weapon image

NS-11AB

The 11AB was designed as a customizable weapon system that could adapt to nearly every situation. This variant of the 11A features a sleek black finish. All factions can use NS weapons.



Basic information

Item / weapon ID 802099 / 77827
Faction No faction
Category Assault rifle
Move / turn multiplier 1.0x / 1.0x
Equip / unequip time 650ms / 250ms
To / from ADS time 150ms / 150ms
Sprint recovery time 300ms

Fire groups

Ammo
Clip size / total capacity 35 / 210
Ammo per shot / shots per clip 1 / 35
Short / long reload time 2000ms / 2450ms
Block auto False
Continuous False
Direct damage
Damage per shot 143 before 10.0m,
125 after 65.0m
Resist type Small arm
Location multipliers 2.0x on Head
0.9x on Legs
Direct damage effect
resist_type Small arm
target_type Any
action Damage Falloff
Max Damage 143
Max Damage Range 10
Minimum Damage 125
Min Damage Range 65
ShieldBypassPcnt 0
Projectile
Flight type Ballistic
Speed 640.0m/s
Gravity 11.25
Life time / max range at base speed 1500ms / 960.0m

Fire group: Auto

Basic information

ID 21500
Transition time 500ms
Magazine dump simulation
magdump simulation
Shots to kill ranges simulation
shots to kill simulation
Timing
Type Automatic
Shots per minute 652 RPM
Refire time 92ms
Fire duration 0ms
Delay 0ms
Charge time 0ms
Recoil
Min / max rotation -20.0° / -17.0°
Min / max vertical 0.22° / 0.22°
Standing / crouched vertical increase 0.1° / °
First shot vertical multiplier 3.0x
Min / max horizontal 0.2° / 0.2°
Min / max horizontal increase No horizontal increase
Horizontal tolerance / max horizontal deviation 0.6° / 0.8°
Recovery 18.0°/s after 92ms

Fire modes

Fire mode: Projectile Hipfire
Basic information
ID 2000
Type Projectile
Is ADS False
Detect range 40.0m
Move / turn multiplier 1.0x / 1.0x
Zoom 1.0x
Max consecutive shots 35
Full reload time 2450ms
Magazine dump simulation
magdump simulation
Standing cone of fire
Base min / max spread 1.5° / 7.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 1.5° / max 7.0°
Moving min 1.5° / max 7.0°
Pellet spread 0.0°
Bloom 0.1°
Recovery 20.0°/s after 0ms
Grow rate 50.0°/s
Crouching cone of fire
Base min / max spread 1.125° / 7.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 1.125° / max 7.0°
Moving min 1.125° / max 7.0°
Pellet spread 0.0°
Bloom 0.1°
Recovery 20.0°/s after 0ms
Grow rate 50.0°/s
Running cone of fire
Base min / max spread 2.25° / 7.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 2.25° / max 7.0°
Moving min 2.25° / max 7.0°
Pellet spread 0.0°
Bloom 0.1°
Recovery 20.0°/s after 0ms
Grow rate 50.0°/s
Sprinting cone of fire
Base min / max spread 5.0° / 7.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 5.0° / max 7.0°
Moving min 5.0° / max 7.0°
Pellet spread 0.0°
Bloom 0.1°
Recovery 20.0°/s after 0ms
Grow rate 50.0°/s
Falling long cone of fire
Base min / max spread 7.0° / 7.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 7.0° / max 7.0°
Moving min 7.0° / max 7.0°
Pellet spread 0.0°
Bloom 0.1°
Recovery No recovery
Grow rate 50.0°/s
Crouch walking cone of fire
Base min / max spread 1.75° / 7.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 1.75° / max 7.0°
Moving min 1.75° / max 7.0°
Pellet spread 0.0°
Bloom 0.1°
Recovery 20.0°/s after 0ms
Grow rate 50.0°/s
Fire mode: Projectile ADS
Basic information
ID 2001
Type Projectile
Is ADS True
Detect range 40.0m
Move / turn multiplier 0.75x / 1.0x
Zoom 1.35x
Max consecutive shots 35
Full reload time 2450ms
Magazine dump simulation
magdump simulation
Standing cone of fire
Base min / max spread 0.1° / 3.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 0.1° / max 3.0°
Moving min 0.1° / max 3.0°
Pellet spread 0.0°
Bloom 0.05°
Recovery 20.0°/s after 0ms
Grow rate 50.0°/s
Crouching cone of fire
Base min / max spread 0.1° / 3.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 0.1° / max 3.0°
Moving min 0.1° / max 3.0°
Pellet spread 0.0°
Bloom 0.05°
Recovery 20.0°/s after 0ms
Grow rate 50.0°/s
Running cone of fire
Base min / max spread 0.25° / 3.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 0.25° / max 3.0°
Moving min 0.25° / max 3.0°
Pellet spread 0.0°
Bloom 0.05°
Recovery 20.0°/s after 0ms
Grow rate 50.0°/s
Sprinting cone of fire
Base min / max spread 2.0° / 3.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 2.0° / max 3.0°
Moving min 2.0° / max 3.0°
Pellet spread 0.0°
Bloom 0.05°
Recovery 20.0°/s after 0ms
Grow rate 50.0°/s
Falling long cone of fire
Base min / max spread 3.0° / 3.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 3.0° / max 3.0°
Moving min 3.0° / max 3.0°
Pellet spread 0.0°
Bloom 0.05°
Recovery No recovery
Grow rate 50.0°/s
Crouch walking cone of fire
Base min / max spread 0.15° / 3.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 0.15° / max 3.0°
Moving min 0.15° / max 3.0°
Pellet spread 0.0°
Bloom 0.05°
Recovery 20.0°/s after 0ms
Grow rate 50.0°/s

Fire group: Semi-Auto

Basic information

ID 21501
Transition time 500ms
Magazine dump simulation
magdump simulation
Shots to kill ranges simulation
shots to kill simulation
Timing
Type Semi-automatic
Shots per minute 652 RPM
Refire time 92ms
Fire duration 0ms
Delay 0ms
Charge time 0ms

Fire modes

Fire mode: Projectile Hipfire
Basic information
ID 2010
Type Projectile
Is ADS False
Detect range 40.0m
Move / turn multiplier 1.0x / 1.0x
Zoom 1.0x
Max consecutive shots 35
Full reload time 2450ms
Magazine dump simulation
magdump simulation
Recoil
Min / max rotation -20.0° / -17.0°
Min / max vertical 0.22° / 0.22°
Standing / crouched vertical increase 0.1° / °
First shot vertical multiplier 3.0x
Min / max horizontal 0.2° / 0.2°
Min / max horizontal increase No horizontal increase
Horizontal tolerance / max horizontal deviation 0.6° / 0.8°
Recovery 18.0°/s after 92ms
Standing cone of fire
Base min / max spread 1.5° / 7.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 1.5° / max 7.0°
Moving min 1.5° / max 7.0°
Pellet spread 0.0°
Bloom 0.1°
Recovery 20.0°/s after 0ms
Grow rate 50.0°/s
Crouching cone of fire
Base min / max spread 1.125° / 7.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 1.125° / max 7.0°
Moving min 1.125° / max 7.0°
Pellet spread 0.0°
Bloom 0.1°
Recovery 20.0°/s after 0ms
Grow rate 50.0°/s
Running cone of fire
Base min / max spread 2.25° / 7.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 2.25° / max 7.0°
Moving min 2.25° / max 7.0°
Pellet spread 0.0°
Bloom 0.1°
Recovery 20.0°/s after 0ms
Grow rate 50.0°/s
Sprinting cone of fire
Base min / max spread 5.0° / 7.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 5.0° / max 7.0°
Moving min 5.0° / max 7.0°
Pellet spread 0.0°
Bloom 0.1°
Recovery 20.0°/s after 0ms
Grow rate 50.0°/s
Falling long cone of fire
Base min / max spread 7.0° / 7.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 7.0° / max 7.0°
Moving min 7.0° / max 7.0°
Pellet spread 0.0°
Bloom 0.1°
Recovery No recovery
Grow rate 50.0°/s
Crouch walking cone of fire
Base min / max spread 1.75° / 7.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 1.75° / max 7.0°
Moving min 1.75° / max 7.0°
Pellet spread 0.0°
Bloom 0.1°
Recovery 20.0°/s after 0ms
Grow rate 50.0°/s
Fire mode: Projectile ADS
Basic information
ID 2011
Type Projectile
Is ADS True
Detect range 40.0m
Move / turn multiplier 0.75x / 1.0x
Zoom 1.35x
Max consecutive shots 35
Full reload time 2450ms
Magazine dump simulation
magdump simulation
Recoil
Min / max rotation -20.0° / -17.0°
Min / max vertical 0.22° / 0.22°
Standing / crouched vertical increase 0.1° / °
First shot vertical multiplier 3.0x
Min / max horizontal 0.2° / 0.2°
Min / max horizontal increase No horizontal increase
Horizontal tolerance / max horizontal deviation 0.6° / 0.8°
Recovery 18.0°/s after 92ms
Standing cone of fire
Base min / max spread 0.1° / 3.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 0.1° / max 3.0°
Moving min 0.1° / max 3.0°
Pellet spread 0.0°
Bloom 0.05°
Recovery 20.0°/s after 0ms
Grow rate 50.0°/s
Crouching cone of fire
Base min / max spread 0.1° / 3.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 0.1° / max 3.0°
Moving min 0.1° / max 3.0°
Pellet spread 0.0°
Bloom 0.05°
Recovery 20.0°/s after 0ms
Grow rate 50.0°/s
Running cone of fire
Base min / max spread 0.25° / 3.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 0.25° / max 3.0°
Moving min 0.25° / max 3.0°
Pellet spread 0.0°
Bloom 0.05°
Recovery 20.0°/s after 0ms
Grow rate 50.0°/s
Sprinting cone of fire
Base min / max spread 2.0° / 3.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 2.0° / max 3.0°
Moving min 2.0° / max 3.0°
Pellet spread 0.0°
Bloom 0.05°
Recovery 20.0°/s after 0ms
Grow rate 50.0°/s
Falling long cone of fire
Base min / max spread 3.0° / 3.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 3.0° / max 3.0°
Moving min 3.0° / max 3.0°
Pellet spread 0.0°
Bloom 0.05°
Recovery No recovery
Grow rate 50.0°/s
Crouch walking cone of fire
Base min / max spread 0.15° / 3.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 0.15° / max 3.0°
Moving min 0.15° / max 3.0°
Pellet spread 0.0°
Bloom 0.05°
Recovery 20.0°/s after 0ms
Grow rate 50.0°/s

Grenade Launcher attachment fire groups

Ammo
Clip size / total capacity 0 / 0
Ammo per shot / shots per clip 1 / 0
Short / long reload time 3000ms / 3000ms
Block auto False
Continuous False
Direct damage
Damage per shot 500
Resist type Heavy anti armor
Location multipliers 2.0x on Head
1.0x on Legs
Direct damage effect
resist_type Heavy anti armor
target_type Any
action Damage
Damage Amount 500
Indirect damage
Damage per shot 700 within 0.1m radius,
50 within 5.0m radius
Resist type Explosive
Indirect damage effect
resist_type Explosive
target_type Any
action Indirect Damage
Damage within inside radius 700
Inside Radius (min) 0.1
Minimum Damage (Damage at max radius) 50
Outside Radius (max) 5
Direct Impact Damage 0
Fire off Ability ID 0
Arming Distance 10
Arming Scaling Distance 0
Projectile
Flight type Ballistic
Speed 45.0m/s
Gravity 7.0
Life time / max range at base speed 3000ms / 135.0m
Timing
Type Semi-automatic
Shots per minute 352 RPM
Refire time 170ms
Fire duration 100ms
Delay 0ms
Charge time 0ms
Recoil
Min / max rotation No rotation
Min / max vertical No vertical recoil
Standing / crouched vertical increase No vertical increase
First shot vertical multiplier 1.0x
Min / max horizontal No horizontal recoil
Min / max horizontal increase No horizontal increase
Horizontal tolerance / max horizontal deviation No horizontal tolerance / ∞°
Standing cone of fire
Base min / max spread 1.5° / 7.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 1.5° / max 7.0°
Moving min 1.5° / max 7.0°
Pellet spread 0.0°
Bloom 2.2°
Recovery 20.0°/s after 0ms
Grow rate 50.0°/s
Crouching cone of fire
Base min / max spread 1.0° / 7.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 1.0° / max 7.0°
Moving min 1.0° / max 7.0°
Pellet spread 0.0°
Bloom 2.2°
Recovery 20.0°/s after 0ms
Grow rate 50.0°/s
Running cone of fire
Base min / max spread 2.0° / 7.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 2.0° / max 7.0°
Moving min 2.0° / max 7.0°
Pellet spread 0.0°
Bloom 2.2°
Recovery 20.0°/s after 0ms
Grow rate 50.0°/s
Sprinting cone of fire
Base min / max spread 7.0° / 7.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 7.0° / max 7.0°
Moving min 7.0° / max 7.0°
Pellet spread 0.0°
Bloom 2.2°
Recovery 20.0°/s after 0ms
Grow rate 50.0°/s
Falling long cone of fire
Base min / max spread 7.0° / 7.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 7.0° / max 7.0°
Moving min 7.0° / max 7.0°
Pellet spread 0.0°
Bloom 2.2°
Recovery No recovery
Grow rate 50.0°/s
Crouch walking cone of fire
Base min / max spread 2.5° / 7.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 2.5° / max 7.0°
Moving min 2.5° / max 7.0°
Pellet spread 0.0°
Bloom 2.2°
Recovery 20.0°/s after 0ms
Grow rate 50.0°/s

Fire group: Semi-Auto

Basic information

ID 80282
Transition time 400ms

Fire modes

Fire mode: Projectile Hipfire
Basic information
ID 80382
Type Projectile
Is ADS False
Detect range 50.0m
Move / turn multiplier 1.0x / 1.0x
Zoom 1.0x
Max consecutive shots 0
Full reload time 3000ms

Smoke Launcher attachment fire groups

Ammo
Clip size / total capacity 0 / 0
Ammo per shot / shots per clip 1 / 0
Short / long reload time 2500ms / 2500ms
Block auto False
Continuous False
Direct damage
Damage per shot 250 before 0.0m,
250 after 1.0m
Resist type Heavy anti armor
Location multipliers 2.0x on Head
1.0x on Legs
Direct damage effect
resist_type Heavy anti armor
target_type Any
action Damage
Damage Amount 250
Projectile
Flight type Dynamic
Speed 45.0m/s
Gravity 7.0
Life time / max range at base speed 30000ms / 1350.0m
Timing
Type Semi-automatic
Shots per minute 352 RPM
Refire time 170ms
Fire duration 100ms
Delay 0ms
Charge time 0ms
Recoil
Min / max rotation No rotation
Min / max vertical No vertical recoil
Standing / crouched vertical increase No vertical increase
First shot vertical multiplier 1.0x
Min / max horizontal No horizontal recoil
Min / max horizontal increase No horizontal increase
Horizontal tolerance / max horizontal deviation No horizontal tolerance / ∞°
Standing cone of fire
Base min / max spread 1.5° / 7.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 1.5° / max 7.0°
Moving min 1.5° / max 7.0°
Pellet spread 0.0°
Bloom 2.2°
Recovery 20.0°/s after 0ms
Grow rate 50.0°/s
Crouching cone of fire
Base min / max spread 1.0° / 7.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 1.0° / max 7.0°
Moving min 1.0° / max 7.0°
Pellet spread 0.0°
Bloom 2.2°
Recovery 20.0°/s after 0ms
Grow rate 50.0°/s
Running cone of fire
Base min / max spread 2.0° / 7.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 2.0° / max 7.0°
Moving min 2.0° / max 7.0°
Pellet spread 0.0°
Bloom 2.2°
Recovery 20.0°/s after 0ms
Grow rate 50.0°/s
Sprinting cone of fire
Base min / max spread 7.0° / 7.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 7.0° / max 7.0°
Moving min 7.0° / max 7.0°
Pellet spread 0.0°
Bloom 2.2°
Recovery 20.0°/s after 0ms
Grow rate 50.0°/s
Falling long cone of fire
Base min / max spread 7.0° / 7.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 7.0° / max 7.0°
Moving min 7.0° / max 7.0°
Pellet spread 0.0°
Bloom 2.2°
Recovery No recovery
Grow rate 50.0°/s
Crouch walking cone of fire
Base min / max spread 2.5° / 7.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 2.5° / max 7.0°
Moving min 2.5° / max 7.0°
Pellet spread 0.0°
Bloom 2.2°
Recovery 20.0°/s after 0ms
Grow rate 50.0°/s

Fire group: Semi-Auto

Basic information

ID 80281
Transition time 400ms

Fire modes

Fire mode: Projectile Hipfire
Basic information
ID 80381
Type Projectile
Is ADS False
Detect range 50.0m
Move / turn multiplier 1.0x / 1.0x
Zoom 1.0x
Max consecutive shots 0
Full reload time 2500ms

Attachments

Soft Point Ammunition

Soft Point Ammunition increases the weapon's maximum damage range by 5 meters, but reduces its projectile velocity by 10%.
attachment image

Effects

action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All -1
Addend 5
PcntAddend 0
EquipSlot 0
Loadout Slot Id 0
Force Skip Effect Target 0
StatId FireGroup.ProjectileDamageFallOffStart
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All -1
Addend -0.1
PcntAddend 0
EquipSlot 0
Loadout Slot Id 0
Force Skip Effect Target 0
StatId FireGroup.ProjectileSpeedMultiplier

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.
attachment image

Effects

action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All -1
Addend -2
StatId FireGroup.ProjectileDamageFallOffStart
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All -1
Addend 0.1
StatId FireGroup.ProjectileSpeedMultiplier
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All -1
Addend 20
StatId FireGroup.ProjectileDamageFallOffEnd

Default Back Sight (default)

No listed effects

Default Front Sight (default)

No listed effects

Compensator (default)

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.

No listed effects

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.
attachment image

Effects

action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 0
Addend 0
PcntAddend 15
StatId FireMode.CofScalar
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All -1
Addend 0
PcntAddend -30
StatId FireMode.RecoilMagnitudeModifier
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 0
Addend 0
PcntAddend 15
StatId FireMode.CofScalarMoving
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All -1
Addend 35
StatId FireMode.FireDetectRange

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.
attachment image

Effects

action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All -1
Addend 45003
SetDirectly 1
StatId FireMode.EffectGroup
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All -1
PcntAddend 0
StatId FireMode.RecoilMagnitudeModifier
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All -1
Addend 15
StatId FireMode.FireDetectRange

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%.
attachment image

Effects

action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All -1
Addend 45002
SetDirectly 1
StatId FireMode.EffectGroup
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend 45002
SetDirectly 1
StatId FireMode.EffectGroup
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All -1
Addend -5
StatId FireGroup.ProjectileDamageFallOffStart
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All -1
Addend -20
StatId FireGroup.ProjectileDamageFallOffEnd
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All -1
Addend -0.15
StatId FireGroup.ProjectileSpeedMultiplier
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All -1
Addend 0
SetDirectly 1
StatId FireMode.FireDetectRange
action Modify the given character flag
Operation (see tooltip) 0
ModifyValue 1
Persist 1
OneShot 0
CharacterFlagKey BlockSpotOnDamageTaken

Compensator (default)

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.

No listed effects

LANS (3.4x)

Nanite Systems' laser-assisted gunsight is perfect for situations that need a little more range than a standard reflex scope. The LANS uses a simple red dot reticule with 3.4x magnification.
attachment image

Effects

action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend 0.960801
StatId FireMode.FirstPersonOffsetZ
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend 2.05
StatId FireMode.DefaultZoom
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend -0.010677
StatId FireMode.FirstPersonOffsetY
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend 2
StatId FireMode.ArmsFovScalar
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend -0.0004
StatId FireMode.FirstPersonOffsetX

NiSGO (3.4x)

Nanite Systems launched the NiSGO gun optic much to the delight of designated marksmen across Auraxis. The NiSGO utilizes a triple chevron reticule with 3.4x magnification.
attachment image

Effects

action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend 0.875
StatId FireMode.FirstPersonOffsetZ
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend 2.05
StatId FireMode.DefaultZoom
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend -0.00627699999999999
StatId FireMode.FirstPersonOffsetY
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend 2
StatId FireMode.ArmsFovScalar
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend -0.000050
StatId FireMode.FirstPersonOffsetX

Tetra (4x)

Nanite Systems' Tetra scope gives its users a significant advantage at target acquisition at mid to long ranges thanks to its triple chevron reticule and 4x magnification.
attachment image

Effects

action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend 0.875
StatId FireMode.FirstPersonOffsetZ
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend 2.65
StatId FireMode.DefaultZoom
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend -0.010166
StatId FireMode.FirstPersonOffsetY
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend 2
StatId FireMode.ArmsFovScalar
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend -0.0002
StatId FireMode.FirstPersonOffsetX

Quadra (4x)

For marksmen that prefer to not put themselves directly in the fray, the Nanite Systems Quadra scope allows users distance between themselves and their intended targets. The Quadra comes equipped with a simple crosshair at 4x magnification.
attachment image

Effects

action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend 1.025
StatId FireMode.FirstPersonOffsetZ
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend 2.65
StatId FireMode.DefaultZoom
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend -0.010491
StatId FireMode.FirstPersonOffsetY
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend 2
StatId FireMode.ArmsFovScalar
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend 0
StatId FireMode.FirstPersonOffsetX

HS/NV Scope (1x)

Nanite Systems' HS/NV scope has no magnification, but provides high contrast outlines to nearby objects and illuminates nearby soldiers.
attachment image

Effects

action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend 6
StatId FireMode.ArmsFovScalar
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend -0.0106
StatId FireMode.FirstPersonOffsetY
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend 0.38
StatId FireMode.FirstPersonOffsetZ
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend 49
SetDirectly 1
StatId FireMode.ReticleId
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend 3
SetDirectly 1
StatId FireMode.FullScreenEffect
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend 1
StatId FireMode.HideWeapon
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All -1
Addend 100
StatId Weapon.ToIronSightsAnimTime
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All -1
Addend 100
StatId Weapon.ToIronSightsTime

NiCO (1x)

The Illuminated Combat Optic line of gunsights from Nanite Systems are praised for their ability to quickly acquire targets in close quarters combat situations.
attachment image

Effects

action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Addend -0.012
StatId FireMode.FirstPersonOffsetZ
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend -0.010625
StatId FireMode.FirstPersonOffsetY
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend -0.2
StatId FireMode.ArmsFovScalar

NiCO XR (2x)

Many soldiers choose Nanite Systems' popular Illuminated Combat Optic series over stock iron sights for superior target acquisition in both close quarters and low-light situations.
attachment image

Effects

action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend 0.078
StatId FireMode.FirstPersonOffsetZ
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend 0.65
StatId FireMode.DefaultZoom
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend -0.010625
StatId FireMode.FirstPersonOffsetY
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend -0.4
StatId FireMode.ArmsFovScalar

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.
attachment image

Effects

action Set Character Status
CharacterStatus 40

Forward Grip

A forward grip increases control of the weapon, reducing horizontal recoil by 25%, but increases equip time by 0.15 sec.
attachment image

Effects

action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All -1
PcntAddend -25
StatId FireMode.RecoilAngleMax
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All -1
PcntAddend -25
StatId FireMode.RecoilAngleMin
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All -1
PcntAddend -25
StatId FireMode.RecoilHorizontalTolerance
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All -1
Addend 150
StatId Weapon.EquipTime
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All -1
PcntAddend -25
StatId FireMode.RecoilMinXModifier
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All -1
PcntAddend -25
StatId FireMode.RecoilMaxXModifier

Laser Sight

A laser sight increases the user's hipfire accuracy by 33%.
attachment image

Effects

action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 0
Addend -0.33
StatId FireMode.CofMinScalar

NiCO (1x) - Chevron

The Illuminated Combat Optic line of gunsights from Nanite Systems are praised for their ability to quickly acquire targets in close quarters combat situations.
attachment image

Effects

action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Addend -0.012
StatId FireMode.FirstPersonOffsetZ
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend -0.010625
StatId FireMode.FirstPersonOffsetY
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend -0.2
StatId FireMode.ArmsFovScalar

NiCO (1x) - Square

The Illuminated Combat Optic line of gunsights from Nanite Systems are praised for their ability to quickly acquire targets in close quarters combat situations.
attachment image

Effects

action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Addend -0.012
StatId FireMode.FirstPersonOffsetZ
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend -0.010625
StatId FireMode.FirstPersonOffsetY
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend -0.2
StatId FireMode.ArmsFovScalar

NiCO (1x) - Cross

The Illuminated Combat Optic line of gunsights from Nanite Systems are praised for their ability to quickly acquire targets in close quarters combat situations.
attachment image

Effects

action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Addend -0.012
StatId FireMode.FirstPersonOffsetZ
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend -0.010625
StatId FireMode.FirstPersonOffsetY
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend -0.2
StatId FireMode.ArmsFovScalar

NiCO (1x) - Yellow Dot

The Illuminated Combat Optic line of gunsights from Nanite Systems are praised for their ability to quickly acquire targets in close quarters combat situations.
attachment image

Effects

action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Addend -0.012
StatId FireMode.FirstPersonOffsetZ
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend -0.010625
StatId FireMode.FirstPersonOffsetY
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend -0.2
StatId FireMode.ArmsFovScalar

NiCO XR (2x) - Chevron

Many soldiers choose Nanite Systems' popular Illuminated Combat Optic series over stock iron sights for superior target acquisition in both close quarters and low-light situations.
attachment image

Effects

action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend 0.078
StatId FireMode.FirstPersonOffsetZ
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend 0.65
StatId FireMode.DefaultZoom
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend -0.010625
StatId FireMode.FirstPersonOffsetY
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend -0.4
StatId FireMode.ArmsFovScalar

NiCO XR (2x) - Square

Many soldiers choose Nanite Systems' popular Illuminated Combat Optic series over stock iron sights for superior target acquisition in both close quarters and low-light situations.
attachment image

Effects

action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend 0.078
StatId FireMode.FirstPersonOffsetZ
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend 0.65
StatId FireMode.DefaultZoom
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend -0.010625
StatId FireMode.FirstPersonOffsetY
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend -0.4
StatId FireMode.ArmsFovScalar

NiCO XR (2x) - Cross

Many soldiers choose Nanite Systems' popular Illuminated Combat Optic series over stock iron sights for superior target acquisition in both close quarters and low-light situations.
attachment image

Effects

action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend 0.078
StatId FireMode.FirstPersonOffsetZ
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend 0.65
StatId FireMode.DefaultZoom
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend -0.010625
StatId FireMode.FirstPersonOffsetY
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend -0.4
StatId FireMode.ArmsFovScalar

NiCO XR (2x) - Yellow Dot

Many soldiers choose Nanite Systems' popular Illuminated Combat Optic series over stock iron sights for superior target acquisition in both close quarters and low-light situations.
attachment image

Effects

action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend 0.078
StatId FireMode.FirstPersonOffsetZ
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend 0.65
StatId FireMode.DefaultZoom
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend -0.010625
StatId FireMode.FirstPersonOffsetY
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend -0.4
StatId FireMode.ArmsFovScalar

Grenade Launcher

An underbarrel high explosive grenade launcher.
Pressing Gear Slot 1 hotkey will toggle the attachment.
attachment image

Effects

action Weapon Add Fire Group
FireGroupId 80282
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All -1
Addend 250
StatId Weapon.EquipTime

Smoke Launcher

An underbarrel smoke grenade grenade launcher.
Pressing Gear Slot 1 hotkey will toggle the attachment.
attachment image

Effects

action Weapon Add Fire Group
FireGroupId 80281
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All -1
Addend 250
StatId Weapon.EquipTime

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.
attachment image

Effects

action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
PcntAddend 20
StatId FireMode.RecoilMagnitudeModifier
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 0
PcntAddend -40
StatId FireMode.CofRecoil

Heavy Barrel

A heavy barrel reduces cone of fire bloom by 20% while aiming down sights, but reduces aim down sights movement speed by 20%.
attachment image

Effects

action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
PcntAddend -20
StatId FireMode.CofRecoil
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All 1
Addend -0.165
StatId FireMode.MovementModifier

Angled Forward Grip

An angled forward grip reduces the vertical recoil of the first shot in a burst by 60%, but increases the side to side recoil of a weapon by 10%.
attachment image

Effects

action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All -1
PcntAddend 10
StatId FireMode.RecoilHorizontalTolerance
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All -1
PcntAddend 10
StatId FireMode.RecoilHorizontalMin
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All -1
PcntAddend 10
StatId FireMode.RecoilHorizontalMax
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All -1
PcntAddend -60
StatId FireMode.RecoilFirstShotModifier
action Modify Weapon Stat
Key1 (fire group index or ammo slot) -1=All -1
Key2 (fire mode index) -1=All -1
Addend 1
StatId FireMode.RecoilShotsAtMinMagnitude