An American AR-10 platform rifle firing the 7.62 NATO round. Snappy, fast recoil and deep magazine with middling fire rate.
–In-game description

MK11 angled


Weapon Type Primary Weapon
Weapon Class Designated Marksman Rifle
Rank Prerequisites Rank 3
Damage 45 → 38
Range 110 max → 160 min


Hip Accuracy


Sight Accuracy


Magazine Size 20, 21 with round in chamber
Ammo Reserve 80
Fire Modes Semi
Rate of Fire 330 RPM

TTK (Time to Kill) 0.182 s
Head & Body Multiplier
per bullet/pellet
Max (110 studs) Min (160 studs)
(x1.5) Head 67.5 57
(x1.2) Torso 54 45.6
(x1) Arms and Legs 45 38
Red color signifies a fatal hit.
Suppressed Stats
Suppressor/Bullet Attachment Suppressed Damage Suppressed Range
ARS Suppressor 45 -> 34.2 110 max -> 144 min
R2 Suppressor 42.75 -> 36.1 104.5 max -> 152 min
PBS-1 Suppressor 42.75 -> 36.1 104.5 max -> 152 min
PBS-4 Suppressor 42.75 -> 36.1 104.5 max -> 152 min
Suppressor 40.5 -> 38 99 max -> 160 min
Armor Piercing 45 -> 31.66667 0 max -> 160 min
Muzzle Velocity 2800 studs/s
Penetration Depth 1.7 studs
Suppression 1.4


Hipfire Camera Recovery Speed 15
Sight Camera Recovery Speed 22
Weapon Recovery Speed 20
Weapon Recoil Damping 0.75


Min Camera Kick (2.00, -0.61, -0.31)
Max Camera Kick (2.20, -0.11, 0.30)
Min Recoil Displacement (0.10, 0.60, 5.19)
Max Recoil Displacement (0.40, 1.10, 7.80)
Min Recoil Rotation (1.20, -1.00, -0.31)
Max Recoil Rotation (2.29, 0.20, 0.30)
Hipfire Spread Factor 0.07
Hipfire Recovery Speed 8
Hipfire Spread Damping 0.75


Min Camera Kick (1.70, -0.11, -0.50)
Max Camera Kick (2.09, -0.70, 0.50)
Min Recoil Displacement (0.10, 0.69, 6.19)
Weapon Shot Displacement (0.30, 0.89, 8.80)
Min Recoil Rotation (0.69, -0.61, -1.30)
Max Recoil Rotation (1.29, -0.11, -0.31)
Sight Magnification 2.5x


Reload Time 2.3 seconds
Empty Reload Time 3 seconds
Equip Speed 12
Aiming Speed 15
Crosshair Size 30
Crosshair Spread Rate 500
Crosshair Recover Rate 15


Weapon Walk Speed 14 stud/s
Aiming Walk Speed 8.4 stud/s
Ammo Type 7.62x51mm NATO
Round in Chamber One
Shot Suppression Range None

List of Attachments

Optics Kills Required
C79 125 Kills
EOTech 552 85 Kills
EOTech XPS2 55 Kills
Kobra Sight 320 Kills
M145 185 Kills
PK-A 165 Kills
PKA-S 225 Kills
Reflex Sight 285 Kills
VCOG 6x Scope 455 Kills
ACOG Scope 430 Kills
TA33 ACOG 650 Kills
TA11 ACOG 1750 Kills
TA01 ACOG 2500 Kills

Underbarrel Kills Required
Angled Grip 115 Kills
Vertical Grip 45 Kills
Folding Grip 265 Kills
Stubby Grip 355 Kills
Laser 75 Kills

Barrel Kills Required
ARS Suppressor 150 Kills
Compensator 120 Kills
Muzzle Brake 175 Kills
R2 Suppressor 40 Kills
Flash Hider 100 Kills
PBS-4 Suppressor 245 Kills
PBS-1 Suppressor 205 Kills
Suppressor 30 Kills

Other Attachments Kills Required
Green Laser 110 Kills
Canted Delta Sight 405 Kills
Laser 20 Kills
Canted Iron Sights 310 Kills
Ballistics Tracker 1500 Kills
Armor Piercing 1000 Kills

The MK11 is an American Designated Marksman Rifle. It is unlocked at rank 3, or it can be purchased with credits.


The United States Special Operations Command (US SOCOM) took interest in the Stoner SR-25, which was a scaled-up version of the AR-15 chambered in the 7.62x51mm NATO round, particularly for its high magazine capacity and faster engagement time compared to bolt-action rifles. After some modifications, SOCOM adopted the SR-25 as the Mk 11 Mod 0 in May 2000.

Changes included a shorter 20 in (510 mm) barrel that could fire M118 and M118LR 7.62×51mm NATO rounds and had a quick detachable sound suppressor mount. An 11.35 in (288 mm) free-floating handguard rail system allowed for mounting accessories. Flip-up front sights and adjustable backup iron sights were added, and an M16A2 stock and pistol grip were used.

SOCOM plans to entirely replace the MK11 with the SCAR Mk. 20 Mod. 0 SSR (the SCAR SSR) by 2017 and the USMC started replacing the MK11 with the Knight's Armament M110 SASS, which is very similar (the M110, in turn, will be replaced by the M110A1 CSASS, a modified HK G28, which is, in turn, a modified MR308, which is the civilian version of the HK 417).


General Information

The MK11 is the first DMR unlocked. It sports high damage, always being a three-shot kill (3SK) minimum at any distance. It also sports a 2SK to the head at any given range, even when equipped with the regular suppressor, and a 2SK to the torso at maximum damage. However, this is lower than other DMRs like the SCAR SSR or Dragunov SVU, which can 1SK to the head with their maximum damage. Muzzle velocity and bullet drop are good for its class, at 2800 studs/s.

It has a low rate of fire (RoF) of 330 RPM. Compared to other weapons it is quite slow, but in its class, it is one of the faster-firing DMRs available. One thing to note is that like other DMRs, it is easy to oversample the RoF of the weapon, meaning when spammed above its maximum fire rate, there will be a forced delay between shots. Therefore, a user has to make sure they do not click faster than the weapon can fire.

Magazine capacity is best in class, tied with the SKS, at 20+1 rounds. Reload times are also good, requiring 2.3 seconds for a tactical reload and three seconds for an empty reload. Given the good capacity and low RoF, reloading is less frequent and ammunition consumption rate is low.

The MK11 has low vertical recoil. Even when fired quickly, the MK11 is able to place shots in a tight grouping. It also has a high suppression value, which allows the user to disorient enemies they engage against, especially those using long-ranged weaponry who heavily rely on accuracy. 

Usage & Tactics

The MK11 is very effective at medium to long range thanks to its high damage, high muzzle velocity and low recoil. It can take out snipers quite well and its suppression effects are as high as the M60. It serves as a good choice for long range marksmanship. However, at extremely long ranges (+400 studs), the MK11 is outperformed by a sniper rifle due to its lower accuracy and lower damage, and it is best not to engage targets at this distance.

In close-quarters-combat (CQC), the MK11 is outclassed by most weapons in-game. Its low RoF makes it extremely impractical for such environments, and it lacks the one-shot-headshot ability of other DMRs. Having a sidearm like the Serbu Shotgun, pistols such as the M9 or a machine pistol like the TEC-9 are highly recommended as backup weapons, to make up for the MK11's poor CQC performance.

High magnification level optics like the ACOG Scope or M145 are ideal for long-range combat, aidding the user in landing shots quickly and accurately at such distances. Attachments such as the Stubby GripAngled Grip, are useful for reducing the weapon's recoil. The Muzzle Brake is also a great attachment for reducing the MK11's mostly vertical recoil. Although not as effective as on other weapons, lasers are still useful, but the Canted Sights also provide a useful option, particularly when using high-powered optics such as the VCOG 6x Scope.


The MK11 is a powerful long-range rifle, able to kill opponents out to a considerable distance thanks to its high damage and low recoil. It also provides high suppression against enemies, being an excellent choice for a marksman. Its main advantages over the one-shot-headshot DMRs is its higher RoF and much lower recoil, allowing for faster, more accurate follow-up shots, but lacks single-shot damage.

Pros & Cons


  • Mild recoil.
  • Good recoil recovery speed.
  • High damage. 
  • Common ammunition type.
  • Fast reload time.
  • Suppressors will not decrease shots to kill (STK).
  • Largest magazine capacity in-class, tied with the SKS.


  • Low ammunition reserve.
  • Low RoF.


  • The default sights on the MK11 in-game are actually the backup iron sights of the weapon in real life. They are almost identical to the Canted Iron Sights attachment.
  • The MK11 was the first DMR added into the game.
  • The MK11's penetration value was originally at an insane 17 studs. This was a typo (i.e. 1.7 studs) that has been fixed. 
  • The MK11, as well as its parent SR-25 design, is loosely based on the original AR-10. The AR-10 was trialed to replace the M1 Garand that was then in service with the United States Army. It lost to the M14 rifle in field trials.
  • The MK11 reload animation is similar to the AR-15 family: the only difference is the empty reload where the player pushes the bolt release and then pulls the charging handle after inserting a new magazine.
    • This makes sense as the MK11 is based on the AR-10, which the AR-15 design is based on.


Primary Weapons

Assault Rifles

AK12 - AN-94 - AS VAL - SCAR-L - AUG A1 - M16A4 - G36
M16A3 - AUG A2 - FAMAS G2 - AK47 - AUG A3 - L85A2
HK416 - AK74 - AKM - AK103 - M231 - G11K2

Personal Defense Weapons

MP5K - UMP45 - G36C - MP7 - MAC10 - P90 - MP5
Colt SMG 635 - L2A3 - MP5SD - MP10 - MP5/10 - M3A1
AUG A3 Para - PPSh-41 - FAL Para Shorty - Kriss Vector - MP40
Tommy Gun - Uzi

Light Machine Guns

Colt LMG - M60 - AUG HBAR - MG36 - RPK12 - L86 LSW - RPK

Sniper Rifles

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


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

Designated Marksman Rifles

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

Battle Rifles

Beowulf ECR - SCAR-H - AK12BR - G3 - AG-3 - 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 - Desert Eagle XIX

Machine Pistols

G18 - M93R - TEC-9 - MP1911 - Micro Uzi


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


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

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