SCAR HAMR angled

Scar HAMR 2

Weapon Type Primary Weapon
Weapon Class Light Machine Gun
Rank Prerequisites Rank 72
Damage 32 → 23
Range 110 max → 180 min


Hip Accuracy


Sight Accuracy


Magazine Size 50, 51 with round in chamber
Ammo Reserve 200
Fire Modes Auto & Semi
Rate of Fire 650 RPM

TTK (Time to Kill) 0.18 s
Head & Body Multiplier
per bullet/pellet
Max (110 studs) Min (180 studs)
(x1.4) Head 44.8 32.2
(x1.1) Torso 35.2 25.3
(x1) Arms and Legs 32 23
Red color signifies a fatal hit.
Suppressed Stats
Suppressor/Bullet Attachment Suppressed Damage Suppressed Range
ARS Suppressor 32 -> 20.7 110 max -> 162 min
R2 Suppressor 30.4 -> 21.85 104.5 max -> 171 min
PBS-1 Suppressor 30.4 -> 21.85 104.5 max -> 171 min
PBS-4 Suppressor 30.4 -> 21.85 104.5 max -> 171 min
Suppressor 28.8 -> 23 99 max -> 180 min
Armor Piercing 32 -> 19.16667 0 max -> 180 min
Hollow Point 26.66667 → 27.6 110 max → 180 min
Muzzle Velocity 2500 studs/s
Penetration Depth 1.6 studs
Suppression 1.1


Hipfire Camera Recovery Speed 21
Sight Camera Recovery Speed 21
Weapon Recovery Speed 18
Weapon Recoil Damping 0.85


Min Camera Kick (3.20, -0.41, -0.31)
Max Camera Kick (3.59, 0.60, 0.30)
Min Recoil Displacement (-0.50, 0.60, 10.19)
Max Recoil Displacement (0.80, 1.10, 11.80)
Min Recoil Rotation (-0.81, -0.70, -0.31)
Max Recoil Rotation (1.50, 1.20, 0.30)
Hipfire Spread Factor 0.09
Hipfire Recovery Speed 5
Hipfire Spread Damping 0.80


Min Camera Kick (1.39, -0.50, -0.50)
Max Camera Kick (2.00, 0.40, 0.50)
Min Recoil Displacement (-0.11, 0.20, 6.19)
Weapon Shot Displacement (0.10, 0.50, 8.80)
Min Recoil Rotation (0.30, -0.16, -0.41)
Max Recoil Rotation (0.50, 0.15, 0.40)
Sight Magnification 2.5x


Reload Time 3.9 seconds
Empty Reload Time 5 seconds
Equip Speed 10
Aiming Speed 12
Crosshair Size 30
Crosshair Spread Rate 400
Crosshair Recover Rate 20


Weapon Walk Speed 12 stud/s
Aiming Walk Speed 7.2 stud/s
Ammo Type 5.56x45mm 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
Hollow Point 2000 Kills
Armor Piercing 1000 Kills

The SCAR HAMR is an American Light Machine Gun variant of the SCAR-L Assault Rifle. It is unlocked at rank 72, or it can be purchased with credits.


In 2008, the FN SCAR-HAMR (Fabrique Nationale Special Operations Forces Combat Assault Rifle - Heat Adaptive Modular Rifle) was one of four finalists for the Infantry Automatic Rifle (IAR) competition. The IAR was a United States Marine Corps requirement for a lightweight automatic rifle for squad automatic rifle use. The IAR competition was expected to result in Marine Corps procurement of up to 6,500 automatic rifles over five years, but eventually the SCAR variant was passed over in favor of the Heckler and Koch HK416 rifle, later designated as the M27 IAR due the better price/quality ratio.[1]


General Information

The SCAR HAMR is a high capacity, magazine fed LMG. Damage is moderate, with a four-shot kill (4SK) up close and a 5SK at longer ranges. With torso shots, this reduces to a three and 4SK at close and longer ranges respectively. Range is quite good, with damage not beginning to drop off until 110 studs and damage drop-off finishing at 180 studs.

Rate of fire (RoF) is on the lower end for its class, at 650 RPM—slightly faster than other SCAR variants. Magazine capacity is fairly good compared to other automatic weapons, although average for an LMG, at 50+1 rounds.

Recoil is relatively mild, however, the camera recoil is quite rough; a Folding or Stubby Grip is the recommended attachment to reduce camera recoil. The SCAR HAMR also features a large ammunition reserve of 200 rounds.

The SCAR HAMR is suited best for mid-range combat. It can be used at close and long range, but is less effective at said ranges. The recoil, if effectively mitigated with attachments, makes it an excellent choice for medium range engagement. Even though it has a low RoF, the SCAR HAMR can provide a long period of sustained fire or multiple short bursts of fire, useful for assaulting groups and ambushing the enemy out of cover. Its RoF is quite slow at 650 RPM, making it easy to avoid spraying many more bullets than is necessary to kill an enemy.

Usage & Tactics

The SCAR HAMR performs respectably when firing from the hip in close-quarters-combat (CQC). However, its firerate will oftentimes give an enemy enough time to react and counter, and if the user is having a hard time hitting a target, the SCAR HAMR's low firerate will not allow them to spray an overwhelming number of rounds in time. While the weapon switch time itself is quick in terms of LMGs, it is still ponderously slow, meaning that a user will easily be outgunned in most situations.

The SCAR HAMR at range can be of somewhat questionable usage. In full-auto with the most optimal build for overall recoil reduction will still have the weapon swaying around the cursor, making sustained fire at long range consume more ammunition than necessary. Semi-auto is recommended for longer-ranged engagements so one can control ammunition consumption. The SCAR HAMR also sports good suppression, which can help in worsening the aim of multiple opponents, and works decently in disrupting sniper rifle or designated marksman rifle users at longer ranges.

Due to the high camera recoil that the SCAR HAMR has, it is recommended to use a folding or stubby grip to mitigate camera recoil. If the user does not have either grip however, or wishes to use a different underbarrel Attachment, than one can press T to switch to an alternate aiming mode, where the weapon is placed by the hip, as if one wasn't aiming with the weapon, but still retains the accuracy as if one was aiming down sights (ADS). This is useful if one wishes to completely bypass any recoil that the SCAR HAMR has. It is harder to aim with, however, since there are no crosshairs when aiming this way; Lasers are recommended to assist in aiming.


The SCAR HAMR boasts very little gun recoil, high damage, and good suppression, helping the the weapon deal with multiple enemies while disrupting their aim. The alternate aiming mode helps it mitigate its high camera recoil, while attachments allow it to perform more efficiently. Still, the SCAR HAMR is still outmatched in CQC and long range engagements due to its slow RoF and mobility, though it still sports a much higher mobility than other weapons in its class.

Pros & Cons


  • Good effective range—tied for the second longest range in-class, only beaten by the M60.
  • Good reload time.
  • Good suppression.
  • Very low recoil.
  • Large magazine capacity and ammunition reserve.
  • Slightly faster mobility than other LMGs.
  • 3SK to the torso at close range.


  • High camera recoil.
  • Longest bodyshot time to kill (TTK) of all the LMGs, tied with the AUG HBAR.
  • Slow RoF.


  • The SCAR HAMR is the fastest firing automatic SCAR-family weapon at 650 RPM. Other SCAR weapons only fire at 625 RPM and 600RPM in the case of the H variant.
  • The SCAR HAMR was discontinued by FN Herstal USA for both military and civilian markets in 2015.
  • The SCAR HAMR is one of the only three LMGs in-game to not have a bipod attached to it. The other two are the M60 and the MG3KWS.
  • This is one of the few weapons in-game that isn't in service with any armed forces.
  • The PM II can be equipped on the gun, with no amount of kills or credits to be unlocked.
    • However, this is an unwise action, as on full-auto, sight jump will be too extreme to be useful. On semi-auto, one may be able to snipe with this weapon, albeit with low damage.
    • With the PM II, it is possible to press T while still retaining the accuracy of the scope but in a more user-friendly ADS mode.



Primary Weapons

Assault Rifles

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

Personal Defense Weapons

M1921 - MP5K - UMP45 - MP7 - MAC10 - P90 - MP5
Colt SMG 635 - L2A3 - MP5SD - MP10 - MP5/10 - M3A1
AUG A3 Para - PPSh-41 - FAL Para Shorty - Kriss Vector - MP40

Light Machine Guns

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

Sniper Rifles

Intervention - Remington 700 - Dragunov SVU - AWS - BFG 50
L115A3 - TRG-42 - Mosin Nagant - Dragunov SVDS
Hecate II - M107 - Steyr Scout


Jury - M4A1 - G36C - M4 - L22 - SCAR PDW - AKU12
Groza-1 - AK12C - Honey Badger - SR-3M - Groza-4 - MC51SD
FAL 50.63 Para - 1858 Carbine - AK105 - KAC SRR

Designated Marksman Rifles

MK11 - SKS - 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 - Glock 17 - M1911 - Deagle 44 - M45A1 - Five Seven
ZIP 22

Machine Pistols

Glock 18 - M93R - TEC-9 - MP1911


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


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

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