Page Contents Current As of Patch: 2018-07-06
Built off of the Pulsar assault rifle, the long-range Darkstar was named after the notorious squad of designated marksman medics that popularized its use.
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General Info
Empire: Icon VS
Can Use: Icon Combat Medic
Weapon Type: Assault Rifles
Fire Rate: 698 RPM
Muzzle Velocity: 615m/s
Effective Range: Long
Fire Modes: Automatic,
Headshot Multiplier: 2x
ADS Move Speed Multiplier: 0.5x
Max Damage: 143 before 10m
Min Damage: 112 after 80m
Reload Speed
Short Reload: N/A
Long Reload: N/A
Heat Reload Stats[?]
Heat Recovery: 570
Heat Recovery Delay: 0.5s
Overheat Penalty: 1.75s
Magazine Size: 32 (equivalent)
Ammunition Pool:
Heat per Shot: 32
Heat Capacity: 1000
Hip Aim
Crouch Still: 1.8 0.1
Move: 2.4 0.15
Stand Still: 2.4 0.1
Move: 3 0.25
Bloom per Shot: 0.1 0.05
Vertical: 0.187
Horizontal, Min/Max: 0.15/0.15
Horizontal Tolerance: 0.525
Angle Min/Max: 12.75°/15°
Recoil Decrease: 18
First Shot Recoil Multiplier: 2.75x
Data Sources
Census API source: Darkstar API Data?

The Darkstar is a variant of the Pulsar VS1, that comes preinstalled with a Compensator and Forward Grip. Similar to the Eclipse VE3A and Betelgeuse 54-A, the Darkstar uses heat in lieu of ammunition. It is available for completing the Master Assault Rifle directive for the Vanu Sovereignty.

The Darkstar is the VS equivalent to the NC Gauss Prime and the TR T1A Unity, though has a different attachment layout.

The Darkstar's stats are based off of the Pulsar VS1, as the description suggests, even though it is using an attachment only available on the Equinox VE2, the Select Fire variant of the Pulsar VS1. The numbers listed on the stat card are representative of the weapon including the effects of the attachments, as reflected in the recoil and hip-fire accuracy stats when compared to the Pulsar VS1.

Damage Fall-off Edit

  • 143 before 10 meters
  • 125 at 50 meters
  • 112 after 80 meters

Heat Edit

Main article: Weapon Mechanics#Heat

The Darkstar uses a heat-based ammo pool, in contrast to the standard magazine-based ammo system most infantry weaponry uses. Heat provides a meter that fills upon firing, and dissipates when not firing.

The Darkstar has a heat capacity of 1000, generates 32 heat per shot, and has a recovery delay of 0.5 seconds. It dissipates 570 heat per second, and incurs an overheat penalty of 1.75 seconds.

Manually reloading the Darkstar is not possible.


Available attachments
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
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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
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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
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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
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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
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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
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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
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Barrel Attachments
No Barrel Attachments available.
Rail Attachments
No Rail Attachments available.
No Ammo available.

History Edit

  • February 2, 2017 Update
    • Damage from 143@10m-125@65m to 143@10m-112@80m
    • Vertical recoil from 0.198 to 0.187
    • Horizontal recoil from 0.16 to 0.15
    • Horizontal recoil tolerance from 0.7 to 0.525

Media Edit