SCARH alpha

Weapon Type Primary Weapon
Weapon Class Battle Rifle
Rank Prerequisites Rank 30
Damage 40 -> 32
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 625 RPM

TTK (Time to Kill) 0.09 s
Head & Body Multiplier
per bullet/pellet
Max (90 studs) Min (140 studs)
(x1.4) Head 56 44.8
(x1.1) Torso 44 35.2
(x1) Arms and Legs 40 32
Red color signifies a fatal hit. And all damage value in-game are rounded down. (e.g. 99.99 is counted as 99).
Suppressed Stats
Suppressor/Bullet Attachment Suppressed Damage Suppressed Range
ARS Suppressor 40 -> 28.8 90 max -> 126 min
R2 Suppressor 38 -> 30.4 85.5 max -> 133 min
PBS-1 Suppressor 38 -> 30.4 85.5 max -> 133 min
PBS-4 Suppressor 38 -> 30.4 85.5 max -> 133 min
Suppressor 36 -> 32 81 max -> 140 min
Armor Piercing 40 -> 26.66667 90 max -> 0 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
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

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 can be purchased with credits (CR).


The SCAR-H (Special Operations Combat Assault Rifle - Heavy), also known as the MK 17 Mod 0, is the 7.62x51mm-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 made into a 5.56x45mm NATO-firing assault rifle.

Although U.S 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 MK-11 (also in-game) marksman's 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] There's also the SCAR-H TPR, the precision variant of this rifle, which is currently 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. Due to its torso multiplier of 1.1x, the SCAR-H is able to kill in three shots at any range to the torso. The Range is fairly good as well, with the damage drop-off not beginning until 90 studs and finishing at 140 studs.

Rate-of-fire (RoF) is low for an automatic, at 650 RPM - the same as the SCAR-L - 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 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, with its 3HK extending to 120 studs.

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, as it has the same minimum damage as the SKS. 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 Time to Kill (TTK) at close range, sporting a higher RoF, but the AG-3's 3HK at long range makes it better at longer distances. 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.
  • 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.
    • Since New Steel update part 1 (3.11.0) on August 4, 2018, the amount of reserve ammunition is back at 120, the usual amount for battle rifles.


  1. [1] Wikipedia - FN SCAR
Primary Weapons Assault Rifles AK-12 - AN-94 - AS VAL - SCAR-L - AUG A1 - M16A4 - G36 - M16A3 - AUG A2 FAMAS - AK47 - AUG A3 - L85A2 - AK74 - AKM - M231- AK103
Personal Defense Weapons MP5K - UMP45 - MP7 - MAC-10 - P90 - MP5 - Colt SMG 635 - L2A3
MP5SD - MP10 - MP5/10 - M3A1 - AUG A3 Para
PPSh-41 - Kriss Vector - MP40
Light Machine Guns Colt LMG - M60 - AUG HBAR - MG36 - RPK-12 - L86 LSW - RPK


Sniper Rifles Intervention - Remington 700 - AWS - BFG 50 - Mosin Nagant - L115A3
Hecate II
Carbines M4A1 - G36C - M4 - L22 - SCAR PDW - AKU-12 - Groza-1 - AK-12C
Honey Badger- SR-3M - Groza-4 - 1858 Carbine- AK105
Designated Marksman Rifles MK-11 - SKS - Dragunov SVU - VSS Vintorez - Beowulf TCR - SCAR-SSR - Dragunov SVDS
Battle Rifles Beowulf ECR-SCAR-H - AK12BR - AG-3 - Henry 45-70 - FAL 50.00 - G3
Shotguns KSG-12 - Remington 870 - DBV-12 - KS-23M - Saiga-12
Stevens DB - SPAS-12
Secondary Weapons Pistols M9 - Glock 17 - M1911 - Deagle 44 - M45A1
Machine Pistols Glock 18 - M93R - TEC-9 - MP1911
Revolvers MP412 REX - Mateba 6 - 1858 New Army
Other Serbu Shotgun - ZIP 22 - SFG 50 - Sawed Off - Obrez - Saiga-12U- PPK-12
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