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Page Contents Current As of Patch: 2022-07-13
PMG-ARX Schrodinger
A (short-lived) effort between NSX labs and NS-WAR co-developed a modified PMG-100 that splits bullets in half before they release from the barrel. It remains unclear what the original purpose of this project actually was.
Costs
DC Cost: Unavailable Daybreak Cash
General Info
Empire:
Can Use:
Weapon Type: Submachine Gun
Fire Rate: 896 RPM
Muzzle Velocity: 425m/s
Fire Modes: Auto
Headshot Multiplier: 2x
ADS Move Speed Multiplier: 0.75x
Equip Time: 650 ms
Damage[?]
Max Damage:
60x2
120
before 8m
Min Damage:
50x2
100
after 50m
Reload Speed
Short Reload: 1.85s
Long Reload: 2.25s
Ammunition
Magazine Size: 66
Ammunition Pool: 792
Pellet Count: 2
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
Pellets Spread: 0.33
Recoil[?]
Vertical: 0.2
Horizontal, Min/Max: 0.3/0.331
Horizontal Tolerance: 0.75
Angle Min/Max: 17°/20°
Bias:
Recoil Decrease: 20
First Shot Recoil Multiplier: 2x
Data Sources?
Census DBG API source:

PMG-ARX Schrodinger API Data

Census LF API source: PMG-ARX Schrodinger API Data

The PMG-ARX Schrodinger is a submachine gun available to Nanite Systems Operatives. It is unlocked upon completion of the Master Submachine Guns directive.

The PMG-ARX Schrodinger is an "auraxium" variant of the PMG-100, sharing much of the same design philosophy. The Schrodinger stands apart primarily through its unique bullets—fired as two separate lesser-damaging pellets rather than one full damage bullet, requiring two rounds from the magazine per shot, leading to slightly reduced accuracy at range and poorer ammo economy.

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.
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.
Hybrid Suppressor

49 OR 100
A hybrid suppressor reduces weapon noise, muzzle flash, and prevents the player from showing on the minimap when firing, but bullet velocity is reduced by 20%.
Rail
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

99 OR 200
Increases the amount of ammunition in each magazine by 14 rounds, and the weapon takes 15% longer to equip and unequip.
Forward Grip

49 OR 100
A forward grip increases control of the weapon, reducing horizontal recoil by 25%, but increases equip time by 0.15 sec.
Hybrid Laser

49 OR 100
The hybrid laser reduces the weapon's hipfire cone of fire by 33% and hipfire pellet spread 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 green are the weapon's damage assuming all pellets connect at the given range. Stats in yellow are with Soft Point Ammunition, and stats in orange are with High Velocity Ammunition.

  • 60 before 10 meters (120) (15 meters) (8 meters)
  • 56 at 26 meters (112) (?? meters) (?? meters)
  • 50 after 50 meters (100) (50 meters) (70 meters)

Effectiveness[]

Assuming both pellets hit the target.

Versus Infantry
Infantry Body part Shots to Kill
0-8m8-26m26-50m
Infantry Head 555
Torso 9(9)9(9)10(10)
Legs 10(10)10(10)12(12)
Infiltrator Head 455
Torso 8(8)9(9)9(9)
Legs 9(9)9(9)10(10)
Heavy Assault Overshield Head 778
Torso 13(13)13(13)15(15)
Legs 14(14)15(15)17(17)
MAX Head 424550
Torso 84(105)90(112)100(125)
Legs 93(116)100(125)112(139)
Theoretical Time To Kill
Infantry Body part 0m 8m 26m 50m
Normal Suit Normal Suit Normal Suit
Infantry Head 0.268s 0.287s - 0.329s - 0.386s -
Torso 0.536s 0.555s - 0.597s - 0.72s -
Infiltrator Head 0.201s 0.22s - 0.329s - 0.386s -
Torso 0.469s 0.488s - 0.597s - 0.653s -
Heavy Assault Head 0.402s 0.421s - 0.463s - 0.586s -
Torso 0.804s 0.822s - 0.865s - 1.055s -
MAX Head 2.746s 2.764s - 3.008s - 3.399s -
Torso 5.558s 5.577s 6.983s 6.021s 7.494s 6.747s 8.421s
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 8m After 50m
Link=FlashFlash - 63 (on fire @ 50) 75 (on fire @ 60)
Composite Armor 4 - 82 (on fire @ 65) 98 (on fire @ 78)
Link=HarasserHarasser - 161 (on fire @ 129) 193 (on fire @ 154)
Composite Armor 4 - 193 (on fire @ 154) 231 (on fire @ 185)
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 - 100 (on fire @ 80) 120 (on fire @ 96)
Composite Armor 4 - 110 (on fire @ 88) 132 (on fire @ 106)
Valkyrie Front/Side/Top/Rear 250 (on fire @ 200) 300 (on fire @ 240)
Bottom 500 (on fire @ 400) 600 (on fire @ 480)
Composite Armor 4 Front/Side/Top/Rear 288 (on fire @ 230) 345 (on fire @ 276)
Bottom 575 (on fire @ 460) 690 (on fire @ 552)
Dervish - 195 (on fire @ 156) 234 (on fire @ 187)
Composite Armor 4 - 214 (on fire @ 172) 257 (on fire @ 206)
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 PMG-ARX Schrodinger. Each ribbon is a standard reward for achieving a set amount of kills with the submachine gun. Medals are awarded upon reaching kill milestones with the weapon.

Ribbon(s)[]

Ribbon Icon Requirements
PMG-ARX Schrodinger
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

History[]

  • July 1, 2021 Update (_Integration)
    • Added to the game.
  • March 30, 2022 Update
    • Magazine size from 60 to 66.
    • Ammunition capacity from 240 to 792.
    • Dev Note: Big improvement to ammo capacity given the unique nature of this weapon.

Trivia[]

  • The PMG-ARX Schrodinger's name references Erwin Schrödinger—an Austrian-Irish physicist.