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
Hitbox Range
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. And all damage value are rounded down.
Note: The damage value in-game is rounded down, example: 99.9 damage is counted as 99 damage and not 100 damage.
Suppressed Stats
Suppressor 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-4 Suppressor 29.44 -> 22.54 104.5 max -> 180 min
PBS-1 Suppressor 32 -> 21.16 104.5 max -> 153 min
Suppressor 28.8 -> 23 99 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


The SCAR-HAMR is an American Light Machine Gun variant of the SCAR-L Assault Rifle. The SCAR-HAMR is unlocked at Rank 72, or can be purchased with credits (CR).


In 2008, a variant of the FN SCAR—the Heat Adaptive Modular Rifle (HAMR)—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 (Infantry Automatic Rifle) due the better price/quality ratio.[1]


The SCAR HAMR sports a 50-round drum magazine. This weapon provides moderate damage (4 to 5 shot kill) and good damage drop off range. It has a low to moderate gun recoil impulse, however the camera recoil is quite rough - a folding grip is recommended. The SCAR HAMR also features a large ammo reserve of 200 rounds. Similar to the SCAR series, the HAMR features a low rate of fire.

The HAMR is suited best for combat at moderate ranges. It can be used at close and long range, but is less effective at those ranges. The recoil, when mitigated with attachments, makes it an excellent choice for medium range engagement. Even though this gun has a low rate of fire, 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 rate of fire is quite slow at 650 RPM, making it easy to avoid spraying many more bullets than is necessary to kill an enemy.

The HAMR performs respectably when firing from the hip in CQC. However, its fire rate will oftentimes give a player enough reaction time to spin towards a player - and if the wielder is having a hard time hitting a target, the HAMR's low fire rate doesn't allow them to spray an overwhelming burst of rounds at someone in time. While the weapon switch time itself is quick in terms of LMGs, it's still ponderously slow - meaning that a HAMR user's priority when threatened at close range should be to escape, not to stick around.

The SCAR HAMR at range can be of somewhat questionable usage. An aimed spray in full auto with the most optimal build for overall recoil reduction will still have the HAMR dancing around the cursor, making sprays after about 350 studs waste more ammo than necessary burst mode can help user to control ammo consumption at automatic rifleman support. This is a double-edged sword - the sway can also get the HAMR to strike nearby targets, making full auto spray at range viable if there are multiple targets clumped together. Otherwise, tap firing is preferable. The HAMR will perform like an average assault rifle with a large magazine in this situation so players who are familiar with its AR brother SCAR L will be satisfied. When using the default sights, focus more on the front sight, because this is where the bullets come from.

Regardless of engagement range, players should aim to score headshots as often as possible with the HAMR. The HAMR does benefit from a strong suppression effect - blasting a small burst of rounds at a player who happens to be harassing the wielder at range can throw off their aim long enough for the wielder to take cover.

Pros & Cons


  • Very good range
  • Surprisingly efficient with its ammunition once its recoil is brought to heel
  • Large magazine capacity and ammunition reserve - up to four full magazines worth of ammo
  • Higher rate of fire than other SCARs
  • 1.1x Chest multiplier makes damage more efficient at range.


  • Somewhat unpredictable recoil
  • Below average damage for an LMG
  • Worst penetration in class
  • Loud firing noise


  • The SCAR-HAMR is the fastest firing automatic SCAR-family weapon at 650 RPM. Other SCAR weapons only fire at 625 RPM.
  • This weapon was discontinued by FNH USA for both military and civilian markets in 2015.



  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 - Honey Badger - AK74 - AKM - M231
Personal Defense Weapons MP5K - UMP45 - MP7 - MAC-10 - P90 - MP5 - Colt SMG 635 - MP5SD - MP10 - MP5-10 - AUG A3 Para - Kriss Vector
Light Machine Guns Colt LMG - M60 - Colt LMG - AUG HBAR - MG36 - RPK-12 - L86 LSW - RPK - SCAR-HAMR - RPK-74
Sniper Rifles Intervention - Remington 700 - AWS - BFG 50 - Mosin Nagant - L115A3 - Railgun
Carbines M4 - G36C - M4A1 - L22 - SCAR-PDW - AKU-12 - AK-12C - SR-3M - Groza-1 [NEW!] - Groza-4 [NEW!]
Designated Marksman Rifles MK-11 - SKS - Dragunov SVU - VSS Vintorez - SCAR-SSR
Battle Rifles SCAR-H - AK-12 BR - AG-3 - Henry 45-70
Shotguns KSG-12 - Remington 870 - KS-23M - Stevens DB
Secondary Weapons Pistols M9 - G17 - M1911 - DEAGLE 44
Machine Pistols G18 - M93R - TEC-9
Revolvers MP412 REX
Other Serbu Shotgun - ZIP 22 - SFG 50 - Sawed Off - Obrez

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