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XMG-100
The XMG-100's large magazine and high rate of fire solidifies its use during close-to-medium range assault scenarios.
Costs
Auto Granted
General Info
Empire:
Can Use:
Weapon Type: Light Machine Gun
Fire Rate: 714 RPM
Muzzle Velocity: 500m/s
Effective Range: Long
Fire Modes: Auto
Headshot Multiplier: 2x
ADS Move Speed Multiplier: 0.5x
Equip Time: 800 ms
Damage[?]
Max Damage: 143 before 15m
Min Damage: 112 after 75m
Reload Speed
Short Reload: 4.5s
Long Reload: 4.9s
Ammunition
Magazine Size: 80
Ammunition Pool: 240
Accuracy[?]
Hip Aim
Crouch Still: 2.25 0.1
Move: 2.5 0.2
Stand Still: 2.5 0.1
Move: 3 0.4
Bloom per Shot: 0.1 0.05
Recoil[?]
Vertical: 0.35
Horizontal, Min/Max: 0.24/0.24
Horizontal Tolerance: 0.4
Angle Min/Max: -1.5°/1.5°
Bias: ← = →
Recoil Decrease: 20
First Shot Recoil Multiplier: 2.5x
Data Sources?
Census DBG API source:

XMG-100 API Data

Census LF API source: XMG-100 API Data

"Treasured" XMG-100
The XMG-100's large magazine and high rate of fire solidifies its use during close-to-medium range assault scenarios.
Costs
DC Cost: 3,999−7,999 Daybreak Cash
General Info
Empire:
Can Use:
Weapon Type: Light Machine Gun
Fire Rate: 714 RPM
Muzzle Velocity: 500m/s
Effective Range: Long
Fire Modes: Auto
Headshot Multiplier: 2x
ADS Move Speed Multiplier: 0.5x
Equip Time: 800 ms
Damage[?]
Max Damage: 143 before 15m
Min Damage: 112 after 75m
Reload Speed
Short Reload: 4.5s
Long Reload: 4.9s
Ammunition
Magazine Size: 80
Ammunition Pool: 240
Accuracy[?]
Hip Aim
Crouch Still: 2.25 0.1
Move: 2.5 0.2
Stand Still: 2.5 0.1
Move: 3 0.4
Bloom per Shot: 0.1 0.05
Recoil[?]
Vertical: 0.35
Horizontal, Min/Max: 0.24/0.24
Horizontal Tolerance: 0.4
Angle Min/Max: -1.5°/1.5°
Bias: ← = →
Recoil Decrease: 20
First Shot Recoil Multiplier: 2.5x
Data Sources?
Census DBG API source:

"Treasured" XMG-100 API Data

Census LF API source: "Treasured" XMG-100 API Data
Note: Acquired from the Quartermaster's or Fleet Admiral's Nine-Year Anniversary Bundles.


The XMG-100 is a light machine gun available to Nanite Systems Operatives. It is auto granted.

The XMG-100 is the standard issue machine gun for operatives. It is geared towards close to mid ranges, with moderately high damage-per-second, and relatively decent hip accuracy for the class, although the weapon's good magazine size is counterbalanced by a very long reload speed.

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.
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.
Short Barrel

49 OR 100
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.
Rail
Angled Forward Grip

49 OR 100
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

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 50%, 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.
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 15 meters (20 meters) (13 meters)
  • 125 at 48 meters (51 meters) (58 meters)
  • 112 after 75 meters (75 meters) (95 meters)

Effectiveness[]

Versus Infantry
Infantry Body part Shots to Kill
0-15m15-48m48-75m
Infantry Head 445
Torso 7(7)8(8)9(9)
Legs 8(8)9(9)10(10)
Infiltrator Head 445
Torso 7(7)8(8)9(9)
Legs 7(7)8(8)9(9)
Heavy Assault Overshield Head 667
Torso 11(11)12(12)13(13)
Legs 12(12)13(13)15(15)
MAX Head 354045
Torso 70(88)80(100)90(112)
Legs 78(98)89(112)100(125)
Theoretical Time To Kill
Infantry Body part 0m 15m 48m 75m
Normal Suit Normal Suit Normal Suit
Infantry Head 0.252s 0.282s - 0.348s - 0.486s -
Torso 0.504s 0.534s - 0.684s - 0.822s -
Infiltrator Head 0.252s 0.282s - 0.348s - 0.486s -
Torso 0.504s 0.534s - 0.684s - 0.822s -
Heavy Assault Head 0.42s 0.45s - 0.516s - 0.654s -
Torso 0.84s 0.87s - 1.02s - 1.158s -
MAX Head 2.857s 2.887s - 3.373s - 3.847s -
Torso 5.798s 5.828s 7.341s 6.735s 8.415s 7.629s 9.478s
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 15m After 75m
Link=FlashFlash - 53 (on fire @ 42) 67 (on fire @ 54)
Composite Armor 4 - 69 (on fire @ 55) 88 (on fire @ 70)
Link=HarasserHarasser - 135 (on fire @ 108) 172 (on fire @ 138)
Composite Armor 4 - 162 (on fire @ 130) 207 (on fire @ 165)
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) 108 (on fire @ 86)
Composite Armor 4 - 93 (on fire @ 74) 118 (on fire @ 95)
Valkyrie Front/Side/Top/Rear 210 (on fire @ 168) 268 (on fire @ 215)
Bottom 420 (on fire @ 336) 536 (on fire @ 429)
Composite Armor 4 Front/Side/Top/Rear 242 (on fire @ 194) 309 (on fire @ 247)
Bottom 483 (on fire @ 387) 617 (on fire @ 493)
Dervish - 164 (on fire @ 131) 209 (on fire @ 167)
Composite Armor 4 - 180 (on fire @ 144) 230 (on fire @ 184)
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 XMG-100. Each ribbon is a standard reward for achieving a set amount of kills with the machine gun. Medals are awarded upon reaching kill milestones with the weapon.

Ribbon(s)[]

Ribbon Icon Requirements
XMG-100
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
Medals earned with the XMG-100 contribute towards the Light Machine Guns directive tree.

History[]