Page Contents Current As of Patch: | 2022-04-05 |
Reaper DMR | |||
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The powerful and accurate Reaper DMR was developed to fulfill the needs of soldiers who prefer to provide support from a distance. | |||
Costs | |||
Cert Cost: | 1,000 ![]() | ||
DC Cost: | 699 ![]() | ||
General Info | |||
Empire: | ![]() | ||
Can Use: | ![]() | ||
Weapon Type: | Assault Rifles | ||
Fire Rate: | 500 RPM | ||
Muzzle Velocity: | 615m/s | ||
Effective Range: | Long | ||
Fire Modes: | Auto | ||
Headshot Multiplier: | 2x | ||
ADS Move Speed Multiplier: | 0.5x | ||
Equip Time: | 780 ms | ||
Damage[?] | |||
Max Damage: | 200 before 10m | ||
Min Damage: | 167 after 85m | ||
Reload Speed | |||
Short Reload: | 1.925s | ||
Long Reload: | 2.565s | ||
Ammunition | |||
Magazine Size: | 24 | ||
Ammunition Pool: | 144 | ||
Accuracy[?] | |||
Hip | Aim | ||
Crouch | Still: | 2 | 0 |
Move: | 2.5 | 0.17 | |
Stand | Still: | 2.5 | 0 |
Move: | 3 | 0.32 | |
Bloom per Shot: | 0.14 | 0.07 | |
Recoil[?] | |||
Vertical: | 0.44 | ||
Horizontal, Min/Max: | 0.2/0.2 | ||
Horizontal Tolerance: | 0.4 | ||
Angle Min/Max: | 0°/0° | ||
Bias: | ← = → | ||
Recoil Decrease: | 15 | ||
First Shot Recoil Multiplier: | 1.5x | ||
Data Sources? | |||
Census DBG API source: | |||
Census LF API source: | Reaper DMR API Data |
The Reaper DMR is an assault rifle available to the New Conglomerate. It is unlocked through purchase with Certification Points or Daybreak Cash.
The Reaper Designated Marksman Rifle can be best described as a 'pocket NC6 Gauss SAW', sharing a lot of the weapon's iconic features; an incredibly high caliber round fired at 500 RPM, strong vertical recoil but weak horizontal recoil, and incredibly potent ranged performance. To fit the assault rifle package, though, the Reaper's magazine is a small 24 rounds, and the weapon reloads far faster.
The Reaper DMR's competition in the NC arsenal can be found in the form of the NC-9 A-Tross, which similarly fires the same devastatingly large calibre but sacrifices fire rate and reload speed for the privilege of a 30 round magazine and slightly friendlier vertical recoil.
Attachments[]
Attachments |
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Optic | |||||||
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HS/NV Scope (1x)![]() ![]() ![]() | Nanite Systems' HS/NV scope has no magnification, but provides high contrast outlines to nearby objects and illuminates nearby soldiers. | ||||||
TekLyte Reflex (1x)![]() ![]() ![]() | TekLyte's standard reflex sight allows for superior close-range target acquisition over traditional iron sights. More reticles for this sight available, see full article. | ||||||
GD RefleXR (2x)![]() ![]() ![]() | The RefleXR from Genudine Dynamics includes 2x magnification, making it the preferred sight for urban combat scenarios. More reticles for this sight available, see full article. | ||||||
LX Tacti-Eye (3.4x)![]() ![]() ![]() | Featuring 3.4x magnification and a simple crosshair, OcuLuxx's Tacti-Eye owes its success to its simplicity and ease of use. | ||||||
LACO (3.4x)![]() ![]() ![]() | Utilizing a holographic red dot and 3.4x magnification, the NC's Laser-Assisted Combat Optics has significant flexibility over other mid-range scopes. | ||||||
TrueShot (4x)![]() ![]() ![]() | The TrueShot makes use of a simple crosshair and 4x magnification. Its lightweight 'box' housing obscures less than typical scopes of its class. | ||||||
LX Mark IV (4x)![]() ![]() ![]() | OcuLuxx's sturdy Mark IV scope features 4x magnification and a triple chevron reticle, allowing the user to compensate for bullet drop. | ||||||
BDS (6x)![]() ![]() ![]() | The New Conglomerate's versatile Bold Driver Standard uses a mil-dot reticle and 6x magnification. |
Barrel | |||||||
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Compensator![]() ![]() ![]() | 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. | ||||||
Short Barrel![]() ![]() ![]() | This shortened barrel reduces cone of fire bloom by 40% when firing from the hip, and increases vertical recoil by 20% while aiming down sights. | ||||||
Suppressor![]() ![]() ![]() | 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 | |||||||
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Angled Forward Grip![]() ![]() ![]() | An angled forward grip reduces the vertical recoil of the first shot in a burst by 60%, but increase the side to side recoil of a weapon by 10%. | ||||||
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. | ||||||
Extended Magazine![]() ![]() ![]() | Increases the amount of ammunition in each magazine by 5 rounds, and the weapon takes 15% longer to equip and unequip. | ||||||
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%. | ||||||
Smoke Launcher![]() ![]() ![]() | Underbarrel smoke grenade launcher attachment; increases the equip time of the attached weapon by 0.25 seconds. Pressing Gear Slot 1 hotkey will toggle the attachment. | ||||||
Underbarrel Shotgun![]() ![]() ![]() | A single-shot shotgun round attachment; increases the equip time of the attached weapon by 0.25 seconds. Pressing Gear Slot 1 hotkey will toggle the attachment. |
Ammo | |||||||
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High Velocity Ammunition![]() ![]() ![]() | 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. | ||||||
Sabot Ammunition![]() ![]() ![]() | Bullets will now pierce through one infantry target before stopping, but reduces rate of fire by 10%. |
Damage Fall-off[]
Stats in orange are with High Velocity Ammunition.
- 200 before 10 meters (8 meters)
- 167 after 85 meters (105 meters)
Effectiveness[]
Versus Vehicles | |||
Vehicle | Armor Facing | Shots to Kill | |
Before 10m | After 85m | ||
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- | 38 (on fire @ 30) | 45 (on fire @ 36) |
Composite Armor 4 | - | 49 (on fire @ 39) | 59 (on fire @ 47) |
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- | 97 (on fire @ 77) | 116 (on fire @ 93) |
Composite Armor 4 | - | 116 (on fire @ 93) | 139 (on fire @ 111) |
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- | Immune | |
Blockade Armor 4 | - | Immune | |
Deployment Shield 4 | - | Immune | |
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- | Immune | |
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Front/Top | Immune | |
Side | |||
Rear | |||
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Front/Top | Immune | |
Side | |||
Rear | |||
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Front/Top | Immune | |
Side | |||
Rear | |||
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Front/Top | Immune | |
Side | |||
Rear | |||
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- | 60 (on fire @ 48) | 72 (on fire @ 58) |
Composite Armor 4 | - | 66 (on fire @ 53) | 80 (on fire @ 64) |
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Front/Side/Top/Rear | 150 (on fire @ 120) | 180 (on fire @ 144) |
Bottom | 300 (on fire @ 240) | 360 (on fire @ 288) | |
Composite Armor 4 | Front/Side/Top/Rear | 173 (on fire @ 138) | 207 (on fire @ 166) |
Bottom | 345 (on fire @ 276) | 414 (on fire @ 331) | |
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- | 117 (on fire @ 94) | 140 (on fire @ 112) |
Composite Armor 4 | - | 129 (on fire @ 103) | 154 (on fire @ 123) |
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- | Immune | |
Composite Armor 4 | - | Immune | |
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- | Immune | |
Composite Armor 4 | - | Immune | |
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- | Immune |
Ribbons and Medals[]
It is possible to earn both Ribbons and Medals while using the Reaper DMR. 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 |
Reaper DMR Service Ribbon |
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10 kills |
Medals[]
Medal | Icon | Requirement | Award |
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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 Reaper DMR contribute towards the Assault Rifles directive tree. |
Gallery[]
Videos[]
Planetside 2 - New Conglomerate Reaper DMR Review - Mr. G4F
Full stats and gameplay comparison against other Assault Rifles
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