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Shuriken
Designed for use by the Terran Republic's top Infiltrator hit squads, the Shuriken's incredible flexibility both close-up and at a distance allowed TR assassins to deal with a multitude of situations they may've not survived otherwise.
Costs
Cert Cost: Unavailable Certification Points
DC Cost: Unavailable Daybreak Cash
General Info
Empire:
Can Use:
Weapon Type: SMG
Fire Rate: 896 RPM
Muzzle Velocity: 370m/s
Effective Range: Short
Fire Modes: Auto
Headshot Multiplier: 2x
ADS Move Speed Multiplier: 0.75x
Equip Time: 650 ms
Damage[?]
Max Damage: 125 before 6m
Min Damage: 84 after 42m
Reload Speed
Short Reload: 2.5s
Long Reload: 3.2s
Ammunition
Magazine Size: 40
Ammunition Pool: 240
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
Recoil[?]
Vertical: 0.15
Horizontal, Min/Max: 0.347/0.376
Horizontal Tolerance: 0.9
Angle Min/Max: 0°/0°
Bias: ← = →
Recoil Decrease: 18
First Shot Recoil Multiplier: 2x
Data Sources?
Census DBG API source:

Shuriken API Data

Census LF API source: Shuriken API Data

The Shuriken is a submachine gun available to the Terran Republic. It is unlocked upon completion of the Master Submachine Guns directive.

The Shuriken is an 'auraxium' variant of the SMG-46 Armistice, sharing most of the same base stats and decorated with a special 'auraxium' camo. Compared to the base weapon, the Shuriken features a built-in Extended Magazine (without the equip time penalty). In exchange, the Shuriken suffers from longer reload speeds.

Attachments[]

Attachments
Optic
HS/NV Scope (1x)

49 OR 30
Nanite Systems' HS/NV scope has no magnification, but provides high contrast outlines to nearby objects and illuminates nearby soldiers.
RTA Reflex Sight (1x)

49 OR 30
The TR's Rapid Target Acquisition sight provides no magnification, but uses a clear red dot sight for close-combat situations.
More reticles for this scope available, see full article.
MH2 Reflex Sight (2x)

49 OR 30
The Terran MH2 features 2x magnification inside of a holographic red dot sight, giving it the advantage in urban combat situations.
More reticles for this scope available, see full article.
DMO (3.4x)

49 OR 30
Equipped with a combination chevron/crosshair reticle and 3.4x magnification capabilities, the TR's Designated Marksman Optics functions well at many ranges.
HDS (3.4x)

49 OR 30
Using a red dot reticle with 3.4x optical magnification, the TR's Holographic Dot Sight performs well in close and mid-range combat scenarios.
TMS (4x)

49 OR 30
Sharpshooters have long preferred the Terran Marksman Scope, praising its simple 4x magnified crosshair for its versatility and efficiency.
ACS (4x)

49 OR 30
The Terran Republic's Advanced Combat Scope utilizes a triple chevron reticle and 4x magnification, making it a good choice for all-around use.
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
Extended Magazine

49 OR 100
Increases the amount of ammunition in each magazine by 10 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.
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.
KCAP Ammunition

99 OR 200
KCAP ammunition removes the legshot damage penalty, and increases damage to the leg area by 20%, but decreases headshot damage by 50%.
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[]

Damage drop-off is linear. Stats in yellow are with Soft Point Ammunition.

  • 125 before 6 meters (11 meters)
  • 112 at 17 meters (20 meters)
  • 100 at 27 meters (29 meters)
  • 91 at 35 meters (36 meters)
  • 84 at 42 meters (42 meters)

Effectiveness[]

Versus Infantry
Infantry Body part Shots to Kill
0-4m4-17m17-35m35-62m
Infantry Head 4566
Torso 8(8)9(9)11(11)12(12)
Legs 9(9)10(10)13(13)14(14)
Infiltrator Head 4556
Torso 8(8)9(9)10(10)11(11)
Legs 8(8)9(9)11(11)12(12)
Heavy Assault Overshield Head 6789
Torso 12(12)13(13)16(16)18(18)
Legs 13(13)15(15)18(18)20(20)
MAX Head 40455560
Torso 80(100)90(112)110(138)120(149)
Legs 89(112)100(125)123(153)133(166)
Theoretical Time To Kill
Infantry Body part 0m 4m 17m 35m 62m
Normal Suit Normal Suit Normal Suit Normal Suit
Infantry Head 0.201s 0.211s - 0.31s - 0.421s - 0.487s -
Torso 0.469s 0.479s - 0.577s - 0.756s - 0.889s -
Infiltrator Head 0.201s 0.211s - 0.31s - 0.354s - 0.487s -
Torso 0.469s 0.479s - 0.577s - 0.689s - 0.822s -
Heavy Assault Head 0.335s 0.345s - 0.444s - 0.555s - 0.688s -
Torso 0.737s 0.746s - 0.845s - 1.09s - 1.291s -
MAX Head 2.612s 2.621s - 2.988s - 3.702s - 4.103s -
Torso 5.29s 5.3s 6.639s 6.002s 7.475s 7.385s 9.26s 8.121s 10.063s
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 4m After 62m
Link=FlashFlash - 60 (on fire @ 48) 90 (on fire @ 72)
Composite Armor 4 - 78 (on fire @ 63) 117 (on fire @ 93)
Link=HarasserHarasser - 154 (on fire @ 124) 229 (on fire @ 184)
Composite Armor 4 - 185 (on fire @ 148) 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 - 96 (on fire @ 77) 143 (on fire @ 115)
Composite Armor 4 - 106 (on fire @ 85) 158 (on fire @ 126)
Valkyrie Front/Side/Top/Rear 240 (on fire @ 192) 358 (on fire @ 286)
Bottom 480 (on fire @ 384) 715 (on fire @ 572)
Composite Armor 4 Front/Side/Top/Rear 276 (on fire @ 221) 411 (on fire @ 329)
Bottom 552 (on fire @ 442) 822 (on fire @ 658)
Dervish - 187 (on fire @ 150) 278 (on fire @ 223)
Composite Armor 4 - 206 (on fire @ 165) 306 (on fire @ 245)
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 Shuriken. 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
Shuriken
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[]

  • February 2, 2017 Update
    • Now properly restores one magazine per tick from ammo boxes
    • Max damage range from 6 to 4
    • Min damage range from 50 to 62
    • Velocity from 388 to 370
    • ADS Cone of Fire from 0.2 to 0.3
    • Vertical recoil from 0.225 to 0.15
    • Horizontal recoil from 0.3470/0.3760 to 0.26/0.282
    • Horizontal recoil tolerance from 0.9 to 0.675
    • Short reload from 2.25sec. to 2.7sec.
    • Long reload from 2.92sec. to 3.5sec.
  • August 15, 2018 Update
    • Velocity from 370 to 407
  • September 15, 2021 Update
    • Fixed projectile sizes that were smaller than the standard on the following weapons:
    • Shuriken (TR Auraxium SMG)
  • March 30, 2022 Update (The Arsenal Update)
    • Short reload from 2.7sec. to 2.5sec.
    • Long reload from 3.5sec. to 3.2sec.
    • Removed integrated HVA.
    • Removed integrated Forward Grip.
    • Dev Note: The "long range" benefits (and drawbacks) of this weapon have been removed, but can still be opted into through attachments. We kept the 40 round magazine, and reduced the reload slightly to make it more manageable. This innate extended magazine can now be stacked with the optional rail attachment to bring it up to 50 rounds total.

 See Also[]