A custom AR-15 platform rifle produced by Alexander Arms firing the heavy .50 Beowulf cartridge. Fast fire rate and high damage with poor velocity.
–In-game description
Beowulf TCR
TCR angled.png
Weapon Type Primary Weapon
Weapon Class Designated Marksman Rifle
Rank Prerequisites Rank 70
Damage 60 → 40
Range 85 max → 150 min
Beowulf TCRgraph.png


Hip Accuracy


Sight Accuracy


Magazine Size 10, 11 with round in chamber
Ammo Reserve 70
Fire Modes Semi
Rate of Fire 400 RPM

TTK (Time to Kill) 0.00 s
Head & Body Multiplier
per bullet/pellet
Max (85 studs) Min (150 studs)
(x1.70) Head 102 68
(x1.23) Torso 73.8 49.2
(x1.00) Limbs 60 40
Red color signifies a fatal hit.
Suppressed Stats
Suppressor/Bullet Attachment Suppressed Damage Suppressed Range
Suppressor 57 -> 40 72.25 max -> 127.5 min
R2 Suppressor 57 -> 38 76.5 max -> 135 min
ARS Suppressor 60 -> 36 85 max -> 150 min
PBS-1 Suppressor 57 -> 38 80.75 max -> 142.5 min
PBS-4 Suppressor 57 -> 38 80.75 max -> 142.5 min
Armor Piercing 60 -> 40 42.5 max -> 150 min
Hollow Point 72 -> 32 93.5 max -> 135 min
Muzzle Velocity 1800 studs/s
Penetration Depth 3.0 studs
Suppression 1.5


Min Camera Kick (3.00, -0.41, -0.31)
Max Camera Kick (3.50, 0.60, 0.30)
Min Recoil Displacement (-0.41, 0.50, 13.19)
Max Recoil Displacement (0.89, 1.20, 13.80)
Min Recoil Rotation (1.20, 0.50, -0.31)
Max Recoil Rotation (1.89, 1.10, 0.30)
Hipfire Spread Factor 0.06
Hipfire Recovery Speed 7
Hipfire Spread Damping 0.80


Min Camera Kick (3.79, -2.41, -0.50)
Max Camera Kick (4.50, 1.39, 0.50)
Min Recoil Displacement (-0.11, 0.40, 6.19)
Weapon Shot Displacement (0.10, 1.00, 8.80)
Min Recoil Rotation (0.89, -0.11, -0.41)
Max Recoil Rotation (1.39, 0.30, 0.20)
Sight Magnification 2.5x


Hipfire Camera Recovery Speed 17
Sight Camera Recovery Speed 18
Weapon Recovery Speed 20
Weapon Recoil Damping 0.75
Hip Choke {{{HipChoke}}}
Aim Choke {{{AimChoke}}}


Reload Time 2.3 seconds
Empty Reload Time 3.3 seconds
Equip Speed 11
Aiming Speed 12
Crosshair Size 30
Crosshair Spread Rate 350
Crosshair Recover Rate 15


Weapon Walk Speed 13 stud/s
Aiming Walk Speed 7.8 stud/s
Ammo Type .50 BEOWULF
Round in Chamber One
Shot Suppression Range None

The Beowulf TCR is an American Designated Marksman Rifle. It is unlocked at rank 70, or it can be purchased with credits.


The Beowulf TCR (Tactical Complete Rifle) is a product from Alexander Arms. It is a variant of an AR-15-style rifle that is chambered in the .50 Beowulf cartridge. This variant features a flat-top receiver, 16.5" (42 cm) barrel, a low-profile gas block, Manticore Arms Transformer Rail handguard, B5 Systems SOPMOD BRAVO Collapsible Stock, and an upgraded trigger. The rifle in-game is shown with other upgrades purchasable for the TCR, such as an FDE Cerakote finish, FRAG grip panels and KeyMod panels, and the Tank Muzzle Brake.[1]

The .50 Beowulf cartridge is a proprietary cartridge developed by Bill Alexander, Alexander Arms' namesake. It was primarily designed for hunting game while featuring compatibility with the AR-15 platform. Its ballistic properties are similar to that of the .45-70 Government cartridge but penetrate much deeper.


General Information

The Beowulf TCR is a designate in terms of its statistics. It has a decent fire rate for its class at 400 rounds per minute (RPM). It also has high maximum damage, being a two-shot-kill (2SK) up close, and a 3SK at the end of its damage drop-off range. It can kill with 2 shots to the head at all range. The TCR's range is fairly good, with a relatively long 2SK range. With the given 3.0 studs penetration, the TCR can shoot through most of the cover with ease, and defeat thin cover with minimal damage reduction.

Magazine capacity is small, particularly for a faster-firing weapon. At 10+1 rounds, it is on par with the VSS Vintorez, MSG90, and SCAR SSR, but given the high rate-of-fire (RoF), it has an extremely high ammunition consumption rate. It does have one of the fastest tactical reloads in its class at 2.3 seconds, though it is slower than the MK11. The TCR's empty reload is much longer at 3.3 seconds, although this remains sprightly when compared to other weapons of its class.

The TCR has high recoil, particularly when aiming down sights (ADS), which kicks upwards with some horizontal movement. This is exacerbated when the weapon is spam-fired, which makes the weapon harder to control. Other handling traits are typical for a DMR, having slower mobility speed than the likes of shotguns and PDWs and slightly worse hipfire performance.

Usage & Tactics

The TCR is designed for more aggressive combat compared to other DMRs. It performs similarly to the VSS Vintorez, having high damage up close and a fast RoF, but poor muzzle velocity which might limit its effectiveness at longer ranges. Fast, controlled tapfire is an acquired skill for this weapon, but absolutely essential to make the most of the weapon's potential damage output.

The TCR is also an ideal weapon for a stealthy play style. Due to its high damage, the number of hit to kill remains unchanged regardless of whatever suppressor is used, which gives it an edge over most DMRs in suppressed form.

Its effectiveness in CQC is limited by its magazine capacity. The reload is quick, however, frequent depending on how quickly the user exhausts their magazines. A good close-range sidearm is recommended to use with the TCR, as maintaining that 400 RPM under stress can be challenging.

The 5.56x45mm NATO conversion can be used to greatly reduce recoil to allow for extended longer ranged engagements, as it increases muzzle velocity, magazine size and ammunition reserves (up to 30/120; average capacity for most assault rifles). This conversion also increases its fire rate to 800 RPM–the fastest fire-rate of all DMR's. The downside is that it increases the number of STK required to kill a full health enemy, as it decreases damage. It is also noted that with Semi being the only fire mode, it functions like the SL-8 in that manner that in order to maximize damage, one would need to spam-fire at the enemy (as the TCR cannot fire in full auto; something that only the VSS Vintorez can do), if such situation when enemies are bearing in down on your position arises, or if in CQC. Unlike the SL-8's slow recoil recovery speed, the TCR can dish out enemies quickly, thanks to its high fire rate and its relative recovery in recoil.


The Beowulf TCR is a versatile DMR that requires a higher skill ceiling than most other DMRs. The Beowulf TCR requires trigger control, as constantly spamming the weapon will result in substantial amounts of recoil and high ammunition consumption. If mastered through proper use techniques, it can dominate at most engagement distances.

Pros & Cons


  • Fast reload times—fastest tactical reload in-class.
  • Good RoF—fastest fire rate in-class if using the 5.56x45mm NATO conversion.
  • Good damage—can 2SK to the body until ~117 studs.
  • Best penetration capabilities in-class.
  • Equipping Suppressors will not change its STK requirement.


  • Second lowest muzzle velocity in-class.
  • Obstructive iron sights.
  • Moderately high recoil when spammed.
  • Lowest magazine size in-class, at 10+1 rounds–unless if the 5.56 Conv. is equipped.


  • The Beowulf TCR uses the Diamondhead iron sights from AT3 Tactical.[2]
    • It is the same iron sights as the AWM, AWS, and the Kriss Vector, and is often mistaken for the Magpul BUIS sight.
  • Despite its huge muzzle brake, the TCR once attached other barrel attachments on top of the muzzle brake. This is unrealistic, as the gases and sound would escape out of the muzzle brake before entering the secondary barrel device. It was eventually patched.
  • From its introduction in Version 3.13.0, it was the fastest firing DMR in-game at 800 RPM, until it was reduced to 400 RPM in Version 4.0.0 (December 24, 2018). In addition, the damage was buffed, but the ammunition reserve is reduced to 70 rounds.
    • However, the TCR can now have the option to fire at 800 RPM using the TCR 5.56 Conversion.
  • Before Beowulf TCR was nerfed, its firing sounds were very similar to most weapons of the AR-15 family, and its damage was slightly weaker.


Primary Weapons

Assault Rifles

AK12 - AN-94 - AS VAL - SCAR-L - AUG A1 - M16A4 - G36
M16A3 - AUG A2 - K2 - FAMAS F1 - AK47 - AUG A3 - L85A2
HK416 - AK74 - AKM - AK103 - TAR-21 - M231 - Type 88-2
C7A2 - G11K2

Personal Defense Weapons

MP5K - UMP45 - G36C - MP7 - MAC10 - P90 - MP5
Colt SMG 633 - L2A3 - MP5SD - MP10 - MP5/10 - Uzi - M3A1
AUG A3 Para - K7 - Krinkov - PPSh-41 - FAL Para Shorty
PP-19 Bizon - Kriss Vector - MP40 - X95 SMG - Tommy Gun

Light Machine Guns

Colt LMG - M60 - AUG HBAR - MG36 - RPK12 - L86 LSW - RPK
HK21 - SCAR HAMR - RPK74 - MG3KWS - MG42

Sniper Rifles

Intervention - Remington 700 - Dragunov SVU - AWS - BFG 50
AWM - TRG-42 - Mosin Nagant - K14 - Dragunov SVDS - Hecate II
M107 - Steyr Scout - WA2000


M4A1 - G36K - M4 - L22 - SCAR PDW - AKU12 - Groza-1
AK12C - Honey Badger - K1A - SR-3M - Groza-4 - MC51SD
FAL 50.63 Para - 1858 Carbine - AK105 - Jury - KAC SRR
X95R - HK51B

Designated Marksman Rifles

MK11 - SKS - SL-8 - VSS Vintorez - MSG90 - Beowulf TCR

Battle Rifles

Beowulf ECR - SCAR-H - AK12BR - G3 - AG-3 - HK417 - Henry 45-70 - FAL 50.00


KSG-12 - Remington 870 - DBV12 - KS-23M - Saiga-12
Stevens DB - AA-12 - SPAS-12

Secondary Weapons Pistols

M9 - G17 - M1911 - Desert Eagle L5 - M45A1 - Five Seven
ZIP 22 - GB-22 - Desert Eagle XIX

Machine Pistols

G18 - 93R - TEC-9 - Micro Uzi - Škorpion vz. 61 - MP1911 - Arm Pistol


MP412 REX - Mateba 6 - 1858 New Army - Redhawk 44
Judge - Executioner


Serbu Shotgun - SFG 50 - M79 Thumper - Sawed Off
Saiga-12U - Obrez

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