10mph drift (in) ToF (s) 0 2,710 2,283 -1.5 — — 0.0 0.000 100 2,568 2,050 0.0 0.0 0.0 0.6 0.114 200 2,431 1,837 -3.8 -1.8 -0.5 2.2 0.234 300 2,299 1,643 -13.5 -4.3 -1.2 5.1 0.361 400 2,172 1,466 -29.7 -7.1 -2.1 9.2 0.495 500 2,048 1,304 -53.3 -10.2 -3.0 14.8 0.637 600 1,929 1,156 -85.3 -13.6 -3.9 21.9 0.788 700 1,813 1,022 -126.5 -17.3 -5.0 30.6 0.948 800 1,700 898 -178.3 -21.3 -6.2 41.2 1.119 900 1,591 786 -242.3 -25.7 -7.5 53.8 1.302 1,000 1,484 685 -320.1 -30.6 -8.9 68.7 1.497 Use the MIL or MOA column as a starting dope card, then confirm on steel at 400 and 800. If your confirmed values sit inside 0.2 mil of these, your rifle matches the reference rig closely enough to trust the rest of the column. Look at how the wind column behaves compared with the drop column. Between 500 and 1,000 yards drop multiplies by six; drift multiplies by 4.6. Drop is arithmetic you can dial once and forget. Drift is a judgement call you make on every shot, and past 600 yards a 3 mph misread costs more than a full mil of elevation error would. That is the real reason people miss at distance, and it is not fixed by a better chart.
120gr ELD Match: flatter early, worse late
Two hundred extra feet per second buys a genuinely flatter arc inside 400 yards. It also buys a bullet that runs out of BC and goes transonic more than 180 yards sooner than the 140.
Range (yd) Velocity (fps) Energy (ft-lb) Drop (in) Drop (MOA) Drop (MIL) 10mph drift (in) 100 2,713 1,961 0.0 0.0 0.0 0.7 200 2,525 1,699 -3.2 -1.5 -0.4 2.7 300 2,345 1,465 -11.9 -3.8 -1.1 6.3 400 2,174 1,259 -26.9 -6.4 -1.9 11.5 500 2,009 1,076 -49.4 -9.4 -2.7 18.7 600 1,853 914 -80.3 -12.8 -3.7 27.8 700 1,701 771 -121.5 -16.6 -4.8 39.4 800 1,555 644 -174.8 -20.9 -6.1 53.7 900 1,415 533 -242.5 -25.7 -7.5 71.2 1,000 1,282 438 -327.5 -31.3 -9.1 92.2 Pick this load only if your longest realistic shot is inside 400 yards. Past 600 it is beaten on every column that matters. The crossover is at about 550 yards on drop and about 250 yards on drift. Inside 400 the 120 is 2.8 inches flatter, which nobody has ever noticed on a target. At 1,000 it drifts 23.5 inches further in the same 10 mph wind, which everybody notices. Buy the 120 for barrel life and recoil, not for trajectory.
147gr ELD Match, and what an extra 0.025 of G7 buys
Heaviest of the three, slowest at the muzzle by 15 fps, and it still wins the 1,000-yard drop column outright. That is what BC does.
Range (yd) Velocity (fps) Energy (ft-lb) Drop (in) Drop (MOA) Drop (MIL) 10mph drift (in) 100 2,563 2,145 0.0 0.0 0.0 0.6 200 2,436 1,937 -3.8 -1.8 -0.5 2.1 300 2,313 1,746 -13.5 -4.3 -1.2 4.8 400 2,194 1,571 -29.6 -7.1 -2.1 8.6 500 2,079 1,410 -53.0 -10.1 -2.9 13.7 600 1,967 1,263 -84.4 -13.4 -3.9 20.2 700 1,858 1,127 -124.8 -17.0 -5.0 28.2 800 1,752 1,002 -175.4 -20.9 -6.1 37.9 900 1,649 887 -237.2 -25.2 -7.3 49.4 1,000 1,549 783 -311.8 -29.8 -8.7 62.8 If your rifle shoots this load well, it is the one to build dope around. Confirm it groups first — the 147 is fussier about twist and throat than the 140. Against the 140 at 1,000 yards: 8.3 inches less drop, 5.9 inches less drift, 98 ft-lb more retained energy, and 65 fps more velocity at the target. None of those gaps are huge. All of them point the same direction, and all of them cost you 15 fps at the muzzle and a slightly longer bullet that some 1:8 barrels will not stabilise as cleanly at low temperature. Shoot it before you commit a case of it.
Barrel length: the correction nobody prints
6.5 Creedmoor gives up roughly 25 fps per inch between 22in and 26in, and closer to 30 to 35 fps per inch once you drop below 20in, where the powder column still has work left to do. The table below uses those rates against the declared 24in reference for the 140gr load.
Barrel MV (fps) 500yd drop (in) 500yd (MOA) 800yd drop (in) 800yd (MOA) 1,000yd drop (in) 1,000yd (MOA) 1,000yd vel (fps) 18in 2,530 -62.5 -11.9 -208.7 -24.9 -375.2 -35.8 1,353 20in 2,600 -58.7 -11.2 -196.1 -23.4 -352.2 -33.6 1,404 22in 2,660 -55.7 -10.6 -186.2 -22.2 -334.1 -31.9 1,448 24in (reference) 2,710 -53.3 -10.2 -178.3 -21.3 -320.1 -30.6 1,484 26in 2,760 -51.1 -9.8 -171.0 -20.4 -306.7 -29.3 1,521 Find your barrel length, then use that row rather than the 24in card that shipped with the ammunition. If your barrel is not listed, interpolate on the MV column, not on the drop column. The spread from 18in to 26in is 69 inches at 1,000 yards, or 6.5 MOA. Dial that as a correction on a target and you have missed a full-size steel plate by two plate widths. It is also 230 fps of muzzle velocity — and if you have ever wondered why your chronograph reads 100 fps under the box, that is usually the whole explanation, not a bad lot of powder.
Chronograph your own rifle if you can. Ten shots, take the average, and substitute it for the MV column. A measured velocity beats every rule of thumb on this page, including the ones this page just gave you.
Altitude and temperature move it again
Air density is the other lever, and it is the one that catches people who develop dope at home and then shoot a match somewhere else. Everything below is the 140gr load from the reference 24in barrel.
Condition 500yd (MOA) 800yd (MOA) 1,000yd drop (in) 1,000yd (MOA) 1,000yd drift (in) Sea level, 59F (reference) -10.2 -21.3 -320.1 -30.6 68.7 Sea level, -10F -10.5 -22.4 -342.0 -32.7 80.1 Sea level, 100F -10.0 -20.8 -310.0 -29.6 63.4 2,000 ft, 59F -10.0 -20.7 -308.1 -29.4 62.4 4,000 ft, 59F -9.8 -20.1 -297.6 -28.4 56.8 5,000 ft, 20F -9.9 -20.3 -301.3 -28.8 58.7 6,000 ft, 59F -9.7 -19.6 -288.6 -27.6 51.8 8,000 ft, 59F -9.5 -19.2 -280.4 -26.8 47.3 8,000 ft, 90F -9.4 -18.9 -275.6 -26.3 44.7 Read off the row nearest your actual conditions and apply the difference from the reference row as a correction to your existing dope. Inside 500 yards you can ignore all of this; past 700 you cannot. Notice how small the corrections are out to 500 — a fifth of a MOA between sea level and 8,000 feet. Then watch the 1,000-yard column: 3.8 MOA between the coldest sea-level row and the hottest high-altitude one. Density altitude is a long-range problem exclusively, which is why shooters who never go past 400 yards can quite reasonably ignore it and shooters who do cannot.
Wind is the sneakier column here. At 8,000 feet the same 10 mph pushes the bullet 21 inches less than it does at sea level, because there is less air to push with. People who move up in elevation and keep their old wind holds shoot consistently upwind of the target and blame the rifle.
Transonic: the actual range limit
Supersonic range gets quoted as a load property. It is a load-and-atmosphere property, and the difference is hundreds of yards. Mach 1.2 is where most bullets start showing dispersion as the shockwave migrates; Mach 1.0 is where the wheels come off.
Load Altitude Mach 1.2 at (yd) Mach 1.0 at (yd) 1,000yd velocity (fps) 120gr ELD-M Sea level 956 1,135 1,282 120gr ELD-M 4,000 ft 1,106 1,313 1,464 120gr ELD-M 8,000 ft 1,279 1,519 1,631 140gr ELD-M Sea level 1,141 1,381 1,484 140gr ELD-M 4,000 ft 1,320 1,598 1,629 140gr ELD-M 8,000 ft 1,527 1,849 1,759 147gr ELD-M Sea level 1,218 1,476 1,548 147gr ELD-M 4,000 ft 1,409 1,708 1,685 147gr ELD-M 8,000 ft 1,630 beyond 1,900 1,808 Treat the Mach 1.2 column as the honest maximum for first-round hits. Everything past it is possible and none of it is predictable. The 120gr at sea level goes transonic at 956 yards. The same bullet in Wyoming stays clean to 1,279. That single fact settles most of the internet arguments about whether 6.5 Creedmoor is a thousand-yard cartridge: at sea level with a light bullet, marginally; in the mountains with a 147, comfortably. Both camps were describing their own back yard.
When your rifle disagrees with this page
It will, a little, and the disagreement is information rather than an error. Work through it in this order.
- Chronograph before you blame anything else. A 100 fps error in assumed MV is worth roughly 12 inches at 1,000 yards on this load.
- Check your scope's true click value. Shoot a tall-target test at 100 yards: dial 10 mils up, measure the actual shift. Many scopes track 1 to 3 percent off nominal, and that error scales with everything you dial.
- Verify sight height with calipers, not by eye. An inch of error in sight height changes nothing at 1,000 and changes your 100-yard zero enough to send you chasing ghosts.
- Confirm at two ranges, not one. A single confirmation at 600 can be made to fit almost any wrong BC. Two points 400 yards apart cannot.
- Trim BC last. If MV, click value and atmosphere are all measured and you still miss high at distance, then reduce the BC by 2 to 3 percent and re-solve. That is the correct order and almost everyone does it backwards.
A dope card that agrees with the table at every range is not necessarily a good card — it may just be a card that was never tested. The useful one has hand-written corrections on it at 700 and 900 where the rifle told you something the arithmetic did not.