Page Contents Current As of Patch: 2021-01-27
Sirius SX12
Sirius SX12.png
An energy efficient power core interface allows the Sirius SX12 to take out multiple targets before needing to reload.
Costs
Cert Cost: 1000 Certification Points
DC Cost: 699 Daybreak Cash
General Info
Empire: Icon VS.png
Can Use: Icon Infiltrator.pngIcon Light Assault.pngIcon Combat Medic.pngIcon Engineer.pngIcon Heavy Assault.png
Weapon Type: SMG
Fire Rate: 845 RPM
Muzzle Velocity: 400m/s
Effective Range: Short
Fire Modes: Automatic
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: 2.4s
Long Reload: 3.4s
Ammunition
Magazine Size: 50
Ammunition Pool: 250
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: 0.175
Horizontal, Min/Max: 0.4/0.4
Horizontal Tolerance: 0.9
Angle Min/Max: 0°/0°
Bias: ← = →
Recoil Decrease: 18
First Shot Recoil Multiplier: 2x
Data Sources
Census API source: Sirius SX12 API Data?

 

The Sirius SX12 is a submachine gun available to the Vanu Sovereignty. It is unlocked through purchase with Certification Points or Daybreak Cash.

The Sirius SX12 is the Vanu entry into the niche of 'high-capacity submachine guns', and is easily comparable to the Icon NC.png Blitz GD-10. Favouring a lower calibre round with a high rate-of-fire, the Sirius is able to have a much larger magazine than typical submachine guns while retaining a moderately high damage output, though the weapon's relatively heavy horizontal recoil and lower calibre may hinder the weapon's performance in novice hands or at range.

The Sirius SX12's brother, the Eridani SX5, loads a calibre one step up from the Sirius while earning extra ranged potency in the form of both higher accuracy and more generous damage fall-off. The Sirius' advantage lies solely in its extended magazine, allowing it to beat out the Eridani in extended engagements and allowing it to select attachments like the Advanced Laser Sight without sacrificing magazine capacity.

The Sirius SX12, alongside the Icon NC.png Blitz GD-10 and Icon TR.png PDW-16 Hailstorm, is part of the so-called 'second generation' of submachine guns, as the three were the second wave of faction-specific weapons to be released in the class.

Damage Fall-off[edit | edit source]

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)

Attachments[edit | edit source]

Available attachments
Optics
HS/NV Scope (1x) Nanite Systems' HS/NV scope has no magnification, but provides high contrast outlines to nearby objects and illuminates nearby soldiers.
Ns weapon scope hsnv scope.png
30Certification Points 50Daybreak Cash
HPR Reflex (1x) Designed as a replacement for standard iron sights in close-quarters combat, the Holo-Projected Reticle sight creates an accurate dot-and-circle reticle above the top rail.
More reticles for this scope available, see full article.
Icon weaponAttachment vs redDotSight01.png
30Certification Points 50Daybreak Cash
VHO Reflex (2x) The revolutionary Vanu Holo-Optic reflex utilizes nanotechnology to project a circle and dot reticle. Additionally, it features a 2X magnitude zoom for better performance in urban combat scenarios.
More reticles for this scope available, see full article.
Icon weaponAttachment vs redDotSight02.png
30Certification Points 50Daybreak Cash
VMS (3.4x) The Vanu Marksman's Scope is the standard for mid-range engagements. It uses a minimalistic chevron reticle inside of its Vanu-styled housing.
Vs weapon scope vms x3.4.png
30Certification Points 50Daybreak Cash
V3 Holo (3.4x) Within its ornate triangular housing, the V3 Holo uses a red dot sight and 3.4x magnification for mid-range combat scenarios.
Vs weapon scope v3 holo x3.4.png
30Certification Points 50Daybreak Cash
OG-4 (4x) Created to better suit carbines and assault rifles for support roles, the OG-4's simple crosshair allows the user to make accurate shots at a distance. It uses 4x magnification perfect for mid-range fights.
Vs weapon scope og-4 x4.png
30Certification Points 50Daybreak Cash
CSZ (4x) The CSZ's 4x magnification make it a favorite amongst designated marksmen in the Vanu Sovereignty. This scope uses a triple chevron reticle.
Vs weapon scope csz x4.png
30Certification Points 50Daybreak Cash
Barrel Attachments
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%.
Suppressor (VS).png
100Certification Points 75Daybreak Cash
Flash Suppressor 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.
Flash Suppressor (VS).png
100Certification Points 75Daybreak Cash
Compensator A compensator redirects gases upward, reducing vertical recoil. The increased sound pressure will cause the player to show on the minimap from farther away, and increased weapon bulk reduces accuracy when firing from the hip.
Compensator (VS).png
100Certification Points 75Daybreak Cash
Rail Attachments
Darklight Flashlight The rail mounted Darklight Flashlight can illuminate hostile cloaked infiltrators and dark areas but the light can give away your position.
Flashlight.png
100Certification Points 75Daybreak Cash
Advanced Laser Sight An advanced laser sight increases hipfire accuracy by 40%.
Advanced Laser Sight.png
200Certification Points 150Daybreak Cash
Forward Grip A forward grip increases control of the weapon, reducing horizontal recoil by 25%.
For full details, see main article.
Forward Grip (VS).png
100Certification Points 75Daybreak Cash
Ammo
Soft Point Ammunition Soft Point Ammunition increases the weapon's maximum damage range by 5 meters, but reduces its projectile velocity by 10%.
Extended Magazine (VS).png
100Certification Points 75Daybreak Cash

Effectiveness[edit | edit source]

Theoretical Time To Kill
Infantry Body part 0m 6m 42m
Normal Suit Normal Suit
Icon Light Assault.pngInfantry Head 0.213s 0.228s - 0.46s -
Torso 0.497s 0.512s 0.654s 0.886s 1.099s
Icon Infiltrator.pngInfiltrator Head 0.213s 0.228s - 0.46s -
Torso 0.497s 0.512s 0.583s 0.815s 1.028s
Icon MAX.pngMAX Head 2.769s 2.784s - 4.294s -
Torso 5.609s 5.624s 7.045s 8.555s 10.614s
Versus Infantry
Infantry Body part Shots to Kill
Before 6m After 42m
Icon Light Assault.pngInfantry Head 4 6
Torso 8(10) 12(15)
Legs 9(12) 14(17)
Icon Infiltrator.pngInfiltrator Head 4 6
Torso 8(9) 11(14)
Legs 8(10) 12(15)
Icon Heavy Assault.pngHeavy Assault Overshield Head 6 9
Torso 12(15) 18(22)
Legs 13(17) 20(24)
Icon MAX.pngMAX Head 40 60
Torso 80(100) 120(149)
Legs 89(112) 133(166)
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 6m After 42m
Link=FlashFlash - 60 (on fire @ 48) 90 (on fire @ 72)
Composite Armor 5 - 78 (on fire @ 63) 117 (on fire @ 93)
Link=HarasserHarasser - 154 (on fire @ 124) 229 (on fire @ 184)
Composite Armor 5 - 185 (on fire @ 148) 275 (on fire @ 220)
Sunderer Diagram.pngSunderer - Immune
Blockade Armor 5 - Immune
Deployment Shield 4 - Immune
ANT Diagram.pngANT - Immune
Lightning Diagram.pngLightning Front/Top Immune
Side
Rear
Prowler Diagram.pngProwler Front/Top Immune
Side
Rear
Magrider Diagram.pngMagrider Front/Top Immune
Side
Rear
Vanguard Diagram.pngVanguard Front/Top Immune
Side
Rear
Mosquito Diagram.pngReaver Diagram.pngScythe Diagram.pngESF - 96 (on fire @ 77) 143 (on fire @ 115)
Composite Armor 5 - 106 (on fire @ 85) 158 (on fire @ 126)
Valkyrie Diagram.pngValkyrie Front/Side/Top/Rear 240 (on fire @ 192) 358 (on fire @ 286)
Bottom 480 (on fire @ 384) 715 (on fire @ 572)
Composite Armor 5 Front/Side/Top/Rear 276 (on fire @ 221) 411 (on fire @ 329)
Bottom 552 (on fire @ 442) 822 (on fire @ 658)
Liberator Diagram.pngLiberator - Immune
Composite Armor 5 - Immune
Galaxy Diagram.pngGalaxy - Immune
Composite Armor 5 - Immune
Bastion Fleet Carrier Diagram.pngBastion Weak Point - Immune

Ribbons and Medals[edit | edit source]

It is possible to get both Ribbons and Medals for using the Sirius SX12. Each Ribbon is a standard reward for achieving a set amount of kills with the Sirius. Medals relate to how many overall kills you have with the Sirius.

Ribbons[edit | edit source]

Ribbon Icon Requirements
Sirius SX12 Service Ribbon
Submachine Gun Ribbon.png
10 kills.
Find out more on the Service Ribbons article.


Medals[edit | edit source]

Medal Icon Requirement Award
No Medal
Medal Empty.png
0 kills N/A
Copper Medal
Medal Copper.png
10 kills 2Certification Points
Silver Medal
Medal Silver.png
60 kills 10Certification Points
Gold Medal
Medal Gold.png
160 kills 20Certification Points
Auraxium Medal
Medal Auraxium.png
1,160 kills 200Certification Points

Trivia[edit | edit source]

  • The Sirius SX12 is named after 'Sirius', a star within the Canis Major constellation. Translated loosely from Greek to 'scorching' or 'glowing', Sirius is the brightest star in Earth's night sky, and is often also referred to as the 'Dog Star', given it's prominence in a constellation oft represented as a canine.

Videos[edit | edit source]

Planetside_2_-_Vanu_Sovereignty_SMG_review_-_Mr._G4F-1

Planetside 2 - Vanu Sovereignty SMG review - Mr. G4F-1

Comparison/Review of the 2 VS SMGs

Community content is available under CC-BY-NC unless otherwise noted.