| Page Contents Current As of Patch: | 2022-04-05 |
| MGR-C1 Charger | |||
| |||
| The Charger carbine features a unique overcharging system. Upon inserting a fresh magazine, the first 7 rounds fire at increased rate of fire, before settling into a smooth 600 rounds per minute rhythm. | |||
| Costs | |||
| Cert Cost: | 1,000 | ||
| DC Cost: | 799 | ||
| General Info | |||
| Empire: | |||
| Can Use: | |||
| Weapon Type: | Carbines | ||
| Fire Rate: | 652
After firing seven rounds in a magazine, decreases to 600 RPM.
| ||
| Muzzle Velocity: | 500m/s | ||
| Effective Range: | Medium | ||
| Fire Modes: | Auto | ||
| Headshot Multiplier: | 2x | ||
| ADS Move Speed Multiplier: | 0.5x | ||
| Equip Time: | 550 ms | ||
| Damage[?] | |||
| Max Damage: | 167 before 10m | ||
| Min Damage: | 125 after 60m | ||
| Reload Speed | |||
| Short Reload: | 2.15s | ||
| Long Reload: | 2.75s | ||
| Ammunition | |||
| Magazine Size: | 25 | ||
| Ammunition Pool: | 225 | ||
| Accuracy[?] | |||
| Hip | Aim | ||
| Crouch | Still: | 1 | 0.1 |
| Move: | 1.5 | 0.15 | |
| Stand | Still: | 1.5 | 0.1 |
| Move: | 2 | 0.25 | |
| Bloom per Shot: | 0.1 | 0.05 | |
| Sprint: | 5 | ||
| Jump/Airborne: | 2 | ||
| Recoil[?] | |||
| Vertical: | 0.3 | ||
| Horizontal, Min/Max: | 0.24/0.2 | ||
| Horizontal Tolerance: | 0.3 | ||
| Angle Min/Max: | 17°/15° | ||
| Bias: | → | ||
| Recoil Decrease: | 18 | ||
| First Shot Recoil Multiplier: | 2.2x | ||
| Data Sources? | |||
| Census DBG API source: | |||
| Census LF API source: | MGR-C1 Charger API Data | ||
The MGR-C1 Charger is a carbine available to the New Conglomerate. It is unlocked through purchase with Certification Points or Daybreak Cash.
The Modular Gauss Rifle-C1 Charger is a carbine released alongside the
MG-C1 Kindred and
VE-C Horizon as part of a series of empire specific weapons, each bringing interesting mechanics to the lineup alongside unique attachments, with the Charger bringing an overcharging system allowing it to fire at a faster rate at the start of each magazine.
The Charger's first seven rounds in each magazine fire with a shorter refire time, at a rate-of-fire of 652 RPM. After these first seven rounds have been fired, any further shots from that same magazine fire at a longer refire time, at a rate-of-fire of 600RPM.
Attachments[]
| Attachments |
|---|
| Optic | |||||||
|---|---|---|---|---|---|---|---|
Nx1 (1x)![]() | RNGTEK's Nx1 nightvision optic provides an advantage in low-light conditions, illuminating nearby targets. | ||||||
Rx1 (1x)![]() | RNGTEK's open reflex design allows for clearer target viewing than traditional ironsights. More reticles for this sight available, see full article. | ||||||
Rx2 (2x)![]() | This RNGTEK reflex sight has increased magnification for detailed target acquisition. More reticles for this sight available, see full article. | ||||||
Ax3 (3.4x)![]() | Fitted with 3.4x magnification, the Ax3 optic excels at mid-range target acquisition. More reticles for this scope available, see full article. | ||||||
| Rail | |||||||
|---|---|---|---|---|---|---|---|
Darklight Flashlight![]() | 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. | ||||||
Forward Grip![]() | A forward grip increases control of the weapon, reducing horizontal recoil by 25%, but increases equip time by 0.15 sec. | ||||||
Laser Sight![]() | A laser sight increases the user's hipfire accuracy by 33%. | ||||||
| Ammo | |||||||
|---|---|---|---|---|---|---|---|
Smart Feeder![]() | Increases magazine size by 5 rounds by streamlining the ammunition placement and feeding, and slows your reload speed by 0.300 seconds. | ||||||
| This weapon does not have any barrel type attachments. |
|---|
Damage Fall-off[]
- 167 before 10 meters
- 143 before 38 meters
- 125 at 60 meters
Effectiveness[]
| Versus Vehicles | |||
| Vehicle | Armor Facing | Shots to Kill | |
| Before 10m | After 60m | ||
| - | 45 (on fire @ 36) | 60 (on fire @ 48) | |
| Composite Armor 4 | - | 59 (on fire @ 47) | 78 (on fire @ 63) |
| - | 116 (on fire @ 93) | 154 (on fire @ 124) | |
| Composite Armor 4 | - | 139 (on fire @ 111) | 185 (on fire @ 148) |
| - | Immune | ||
| Blockade Armor 4 | - | Immune | |
| Deployment Shield 4 | - | Immune | |
| - | Immune | ||
| Front/Top | Immune | ||
| Side | |||
| Rear | |||
| Front/Top | Immune | ||
| Side | |||
| Rear | |||
| Front/Top | Immune | ||
| Side | |||
| Rear | |||
| Front/Top | Immune | ||
| Side | |||
| Rear | |||
| - | 72 (on fire @ 58) | 96 (on fire @ 77) | |
| Composite Armor 4 | - | 80 (on fire @ 64) | 106 (on fire @ 85) |
| Front/Side/Top/Rear | 180 (on fire @ 144) | 240 (on fire @ 192) | |
| Bottom | 360 (on fire @ 288) | 480 (on fire @ 384) | |
| Composite Armor 4 | Front/Side/Top/Rear | 207 (on fire @ 166) | 276 (on fire @ 221) |
| Bottom | 414 (on fire @ 331) | 552 (on fire @ 442) | |
| - | 140 (on fire @ 112) | 187 (on fire @ 150) | |
| Composite Armor 4 | - | 154 (on fire @ 123) | 206 (on fire @ 165) |
| - | Immune | ||
| Composite Armor 4 | - | Immune | |
| - | Immune | ||
| Composite Armor 4 | - | Immune | |
| - | Immune | ||
| Versus Vehicles | |||
| Vehicle | Armor Facing | Shots to Kill | |
| Before 10m | After 60m | ||
| - | 45 (on fire @ 36) | 60 (on fire @ 48) | |
| Composite Armor 4 | - | 59 (on fire @ 47) | 78 (on fire @ 63) |
| - | 116 (on fire @ 93) | 154 (on fire @ 124) | |
| Composite Armor 4 | - | 139 (on fire @ 111) | 185 (on fire @ 148) |
| - | Immune | ||
| Blockade Armor 4 | - | Immune | |
| Deployment Shield 4 | - | Immune | |
| - | Immune | ||
| Front/Top | Immune | ||
| Side | |||
| Rear | |||
| Front/Top | Immune | ||
| Side | |||
| Rear | |||
| Front/Top | Immune | ||
| Side | |||
| Rear | |||
| Front/Top | Immune | ||
| Side | |||
| Rear | |||
| - | 72 (on fire @ 58) | 96 (on fire @ 77) | |
| Composite Armor 4 | - | 80 (on fire @ 64) | 106 (on fire @ 85) |
| Front/Side/Top/Rear | 180 (on fire @ 144) | 240 (on fire @ 192) | |
| Bottom | 360 (on fire @ 288) | 480 (on fire @ 384) | |
| Composite Armor 4 | Front/Side/Top/Rear | 207 (on fire @ 166) | 276 (on fire @ 221) |
| Bottom | 414 (on fire @ 331) | 552 (on fire @ 442) | |
| - | 140 (on fire @ 112) | 187 (on fire @ 150) | |
| Composite Armor 4 | - | 154 (on fire @ 123) | 206 (on fire @ 165) |
| - | Immune | ||
| Composite Armor 4 | - | Immune | |
| - | Immune | ||
| Composite Armor 4 | - | Immune | |
| - | Immune | ||
Ribbons and Medals[]
It is possible to earn both Ribbons and Medals while using the MGR-C1 Charger. Each ribbon is a standard reward for achieving a set amount of kills with the carbine. Medals are awarded upon reaching kill milestones with the weapon.
Ribbon(s)[]
| Ribbon | Icon | Requirements |
| MGR-C1 Charger Service Ribbon |
![]() |
10 kills |
Medals[]
| Medal | Icon | Requirement | Award |
|---|---|---|---|
| No Medal | ![]() |
0 kills | N/A |
| Copper Medal | ![]() |
10 kills | 2 |
| Silver Medal | ![]() |
60 kills | 10 |
| Gold Medal | ![]() |
160 kills | 20 |
| Auraxium Medal | ![]() |
1,160 kills | 200 |
| Medals earned with the MGR-C1 Charger contribute towards the Carbines directive tree. | |||
History[]
- June 26, 2019 Update
- Number of charged shots per mag from 5 to 7.
- Dev Note: Increasing the charged shot count allows players in the top end of their magazine to secure a six-round bodyshot kill against unmodified health pools, as well as some room for leniency with the seventh round.
- November 17, 2021 Update
- Short reload from 2.475sec. to 2.15sec.
- Long reload from 3.38sec. to 2.75sec.
- March 30, 2022 Update (The Arsenal Update)
- When "uncharged" the weapon no longer drops to a 143 damage model, and instead scales back rate of fire.
- Refire rate when uncharged from 92ms to 100ms
- Dev Note: This is a significant buff to the weapon, as a 600rpm model (100ms refire) is near top-tier for the 167 damage category. This change also does away with shots to kill discrepancies that can be tied to bouncing between two damage models.
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