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BAR-100
The semi-auto BAR-100 is capable of engagement distances nearing that of a sniper rifle, while retaining the versatility of a lighter weapon.
Costs
Cert Cost: 1,000 Certification Points
DC Cost: 699 Daybreak Cash
General Info
Empire:
Can Use:
Weapon Type: Scout Rifle
Fire Rate: 317 RPM
Muzzle Velocity: 625m/s
Effective Range: ??
Fire Modes: Semi-Auto
Headshot Multiplier: 2x
ADS Move Speed Multiplier: 0.5x
Equip Time: 850 ms
Damage[?]
Max Damage: 250 before 15m
Min Damage: 225 after 100m
Reload Speed
Short Reload: 2.3s
Long Reload: 2.55s
Ammunition
Magazine Size: 20
Ammunition Pool: 120
Accuracy[?]
Hip Aim
Crouch Still: 2.5 0
Move: 3 0.15
Stand Still: 3 0
Move: 3.5 0.15
Bloom per Shot: 0.2 0.1
Recoil[?]
Vertical: 0.55
Horizontal, Min/Max: 0.18
Horizontal Tolerance: 0.35
Angle Min/Max: -3°/3°
Bias: ??
Recoil Decrease: 20
First Shot Recoil Multiplier: 1x
Data Sources?
Census DBG API source:

BAR-100 API Data

Census LF API source: BAR-100 API Data

The BAR-100 is a scout rifle available to Nanite Systems Operatives. It is unlocked through purchase with Certification Points or Daybreak Cash.

The BAR-100 is a balanced scout rifle in the NSO arsenal, featuring a faster fire rate than the BAR-200, a higher caliber bullet than the BAR-A50, and greater hip accuracy than both.

While it might appear strikingly similar to the AMR-66, Eidolon VE33, and Warden, the BAR-100 has several subtle differences to set it apart: it features a greater muzzle velocity, farther minimum damage range, and slightly different long and short reloads. While the maximum fire rate is lower, players who opt to wait for recoil to recover between shots will be hard-pressed to notice any difference in effective fire rate.

Perhaps the greatest difference between the BAR-100 and its contemporaries is its attachment pool, which lacks a Compensator, trades the Extended Magazine rail attachment for a Heavy Magazine ammo attachment, and is completely lacking any underbarrel launchers.

Attachments[]

Attachments
Optic
THM-1

29 OR 30
This low-range thermal optic highlights enemy infantry and vehicles, allowing target differentiation even through smoke or in darkness.
ABLE 1.0

29 OR 30
The ABLE 1.0 uses a blue dot reflex for snappy target acquisition at close range.
More reticles for this sight available, see full article.
ABLE 2.0

29 OR 30
This enhanced ABLE optic increases zoom depth by up to two times, and uses a simple blue dot for close-mid range accuracy.
More reticles for this sight available, see full article.
ABLE 3.4

29 OR 30
The ABLE 3.4x optic provides more zoom depth than a standard reflex, with a blue dot reticle for mid-range engagements.
More reticles for this scope available, see full article.
SCION X6

29 OR 30
The SCION X6 is the lowest range of any optic can still be considered a "sniper scope." The six times zoom depth provides flexibility at mid to long range.
THM-6

29 OR 30
This 6x thermal optic highlights enemy infantry and vehicles, allowing target differentiation even through smoke or in darkness.
Barrel
Flash Suppressor

49 OR 100
A flash suppressor makes the shooter less visible to the enemy, but increases the range at which you appear on enemy minimaps by 15 meters.
Suppressor

49 OR 100
The weapon's muzzle flash and noise generation is reduced, and the player no longer appears on the minimap when firing. In exchange, the weapon's damage falls off 20 meters sooner and bullet velocity is reduced by 15%.
Rail
Comfort Grip

49 OR 100
A comfort grip reduces the time it takes to swap to the weapon by 30%, reduces horizontal recoil by 20%, but increases vertical recoil by 20%.
Darklight Flashlight

49 OR 100
The rail mounted Darklight Flashlight can illuminate hostile cloaked infiltrators and dark areas but the light can give away your position.
The light can be turned on and off with Toggle Attachment hotkey.
Laser Sight

49 OR 100
A laser sight increases the user's hipfire accuracy by 33%.
Weighted Receiver

99 OR 200
Rebalanced material construction removes the weapon's aim down sights moving accuracy penalty, but the wielder moves 33% slower while aiming.
Ammo
Heavy Magazine

99 OR 200
Increases magazine size by 5 rounds, but increases hipfire cone of fire by 20%.
High Velocity Ammunition

49 OR 100
High Velocity Ammunition increases the weapon's projectile velocity by 10% and minimum damage range by 20 meters, but reduces the weapon's maximum damage range by 2 meters.
Soft Point Ammunition

49 OR 100
Soft Point Ammunition increases the weapon's maximum damage range by 5 meters, but reduces its projectile velocity by 10%.

Damage Fall-off[]

Stats in yellow are with Soft Point Ammunition, and stats in orange are with High Velocity Ammunition.

  • 250 before 15 meters (20 meters) (13 meters)
  • 225 after 100 meters (100 meters) (120 meters)

Effectiveness[]

Versus Infantry
Infantry Body part Shots to Kill
0-15mAfter 100m
Infantry Head 23
Torso 4(4)5(5)
Legs 5(5)5(5)
Infiltrator Head 22
Torso 4(4)4(4)
Legs 4(4)5(5)
Heavy Assault Overshield Head 34
Torso 6(6)7(7)
Legs 7(7)8(8)
MAX Head 2023
Torso 40(50)45(56)
Legs 45(56)50(62)
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 15m After 100m
Link=FlashFlash - 30 (on fire @ 24) 34 (on fire @ 27)
Composite Armor 4 - 39 (on fire @ 32) 44 (on fire @ 35)
Link=HarasserHarasser - 77 (on fire @ 62) 86 (on fire @ 69)
Composite Armor 4 - 93 (on fire @ 74) 103 (on fire @ 83)
Sunderer - Immune
Blockade Armor 4 - Immune
Deployment Shield 4 - Immune
ANT - Immune
Lightning Front/Top Immune
Side
Rear
Prowler/
Magrider
Front/Top Immune
Side
Rear
Chimera Front/Top Immune
Side
Rear
Vanguard Front/Top Immune
Side
Rear
ESF - 48 (on fire @ 39) 54 (on fire @ 43)
Composite Armor 4 - 53 (on fire @ 43) 59 (on fire @ 47)
Valkyrie Front/Side/Top/Rear 120 (on fire @ 96) 134 (on fire @ 107)
Bottom 240 (on fire @ 192) 267 (on fire @ 214)
Composite Armor 4 Front/Side/Top/Rear 138 (on fire @ 111) 154 (on fire @ 123)
Bottom 276 (on fire @ 221) 307 (on fire @ 246)
Dervish - 94 (on fire @ 75) 104 (on fire @ 83)
Composite Armor 4 - 103 (on fire @ 83) 115 (on fire @ 92)
Liberator - Immune
Composite Armor 4 - Immune
Galaxy - Immune
Composite Armor 4 - Immune
Bastion Weak Point - Immune

Ribbons and Medals[]

It is possible to earn both Ribbons and Medals while using the BAR-100. Each ribbon is a standard reward for achieving a set amount of kills with the rifle. Medals are awarded upon reaching kill milestones with the weapon.

Ribbon(s)[]

Ribbon Icon Requirements
BAR-100
Service Ribbon
10 kills
Find out more on the Service Ribbons article.


Medals[]

Medal Icon Requirement Award
No Medal
0 kills N/A
Copper Medal
10 kills Certification Points
Silver Medal
60 kills 10 Certification Points
Gold Medal
160 kills 20 Certification Points
Auraxium Medal
1,160 kills 200 Certification Points
Medals earned with the BAR-100 contribute towards the Scout Rifles directive tree.

History[]