A Belgian rifle, favored by SOCOM. Stable, jack of all trades battle rifle.
–In-game description

SCAR-H angled

SCARH alpha

Weapon Type Primary Weapon
Weapon Class Battle Rifle
Rank Prerequisites Rank 30
Damage 41 → 29
Range 90 max → 140 min


Hip Accuracy


Sight Accuracy


Magazine Size 20, 21 with round in chamber
Ammo Reserve 120
Fire Modes Auto & Semi
Rate of Fire 600 RPM

TTK (Time to Kill) 0.09 s
Head & Body Multiplier
per bullet/pellet
Max (90 studs) Min (140 studs)
(x1.4) Head 57.4 40.6
(x1.1) Torso 45.1 31.9
(x1) Arms and Legs 41 29
Red color signifies a fatal hit.
Suppressed Stats
Suppressor/Bullet Attachment Suppressed Damage Suppressed Range
ARS Suppressor 41 -> 26.1 90 max -> 126 min
R2 Suppressor 38.95 -> 27.55 85.5 max -> 133 min
PBS-1 Suppressor 38.95 -> 27.55 85.5 max -> 133 min
PBS-4 Suppressor 38.95 -> 27.55 85.5 max -> 133 min
Suppressor 36.9 -> 29 81 max -> 140 min
Armor Piercing 41 -> 24.16667 0 max -> 140 min
Muzzle Velocity 2200 studs/s
Penetration Depth 1.5 studs
Suppression 1.2


Hipfire Camera Recovery Speed 15
Sight Camera Recovery Speed 18
Weapon Recovery Speed 24
Weapon Recoil Damping 0.75


Min Camera Kick (2.20, -0.41, -0.31)
Max Camera Kick (2.59, 0.60, 0.30)
Min Recoil Displacement (-0.50, 0.60, 8.19)
Max Recoil Displacement (0.80, 1.10, 9.80)
Min Recoil Rotation (-0.81, 0.69, -0.31)
Max Recoil Rotation (1.50, 1.20, 0.30)
Hipfire Spread Factor 0.09
Hipfire Recovery Speed 8
Hipfire Spread Damping 0.80


Min Camera Kick (1.79, -0.50, -0.50)
Max Camera Kick (2.50, 0.60, 0.50)
Min Recoil Displacement (-0.11, 0.60, 8.19)
Weapon Shot Displacement (0.10, 1.50, 11.80)
Min Recoil Rotation (0.60, -0.21, -0.31)
Max Recoil Rotation (0.89, 0.20, 0.30)
Sight Magnification 2.5x


Reload Time 2.3 seconds
Empty Reload Time 3.2 seconds
Equip Speed 12
Aiming Speed 13
Crosshair Size 30
Crosshair Spread Rate 400
Crosshair Recover Rate 20


Weapon Walk Speed 14 stud/s
Aiming Walk Speed 8.4 stud/s
Ammo Type 7.62×51mm NATO
Round in Chamber One
Shot Suppression Range None

List of Attachments

Optics Kills Required
PM II 0 Kills
C79 125 Kills
EOTech 552 85 Kills
EOTech XPS2 55 Kills
Kobra Sight 320 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
Flashlight 0 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 SCAR-H is a Belgian Battle Rifle. It is unlocked at rank 30, or it can be purchased with credits.


The SCAR-H (Special Operations Combat Assault Rifle - Heavy), also known as the MK 17 Mod 0, is the 7.62×51mm-caliber version of the SCAR-L rifle. It has been in service since 2009 to the present and has had a conversion kit made for it that allows the SCAR-H to be altered into a 5.56×45mm NATO-firing assault rifle.

Although United States Special Operations Command (SOCOM), the main tester and buyer of the FN SCAR series, judged the MK 16 variant to not have enough advantages to warrant the costs, the SCAR-H was considered a good choice to replace the M14 and the MK11 marksman rifles. Therefore, the funds originally intended to buy more SCAR-L rifles has instead been diverted to supplementing SOCOM units with more SCAR-H rifles.

As of 2015, the SCAR-H is in service with over 20 countries around the world.[1] The precision variant of this rifle, the SCAR-H TPR, is also known in-game as the SCAR SSR.


General Information

The SCAR-H deals high damage, being a three-shot-kill (3SK) up close and a 4SK at the end of its damage drop-off. Range is also good, with its damage drop-off not beginning until 90 studs and finishing at 140 studs. This high damage combined with its good range makes the SCAR-H a powerful weapon at all ranges.

Rate-of-fire (RoF) is low for an automatic, at 600 RPM, but remains average for its class. Muzzle velocity is slower-than-average for its class, at 2200 studs per second. However, the high damage results in the weapon's time-to-kill (TTK) being quite consistent at all ranges and on the lower end when compared to other weapons.

Recoil is high, kicking mostly upwards with minor horizontal deviation. Other handling traits are typical for that of a battle rifle, with average hipfire performance and an average magazine capacity of 20+1 rounds, although this remains small for a fully-automatic weapon. Reload times are generally quick, requiring 2.3 seconds for a tactical reload and a longer 3.2 seconds for an empty reload.

Usage & Tactics

The SCAR-H can be used similar to that of an AR, due to its higher damage and range. It is considerably more difficult to use at CQC compared to other ARs, however, due to the higher recoil and lower magazine capacity. It sports a better TTK than most ARs at medium range.

Due to its 3SK, flanking enemies while using the SCAR-H can be very effective. However, due to its lower magazine size, accuracy is paramount if a player wishes to take out more than three enemies. The SCAR-H only has a maximum magazine size of 20+1, very small compared to Assault Rifles and PDWs. This means that at most, with body shots, the SCAR-H can achieve only seven kills in CQC without reloading. In practice, the SCAR-H is most likely to achieve less than that. Carrying a good secondary is generally a good idea.

The semi-automatic fire mode is great for countering snipers and marksmen, due to the superior ROF and decent shot suppression. Using the left mouse and quickly tapping, the SCAR-H can be effective at long range and become a de facto DMR like the AN-94. The recoil control is also better while using semi-auto. However, by tap firing, this can be achieved anyway, without having to switch fire modes. This allows the player to be better prepared in case of any possible CQC.

Recoil reducing attachments are recommended for better handling with the SCAR-H due to its rather high vertical recoil. For a barrel attachment, a muzzle brake is a recommended choice, as the SCAR-H has high vertical recoil, but low horizontal recoil.


The SCAR-H is a competitive weapon, able to excel at medium range. It can be seen as a CQC to medium range orientated Battle Rifle, unlike the AG-3. The SCAR-H has a lower TTK at close range, sporting a higher RoF, and high damage. However, the SCAR-H can still compete at longer ranges satisfactorily.

Pros & Cons


  • High damage.
  • Long effective range.
  • Decent RoF for its class.
  • Quick reload time for its class.
  • Low horizontal recoil.


  • Small magazine size for an automatic weapon. 
  • Low RoF compared to other weapons.
  • High vertical recoil.
  • High ammunition consumption rate for its class.


  • The SCAR-H was classified as an assault rifle in the Alpha. This was later changed.
    • As of version 0.8.0, which added more SCAR variants, the weapon was reclassified under the new battle rifle category. Previously, it had been under the DMR category.
  • It had a different gun sound in the Alpha; it was a lot deeper than the SCAR-L but now it has the same gun sound as its smaller brother.
  • Before version 0.8.0, barrel attachments for the SCAR-H would be incorrectly placed. This has now been fixed.
  • The old SCAR-H looked like the SCAR-H SV before 0.8.0.
  • This weapon, along with the SCAR-L, used to feature an anachronistic burst-fire mode. This was removed in the July 4th, 2017 update.
  • Outside of the USA, the SCAR-H is considered as an assault rifle.[2]
  • The SCAR-H had some nerfs and buffs that nearly always changed the amount of reserve ammunition.
    • In version 3.7.1, SCAR-H had only 60 rounds in reserve, inhibiting its offensive capabilities. This was changed in the next update (3.7.2) to 100.
    • The New Steel update part 1 (3.11.0) on August 4, 2018 changed the amount of reserve ammunition back to 120, the typical amount for battle rifles.
  • The SCAR-H in earlier versions of the game had a higher RoF of 625 RPM, which was later nerfed to 620 RPM and later 600 RPM.


  1. [1] Wikipedia - FN SCAR
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 - TAR-21 - M231 - G11K2

Personal Defense Weapons

MP5K - UMP45 - G36C - MP7 - MAC10 - P90 - MP5
Colt SMG 635 - L2A3 - MP5SD - MP10 - MP5/10 - Uzi - M3A1
AUG A3 Para - PPSh-41 - FAL Para Shorty - Kriss Vector - MP40
X95 SMG - Tommy Gun

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 - Micro Uzi - MP1911


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


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

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