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NS-66 Punisher
The Punisher is a next-gen PDW built with close-quarters aggression in mind. The in-built underbarrel fires fragmentation grenades, and can be adapted to fire class-specific ammunition instead.
Costs
Cert Cost: 1,000 Certification Points
DC Cost: 799 Daybreak Cash
General Info
Empire:
Can Use:
Weapon Type: SMG
Fire Rate: 769 RPM
Muzzle Velocity: 350m/s
Effective Range: Short
Fire Modes: Auto
Headshot Multiplier: 2x
ADS Move Speed Multiplier: 0.75x
Equip Time: 650 ms
Damage[?]
Max Damage: 143 before 8m
Min Damage: 84 after 75m
Reload Speed
Short Reload: 2.25
Long Reload: 2.65
Ammunition
Magazine Size: 25
Ammunition Pool: 200
Accuracy[?]
Hip Aim
Crouch Still: 1 0.3
Move: 1.25 0.3
Stand Still: 1 0.3
Move: 1.5 0.3
Bloom per Shot: 0.05 0.05
Sprint: 5
Jump/Airborne: 7
Recoil[?]
Vertical: 0.35
Horizontal, Min/Max: 0.25/0.25
Horizontal Tolerance: 0.6
Angle Min/Max: -20°/-16°
Bias:
Recoil Decrease: 18
First Shot Recoil Multiplier: 2x
Data Sources?
Census DBG API source:

NS-66 Punisher API Data

Census LF API source: NS-66 Punisher API Data

Grenade Launcher
A single-shot grenade launcher attachment; increases the equip time of the attached weapon.
Pressing Gear Slot 1 hotkey will toggle the attachment.
Costs
Cert Cost: Default Certification Points
DC Cost: Default Daybreak Cash
General Info
Empire:
Can Use:
Weapon Type: Attachment
Fire Rate: 20 RPM
Muzzle Velocity: 40m/s
Fire Modes: Single Shot
Headshot Multiplier: 2x
Damage[?]
Max Damage: 400
Min Damage: 400
Max Indirect Damage: 350 before 0.5m
Min Indirect Damage: 50 at 3m
Damage Type: Common Explosive,
Common Explosive
Reload Speed
Reload Speed: 3s
Ammunition
Magazine Size: 1
Ammunition Pool: 1
Accuracy
Hip
Crouch Still: 1
Move: 2.5
Stand Still: 1.5
Move: 2
Bloom per Shot: 0
Sprint: 7
Jump/Airborne: 7
Data Sources?
Census DBG API source:

Grenade Launcher API Data,
Fire Mode API Data

Census LF API source: Grenade Launcher API Data,
Fire Mode API Data

NS-66 Punisher SE
This special edition Punisher is a next-gen PDW built with close-quarters aggression in mind. The in-built underbarrel fires fragmentation grenades, and can be adapted to fire class-specific ammunition instead.
Costs
DC Cost: 1,499 Daybreak Cash
General Info
Empire:
Can Use:
Weapon Type: SMG
Fire Rate: 769 RPM
Muzzle Velocity: 350m/s
Effective Range: Short
Fire Modes: Auto
Headshot Multiplier: 2x
ADS Move Speed Multiplier: 0.75x
Equip Time: 650 ms
Damage[?]
Max Damage: 143 before 8m
Min Damage: 84 after 75m
Reload Speed
Short Reload: 2.25
Long Reload: 2.65
Ammunition
Magazine Size: 25
Ammunition Pool: 200
Accuracy[?]
Hip Aim
Crouch Still: 1 0.3
Move: 1.25 0.3
Stand Still: 1 0.3
Move: 1.5 0.3
Bloom per Shot: 0.05 0.05
Sprint: 5
Jump/Airborne: 7
Recoil[?]
Vertical: 0.35
Horizontal, Min/Max: 0.25/0.25
Horizontal Tolerance: 0.6
Angle Min/Max: -20°/-16°
Bias:
Recoil Decrease: 18
First Shot Recoil Multiplier: 2x
Data Sources?
Census DBG API source:

NS-66 Punisher SE API Data

Census LF API source: NS-66 Punisher SE API Data
Note: Was available for limited time during Eighteen Years of PlanetSide celebration.

NS-66 Bumblebee
FL-34 claims this is a replica of a limited-edition Punisher stolen from a Nanite Systems showroom while it was in the process of being auctioned off. It has no unique functionality aside from looking pretty.
Costs
DC Cost: Unavailable Daybreak Cash
General Info
Empire:
Can Use:
Weapon Type: SMG
Fire Rate: 769 RPM
Muzzle Velocity: 350m/s
Effective Range: Short
Fire Modes: Auto
Headshot Multiplier: 2x
ADS Move Speed Multiplier: 0.75x
Equip Time: 650 ms
Damage[?]
Max Damage: 143 before 8m
Min Damage: 84 after 75m
Reload Speed
Short Reload: 2.25
Long Reload: 2.65
Ammunition
Magazine Size: 25
Ammunition Pool: 200
Accuracy[?]
Hip Aim
Crouch Still: 1 0.3
Move: 1.25 0.3
Stand Still: 1 0.3
Move: 1.5 0.3
Bloom per Shot: 0.05 0.05
Sprint: 5
Jump/Airborne: 7
Recoil[?]
Vertical: 0.35
Horizontal, Min/Max: 0.25/0.25
Horizontal Tolerance: 0.6
Angle Min/Max: -20°/-16°
Bias:
Recoil Decrease: 18
First Shot Recoil Multiplier: 2x
Data Sources?
Census DBG API source:

NS-66 Bumblebee API Data

Census LF API source: NS-66 Bumblebee API Data
Note: Acquired from the Master tier of the Black Market Directive.

NS-66 "Alchemist" Punisher
The "Alchemist" Punisher is a highly-customizable PDW designed with close-quarters aggression in mind. The stock underbarrel grenade launcher can be modified to fire class-specific ammunition instead.
Costs
DC Cost: 3,999 Daybreak Cash
General Info
Empire:
Can Use:
Weapon Type: SMG
Fire Rate: 769 RPM
Muzzle Velocity: 350m/s
Effective Range: Short
Fire Modes: Auto
Headshot Multiplier: 2x
ADS Move Speed Multiplier: 0.75x
Equip Time: 650 ms
Damage[?]
Max Damage: 143 before 8m
Min Damage: 84 after 75m
Reload Speed
Short Reload: 2.25
Long Reload: 2.65
Ammunition
Magazine Size: 25
Ammunition Pool: 200
Accuracy[?]
Hip Aim
Crouch Still: 1 0.3
Move: 1.25 0.3
Stand Still: 1 0.3
Move: 1.5 0.3
Bloom per Shot: 0.05 0.05
Sprint: 5
Jump/Airborne: 7
Recoil[?]
Vertical: 0.35
Horizontal, Min/Max: 0.25/0.25
Horizontal Tolerance: 0.6
Angle Min/Max: -20°/-16°
Bias:
Recoil Decrease: 18
First Shot Recoil Multiplier: 2x
Data Sources?
Census DBG API source:

NS-66 "Alchemist" Punisher API Data

Census LF API source: NS-66 "Alchemist" Punisher API Data
Note: Acquired from the Alchemist Bundle.

The NS-66 Punisher is a submachine gun produced by Nanite Systems, available to all classes. It is unlocked through purchase with Certification Points or Daybreak Cash.

The Nanite Systems - 66 Punisher is a submachine gun featuring a higher damage output than many other guns in its damage bracket thanks to its slightly higher 769 rpm, although, as typical with most SMGs, it comes with a relatively poor performance at range thanks to its steep damage fall-off. The weapon's standout feature is the in-built Underbarrel Grenade Launcher - similar to directive reward weapons, it comes pre-equipped with its grenade launcher.

Compared to the typical Underbarrel Grenade Launcher found on other weapons such as carbines and assault rifles, the Punisher's launcher fires smaller and considerably weaker grenades, although they will arm immediately rather than after 10 meters of travel. The grenades can also be altered by equipping the Adaptive Class Underbarrel rail attachment, allowing the user to access a variety of grenade effects dependent on the class they are currently using.

Further solidifying the Punisher's identity as a unique and versatile weapon, it is also the only weapon in the game which allows both an underbarrel grenade launcher and a second rail attachment to be equipped simultaneously. Players may use either the frag or adaptive grenade launcher alongside one of the weapon's other rail attachments. For example, a player equipping only a laser sight to the Punisher will still have access to the standard frag grenades.

To equip the Punisher's underbarrel attachment, press its Gear Slot key (Gear Slot 1 (1 by default) if primary, Gear Slot 2 (2 by default) if secondary) while you have the weapon out.

Attachments[]

Attachments
Optic
Groomer IR

29 OR 30
This compact infrared optic relays heat signatures to the display screen, illuminatng enemies and dimming the background.
Mountain RF (1x)

29 OR 30
With quick and snappy target acquisition, the Mountain RF excels at short range engagements.
Fenmont RF (2x)

29 OR 30
For those who desire more precision in close quarters, the Fenmont reflex optic offers a 2x zoom.
Banjo (3.4x)

29 OR 30
The Banjo mid-range optic allows for quick target acquisition with a high-contrast crosshair reticle, and a 3.4x zoom depth.
Barrel
Compensator

49 OR 100
A compensator redirects gases upward, reducing vertical recoil by 30%, and increasing hipfire cone of fire by 15%. The added sound pressure causes the player to show on the minimap 35m farther away.
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 10 meters sooner and bullet velocity is reduced by 15%.
Rail
Adaptive Class Underbarrel

49 OR 100
The ACU syncs the underbarrel to the class equipping the weapon. This attachment can be active alongside other attachment types.
See article for more information.
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.
Extended Magazine

49 OR 100
Increases the amount of ammunition in each magazine by 5 rounds, and the weapon takes 15% longer to equip and unequip.
Grenade Launcher

Integrated
Always present on the weapon. Functionality can be modified by the Adaptive Class Underbarrel.
A single-shot grenade launcher attachment.
Pressing Gear Slot 1 hotkey will toggle the attachment.See article for details.
Laser Sight

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

  • 143 before 8 meters (13 meters) (8 meters)
  • 125 at 28 meters (31 meters) (33 meters)
  • 112 at 43 meters (45 meters) (52 meters)
  • 100 at 56 meters (58 meters) (70 meters)
  • 91 at 67 meters (67 meters) (84 meters)
  • 84 after 75 meters (75 meters) (95 meters)

Effectiveness[]

Versus Infantry
Infantry Body part Shots to Kill
0-8m8-28m28-56m56-75m
Infantry Head 4456
Torso 7(7)8(8)10(10)12(12)
Legs 8(8)9(9)12(12)14(14)
Infiltrator Head 4456
Torso 7(7)8(8)9(9)11(11)
Legs 7(7)8(8)10(10)12(12)
Heavy Assault Overshield Head 6689
Torso 11(11)12(12)15(15)18(18)
Legs 12(12)13(13)17(17)20(20)
MAX Head 35405060
Torso 70(88)80(100)100(125)120(149)
Legs 78(98)89(112)112(139)133(166)
Theoretical Time To Kill
Infantry Body part 0m 8m 28m 56m 75m
Normal Suit Normal Suit Normal Suit Normal Suit
Infantry Head 0.234s 0.257s - 0.314s - 0.472s - 0.604s -
Torso 0.468s 0.491s - 0.626s - 0.862s - 1.073s -
Infiltrator Head 0.234s 0.257s - 0.314s - 0.472s - 0.604s -
Torso 0.468s 0.491s - 0.626s - 0.784s - 0.995s -
Heavy Assault Head 0.39s 0.413s - 0.47s - 0.706s - 0.838s -
Torso 0.78s 0.803s - 0.938s - 1.252s - 1.541s -
MAX Head 2.653s 2.676s - 3.123s - 3.983s - 4.818s -
Torso 5.384s 5.406s 6.811s 6.244s 7.804s 7.884s 9.835s 9.499s 11.762s
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 8m After 75m
Link=FlashFlash - 53 (on fire @ 42) 90 (on fire @ 72)
Composite Armor 4 - 69 (on fire @ 55) 117 (on fire @ 93)
Link=HarasserHarasser - 135 (on fire @ 108) 229 (on fire @ 184)
Composite Armor 4 - 162 (on fire @ 130) 275 (on fire @ 220)
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 - 84 (on fire @ 68) 143 (on fire @ 115)
Composite Armor 4 - 93 (on fire @ 74) 158 (on fire @ 126)
Valkyrie Front/Side/Top/Rear 210 (on fire @ 168) 358 (on fire @ 286)
Bottom 420 (on fire @ 336) 715 (on fire @ 572)
Composite Armor 4 Front/Side/Top/Rear 242 (on fire @ 194) 411 (on fire @ 329)
Bottom 483 (on fire @ 387) 822 (on fire @ 658)
Dervish - 164 (on fire @ 131) 278 (on fire @ 223)
Composite Armor 4 - 180 (on fire @ 144) 306 (on fire @ 245)
Liberator - Immune
Composite Armor 4 - Immune
Galaxy - Immune
Composite Armor 4 - Immune
Bastion Weak Point - Immune

Times below assume the launched grenade directly strikes the target.

Versus Infantry
Infantry Shots to Kill
Infantry 2(3)
Infiltrator 2(3)
Heavy Assault Overshield 2(4)
MAX 6(11)
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Link=FlashFlash - 3 (on fire @ 3)
Composite Armor 4 - 4 (on fire @ 3)
Link=HarasserHarasser - Immune
Composite Armor 4 - Immune
Sunderer - Immune
Blockade Armor 5 - 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 - Immune
Composite Armor 4 - Immune
Valkyrie Front/Side/Top/Rear Immune
Bottom Immune
Composite Armor 4 Front/Side/Top/Rear Immune
Bottom Immune
Dervish - Immune
Composite Armor 4 - Immune
Liberator - Immune
Composite Armor 4 - Immune
Galaxy - Immune
Composite Armor 4 - Immune
Bastion Weak Point - Immune

History[]

Gallery[]

Trivia[]

  • The NS-66 Punisher is an adaptation of the weapon of the same name from PlanetSide 1.[1]
  • The Alchemist variant of the NS-66 uses unique models for its various attachments. Its standard 1x blue-dot optic is unchanged.
    • Optics are all cosmetically different and renamed from the base Punisher, All except the Paraclesius RF (2x) have minor functional differences.
      • The Glacain RF (1x) has a single red dot without the brackets of the Mountain RF.
      • The Grae IR (1x) uses the scope overlay of the T2 Striker as opposed to the Night Vision Scope overlay common to Nanite Systems products.
      • The Ventura (3.4x) is enclosed in a cylindrical housing and has a red dot reticle. The Banjo it is based upon has a boxy housing and an illuminated crosshair.
    • Muzzle and ammunition attachments are represented by different-colored oils in the vials and bottles on the side of the weapon, respectively. The muzzle of the weapon itself does not change in appearance.
    • Equipping the Adaptive Class Underbarrel changes the fluid inside the launcher from green to red.

References[]