Page Contents Current As of Patch: | 2022-03-30 |
SABR-13 | |||
The SABR-13's two-round burst walks the line between a long-range marksman rifle, and a mid-range assault rifle. For especially distant targets, this weapon can toggle a semi-auto firing mode for increased accuracy. | |||
Costs | |||
Cert Cost: | 1,000 | ||
DC Cost: | 699 | ||
General Info | |||
Empire: | |||
Can Use: | |||
Weapon Type: | Assault Rifles | ||
Fire Rate: | 600 RPM | ||
Muzzle Velocity: | 620m/s | ||
Effective Range: | Long | ||
Fire Modes: | 2x Burst, Semi-Auto | ||
Headshot Multiplier: | 2x | ||
ADS Move Speed Multiplier: | 0.5x | ||
Equip Time: | 650 ms | ||
Damage[?] | |||
Max Damage: | 167 before 10m | ||
Min Damage: | 143 after 90m | ||
Reload Speed | |||
Short Reload: | 2.665s | ||
Long Reload: | 3.2s | ||
Ammunition | |||
Magazine Size: | 30 | ||
Ammunition Pool: | 180 | ||
Accuracy[?] | |||
Hip | Aim | ||
Crouch | Still: | 1.5 | 0.015 |
Move: | 2 | 0.075 | |
Stand | Still: | 2 | 0.015 |
Move: | 2.5 | 0.15 | |
Bloom per Shot: | 0.12 | 0.06 | |
Recoil[?] | |||
Vertical: | 0.4 | ||
Horizontal, Min/Max: | 0.16 | ||
Horizontal Tolerance: | 0.3 | ||
Angle Min/Max: | 0°/0° | ||
Bias: | ← = → | ||
Recoil Decrease: | 18 | ||
First Shot Recoil Multiplier: | 0.75x | ||
Data Sources? | |||
Census DBG API source: | |||
Census LF API source: | SABR-13 API Data, Fire Mode API Data |
SABR-13 | |||
The SABR-13's two-round burst walks the line between a long-range marksman rifle, and a mid-range assault rifle. For especially distant targets, this weapon can toggle a semi-auto firing mode for increased accuracy. | |||
Costs | |||
Cert Cost: | 1,000 | ||
DC Cost: | 699 | ||
General Info | |||
Empire: | |||
Can Use: | |||
Weapon Type: | Assault Rifles | ||
Fire Rate: | 600 RPM | ||
Muzzle Velocity: | 620m/s | ||
Effective Range: | Long | ||
Fire Modes: | 2x Burst, Semi-Auto | ||
Headshot Multiplier: | 2x | ||
ADS Move Speed Multiplier: | 0.5x | ||
Equip Time: | 650 ms | ||
Damage[?] | |||
Max Damage: | 167 before 10m | ||
Min Damage: | 143 after 90m | ||
Reload Speed | |||
Short Reload: | 2.665s | ||
Long Reload: | 3.2s | ||
Ammunition | |||
Magazine Size: | 30 | ||
Ammunition Pool: | 180 | ||
Accuracy[?] | |||
Hip | Aim | ||
Crouch | Still: | 1.5 | 0.015 |
Move: | 2 | 0.075 | |
Stand | Still: | 2 | 0.015 |
Move: | 2.5 | 0.15 | |
Bloom per Shot: | 0.12 | 0.06 | |
Recoil[?] | |||
Vertical: | 0.3 | ||
Horizontal, Min/Max: | 0.16 | ||
Horizontal Tolerance: | 0.3 | ||
Angle Min/Max: | 0°/0° | ||
Bias: | ← = → | ||
Recoil Decrease: | 18 | ||
First Shot Recoil Multiplier: | 1x | ||
Data Sources? | |||
Census DBG API source: | |||
Census LF API source: | SABR-13 API Data, Fire Mode API Data |
The SABR-13 is an assault rifle available to the Terran Republic. It is unlocked through purchase with Certification Points or Daybreak Cash.
The Special Assault Burst Rifle - 13 is a unique assault rifle to the Terran Republic arsenal, dealing higher damage-per-shot with a lower fire rate than any other Terran rifle, using a two-round burst mode with heavily reduced recoil and extremely tight minimum aimed cones-of-fire to greatly increase the weapon's potency at range. The SABR-13 is most comparable to the Gauss Rifle Burst, as a result.
There is no enforced delay between bursts on the SABR-13. If the user perfectly times their trigger pulls, the SABR-13's maximum fire rate is indeed 600 RPM.
Like most dedicated burst weaponry, the SABR-13 enjoys reduced recoil on the first shot of each burst, where most automatics suffer increase recoil on that same first shot. Changing fire modes (B by default) to semi-automatic will not affect the net vertical recoil of the gun, with each single shot causing the same recoil as the first shot in the two-round burst does.
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. | ||||||
S3 (6x) 49 OR 30 | The 6x magnified S3 comes standard on many Terran sniper rifles. Its moderate zoom level and mil-dot sighting makes it perfect for mid-to-long range combat. |
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. | ||||||
Heavy Barrel 49 OR 100 | A heavy barrel reduces cone of fire bloom by 20% while aiming down sights, but reduces aim down sights movement speed by 20%. | ||||||
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. | ||||||
Suppressor 49 OR 100 | 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%. |
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. | ||||||
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. | ||||||
Grenade Launcher 49 OR 100 | A single-shot grenade launcher attachment; increases the equip time of the attached weapon by 0.25 seconds. Pressing Gear Slot 1 hotkey will toggle the attachment. | ||||||
Laser Sight 49 OR 100 | A laser sight increases the user's hipfire accuracy by 33%. | ||||||
Smoke Launcher 49 OR 100 | Underbarrel smoke grenade launcher attachment; increases the equip time of the attached weapon by 0.25 seconds. Pressing Gear Slot 1 hotkey will toggle the attachment. | ||||||
Underbarrel Shotgun 49 OR 100 | A single-shot shotgun round attachment; increases the equip time of the attached weapon by 0.25 seconds. Pressing Gear Slot 1 hotkey will toggle the attachment. |
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. |
Damage Fall-off[]
Stats in orange are with High Velocity Ammunition.
- 167 before 10 meters (8 meters)
- 143 after 90 meters (110 meters)
Effectiveness[]
Versus Vehicles | |||
Vehicle | Armor Facing | Shots to Kill | |
Before 10m | After 90m | ||
Flash | - | 45 (on fire @ 36) | 53 (on fire @ 42) |
Composite Armor 4 | - | 59 (on fire @ 47) | 69 (on fire @ 55) |
Harasser | - | 116 (on fire @ 93) | 135 (on fire @ 108) |
Composite Armor 4 | - | 139 (on fire @ 111) | 162 (on fire @ 130) |
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 | - | 72 (on fire @ 58) | 84 (on fire @ 68) |
Composite Armor 4 | - | 80 (on fire @ 64) | 93 (on fire @ 74) |
Valkyrie | Front/Side/Top/Rear | 180 (on fire @ 144) | 210 (on fire @ 168) |
Bottom | 360 (on fire @ 288) | 420 (on fire @ 336) | |
Composite Armor 4 | Front/Side/Top/Rear | 207 (on fire @ 166) | 242 (on fire @ 194) |
Bottom | 414 (on fire @ 331) | 483 (on fire @ 387) | |
Dervish | - | 140 (on fire @ 112) | 164 (on fire @ 131) |
Composite Armor 4 | - | 154 (on fire @ 123) | 180 (on fire @ 144) |
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 SABR-13. Each ribbon is a standard reward for achieving a set amount of kills with the assault rifle. Medals are awarded upon reaching kill milestones with the weapon.
Ribbon(s)[]
Ribbon | Icon | Requirements |
SABR-13 Service Ribbon |
10 kills |
Medals[]
Medal | Icon | Requirement | Award |
---|---|---|---|
No Medal | 0 kills | N/A | |
Copper Medal | 10 kills | 2 | |
Silver Medal | 60 kills | 10 | |
Gold Medal | 160 kills | 20 | |
Auraxium Medal | 1,160 kills | 200 | |
Medals earned with the SABR-13 contribute towards the Assault Rifles directive tree. |
History[]
- October 24, 2016 Update
- Standing ADS CoF from 0.03 to 0.015
- Crouching ADS CoF from 0.03 to 0.015
- Walking ADS CoF from 0.3 to 0.15
- Crouch-walking ADS CoF from 0.15 to 0.075
- Semi-auto vertical recoil from 0.4 to 0.3
- February 2, 2017 Update
- Damage from 167@10m-143@75m to 167@10m-125@90m
- July 1, 2021 Update (_Integration)
- Minimum damage from 125 to 143.
- March 30, 2022 Update (The Arsenal Update)
- Horizontal recoil from 0.15-0.175 to 0.16
- Horizontal recoil tolerance from 0.35 to 0.30
- Dev Note: The above changes create consistency with the weapon's recoil, and reduces the number of potential kicks horizontally in a single direction from 3 to 2.
Video[]
Gallery[]
|