A heavy precision variant of the Belgian SCAR-H. Slowest fire rate in class with strong vertical recoil, but with fast recovery.
–In-game description

SSR angled

Scar SSR


Weapon Type Primary Weapon
Weapon Class Designated Marksman Rifle
Rank Prerequisites Rank 85
Damage 57 → 48
Range 120 max → 180 min


Hip Accuracy


Sight Accuracy


Magazine Size 10, 11 with round in chamber
Ammo Reserve 60
Fire Modes Semi
Rate of Fire 220 RPM

TTK (Time to Kill) 0.00 s
Head & Body Multiplier
per bullet/pellet
Max (120 studs) Min (180 studs)
(x2.00) Head 114 96
(x1.70) Torso 96.9 81.6
(x1) Arms and Legs 57 48
Red color signifies a fatal hit.
Suppressed Stats
Suppressor/Bullet Attachment Suppressed Damage Suppressed Range
ARS Suppressor 57 -> 43.2 120 max -> 180 min
R2 Suppressor 54.15 -> 45.6 114 max -> 171 min
PBS-1 Suppressor 54.15 -> 45.6 114 max -> 171 min
PBS-4 Suppressor 54.15 -> 45.6 114 max -> 171 min
Suppressor 51.3 -> 48 108 max -> 180 min
Armor Piercing 57 -> 40 0 max -> 180 min
Muzzle Velocity 3000 studs/s
Penetration Depth 2.6 studs
Suppression 1.3


Hipfire Camera Recovery Speed 20
Sight Camera Recovery Speed 18
Weapon Recovery Speed 15
Weapon Recoil Damping 0.75


Min Camera Kick (4.19, -0.41, -0.31)
Max Camera Kick (4.59, 0.60, 0.30)
Min Recoil Displacement (-0.50, 0.60, 14.19)
Max Recoil Displacement (0.80, 1.10, 14.80)
Min Recoil Rotation (1.79, 0.69, -0.31)
Max Recoil Rotation (2.50, 1.20, 0.30)
Hipfire Spread Factor 0.05
Hipfire Recovery Speed 6
Hipfire Spread Damping 0.70


Min Camera Kick (4.09, -2.60, -0.50)
Max Camera Kick (4.80, 1.70, 0.50)
Min Recoil Displacement (-0.11, 0.50, 10.19)
Weapon Shot Displacement (0.10, 0.89, 12.80)
Min Recoil Rotation (1.20, -0.21, -0.31)
Max Recoil Rotation (1.50, 0.20, 0.30)
Sight Magnification 3.0x


Reload Time 2.6 seconds
Empty Reload Time 3.8 seconds
Equip Speed 12
Aiming Speed 10
Crosshair Size 40
Crosshair Spread Rate 400
Crosshair Recover Rate 20


Weapon Walk Speed 12 stud/s
Aiming Walk Speed 7.2 stud/s
Ammo Type 7.62x51mm 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 Sight 310 Kills
Ballistics Tracker 1500 Kills
Armor Piercing 1000 Kills

The SCAR SSR is an American Designated Marksman Rifle. It is unlocked at rank 85, or it can be purchased with credits.


The SCAR-SSR (Sniper Support Rifle), also known as the FN SCAR-H PR (Precision Rifle) and SCAR Mk.20 Mod.0 SSR, is a designated marksman version of the SCAR-H. It is a relatively modern rifle, utilizing the same operating system and modular architecture found in all members of the SCAR family. The SCAR-H PR incorporates features seldom found in a semi-auto precision rifle and retains the same performance as an assault rifle.

The rifle is available with a foldable buttstock (SCAR-H PR model) or with a non-foldable precision buttstock (SCAR-H TPR model is the one used in-game.)

The SCAR Mk.20 Mod.0 SSR is the US designation of the SCAR-H TPR.


General Information

The SCAR SSR is a highly accurate and powerful DMR, boasting high damage and a high headshot multiplier. It can one-shot kill (1SK) an opponent at medium range, up to 166 studs, slightly longer than the headshot range of the SVU, However, at range it requires three shots to kill (STK) a full health enemy on the limbs, but two shots if one lands on the head or chest. This rifle has a moderate fire rate (220 RPM) and it is combined with its advantage of higher precision and reduces the effect of its moderate recoil to make it an effective killing machine like the SVU. The SCAR SSR has a very high muzzle velocity, on par with the Intervention and .50 cal snipers.

The default iron sights are the same as the other SCAR rifles but are not so useful on the SCAR SSR like they are on other SCAR variants. It is highly recommended to mount an optic a user prefers. It should be noted that the PM II is available for no kills.

The SCAR SSR functions similarly to the Dragunov SVU. To make full use of the high muzzle velocity, engage enemies at longer ranges. It can neutralize an enemy faster than the MK11 and the SKS, and about as quickly as the Dragunov SVU due to its 1SK to the head. The SSR is also very mobile—the user should change their sniping position frequently to avoid detection. Ambushing is also a good tactic to use with the SSR. Thanks to the high damage, the suppressors won't affect much of the sheer power that the SSR brings to the table.

Even though it can 2SK or 1SK to the head up to a moderate range, this rifle is easily outclassed by most of the close-quarters-combat (CQC) and medium range weapons if they ever get close. Using a good backup secondary weapon is important to keep the user alive, bar the user not getting themselves in a CQC situation in the first place. It will also be outclassed by dedicated snipers at the longest sidelines due to both lower damage and shorter scope steady time.

Usage & Tactics

Given its low RoF and high damage, the SCAR SSR is better suited in a more "passive" approach than typical DMRs. The high damage in conjunction with its damage multipliers, faster muzzle velocity and great accuracy allow for the SSR to compete against sniper rifles at long distances. However, given that its iron sights are not practical for such long-range engagements, it is recommended that a sight with a good amount of zoom, PM II or VCOG 6x Scope should be used. The ACOG Scope is well suited and may work better than the VCOG or PM II due to the faster ADS and not needing to be concerned with short steady time with PM II or VCOG.

If if the user can aim well, it is possible that the SSR can be used in CQC, although this is much harder to do given the very slow aim-down-sights (ADS) time, poor handling traits and the low RoF,  which means missing a shot in CQC makes a user more vulnerable in such scenarios. PDWs and Shotguns are much better suited to CQC and against such weapons. A good close-range secondary, such as the TEC-9 or Serbu Shotgun would be beneficial to SSR users, filling the gap in CQC the SSR leaves.


The SCAR SSR is a heavy-hitting DMR that is comparable to the Dragunov SVU, both having low magazine capacities for its class, slow mobility speed and good one-shot headshot range. With the low capacity and slow mobility combined with the painfully slow ADS time, this can hinder its performance greatly. Despite this, it retains the lethality of a sniper rifle with headshots out to an impressive distance and the higher RoF of a DMR.

Pros & Cons


  • High damage—2SK to the torso at all ranges.
  • Longest one-shot headshot kill range in-class—up to 166 studs.
  • High muzzle velocity.
  • Fast recoil recovery.
  • Access to the PM II.
  • Decent mobility.


  • Slowest RoF in-class.
  • Small magazine capacity.
  • High recoil—inaccurate if spammed.
  • Slow aim down sights (ADS) speed—especially with PM II and VCOG.
  • Short steady time with PM II and VCOG (four seconds).


  • In an older update of the SCAR-H on the FN Herstal's website, there was a 20-inch (50.8 cm) long barrel configuration. This was later removed and replaced by the SCAR-H PR.
    • The civilian sale SCAR SSR is sold under SCAR 20s.
  • The SCAR SSR;
    • Can use 20-round magazines, the same as the ones used by the SCAR-H.
    • Has a fire mode change animation even though it has one fire mode.
      • Technically possible in real life as a SCAR-H lower which has an auto sear for automatic firing can be attached to the SSR upper.
    • Has a lower firing sound than other SCARs in-game.
  • The SCAR SSR was popularized by the Counter-Strike: Global Offensive's SCAR-20, the name used for the SCAR SSR in CS:GO.
  • The SCAR SSR, along with the L86 LSW, when fired at an enemy, play bullet whiz and crack sounds, normally reserved for sniper rifles. The SCAR HAMR and AUG HBAR also functioned this way. This feature is now outdated due to the new suppression mechanic added in the July 4th, 2017 update. However, the SCAR SSR and L86 LSW still retain this feature.


  1. [1]SCAR-SSR details under variants
  2. FN website #1
  3. FN website #2
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
X95R - HK51B

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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