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) Head 114 96
(x1.7) Torso 96.9 81.6
(x1) Arms and Legs 57 48
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 57 -> 43.2 120 max -> 162 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 -> 40 120 max -> 0 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
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-SSR is an American Designated Marksman Rifle. It is unlocked at Rank 85 or can be purchased with credits (CR).


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. However, they are identical to each other.

Beginning in 2011, SOCOM decided to replace all their MK11s with SCAR SSRs by 2017.


General Information

The SCAR SSR is a highly accurate and powerful DMR. It has high damage and a great headshot multiplier (x2). It can One-Shot-Headshot 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 low bullet drop and fast muzzle velocity, the same as the bolt action rifles.

The default iron sights are the same as the other SCAR rifles, but it's not so useful on a long range weapon as they are on the automatic weapons. It's highly recommended to mount any new optic available immediately.

The SCAR SSR functions similarly to the Dragunov SVU. To make full use of the high muzzle velocity and low bullet drop, engage the enemies at longer ranges. It can neutralize an enemy faster than the MK-11 and the SKS, and about as quickly as the Dragunov SVU or faster due to its higher fire rate. 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 low bullet drop and high damage, the suppressors won't affect much of the sheer power that the SSR brings to the table.

Even though it can two-shot-kill (2SK) or one-shot-headshot 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. Or not get yourself in a CQC situation in the first place.

Usage & Tactics

Given its low RoF and high damage, the SCAR SSR is better suited in a more "passive" approach than typical DMRs (MK11, SKS etc.). The high damage in conjunction with its 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, PMII or VCOG scope should be used.

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 and isn't the weapon's forte. PDWs and Shotguns are much better suited to CQC and against such weapons, the low RoF of the SSR plus the likelihood of missing a shot in CQC with DMRs means the weapon is more vulnerable in such scenarios. 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 hard-hitting DMR that can be compared to the Dragunov SVU, both having similar magazine sizes, slower mobility speed and good one-shot headshot range. Smaller magazine capacity and slower mobility speed can hinder its performance. Despite this, it retains the lethality of a Sniper with headshots out to an impressive distance, but the higher RoF ability of a DMR.

Pros & Cons


  • High damage - One-shot headshot up to 166 studs.
  • 2SK to the chest at all ranges.
  • Very good bullet drop and muzzle velocity.
  • Second highest range out of the DMRs.
  • Relatively fast reload time.
  • Fast recoil recovery.
  • Access to PM II scope.


  • Lower RoF than most DMRs.
  • Small magazine capacity.
  • High recoil - inaccurate if spammed.
  • High unlock rank.
  • Slower aim-down-sights (ADS) time than other DMRs.


  • In an older model 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 name SCAR SSR/MK.20 Mod.0 SSR is the US name of the rifle. The international military market name is SCAR-H PR (or TPR, for Tactical Precision Rifle).
  • 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.
    • 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 name "SCAR-20" is likely derived from the military designation for the SCAR SSR, the Mk 20 Mod 0, and the 'SCAR' family name. 
  • The SCAR SSR used to be the last DMR to unlock at Rank 85.


  1. [1]SCAR-SSR details under variants
  2. FN website
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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Start a Discussion Discussions about SCAR SSR

  • Best semi sniper and the SVU

    33 messages
    • You're saying that to a rank 142 ey? Well i do and eo tech is best for sh00tgunz and dmrs and intervention. svu i havent used in abou...
    • Don't need to mate, we have discord remember.  EoTech is okay for shotguns and DMRs, but putting an EoTech on an Intervention defeats ...