C.A.R. SMG |
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Adaptable SMG. Uses light and heavy ammo. | |||
Profile | |||
Icon | |||
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Type | Sub machine gun | ||
Ammo | Heavy/Light Rounds | ||
Fire modes | Auto | ||
Manufacturer | Siwhan Industries | ||
Attachment Slots | |||
Damage | |||
BODY | HEAD | LEGS | |
12 | 15 (1.25×) | 10 (0.8×) | |
Technical | |||
RPM | 930 | ||
DPS | 186 | ||
Magazine | 19 / 21 / 23 / 26 | ||
Tac reload time | 1.7 / 1.64 / 1.59 / 1.53 | ||
Full reload time | 2.13 / 2.06 / 1.99 / 1.92 |
The Combat Advanced Round SMG (shortened C.A.R. SMG), C.A.R., or CAR, is a fully-automatic submachine gun introduced in Season 11 that utilizes both Heavy Rounds and Light Rounds.
The C.A.R. is compatible with two Extended Mags, Heavy and Light, although only one of them can be equipped at any given time. The magazine however gets extended regardless of the ammo type currently in use.
When a C.A.R. spawns, it is always surrounded by Heavy Rounds, its primary ammo type.
Contents
- 1 Stats
- 1.1 Attachments
- 1.2 Damage Profile
- 1.3 Advanced Stats
- 2 Weapon Mastery
- 3 Lore
- 4 Skins
- 5 History
- 6 Gallery
- 7 Trivia
- 8 See also
- 9 References
Stats[ | ]
Attachments[ | ]
Main article: Attachments
- Others
- Extended Heavy or Light Mag (Common, Rare, epic, Legendary)
- Standard Stock (Common, Rare, epic)
Damage Profile[ | ]
Target | Modifiers | Damage | Shots to kill | |||||
---|---|---|---|---|---|---|---|---|
100 HP | 150 HP | 175 HP | 200 HP | 225 HP | ||||
Head (1.25×) | - | 15 | 7 | 10 | 12 | 14 | 15 | |
LV.1 | 14 | 8 | 11 | 13 | 15 | 17 | ||
LV.2 | 14 | 8 | 11 | 13 | 15 | 17 | ||
LV.3/4 | 13 | 8 | 12 | 14 | 16 | 18 | ||
Body | - | 12 | 9 | 13 | 15 | 17 | 19 | |
Fortified | 10 | 10 | 15 | 18 | 20 | 23 | ||
Leg (0.8×) | - | 10 | 10 | 15 | 18 | 20 | 23 | |
Fortified | 8 | 13 | 19 | 22 | 25 | 29 |
Ability Modifiers | ||||||||
---|---|---|---|---|---|---|---|---|
Target | Modifiers | Damage | Shots to kill | |||||
100 HP | 150 HP | 175 HP | 200 HP | 225 HP | ||||
Amped Cover (1.2x) | ||||||||
Head (1.25×) | - | 18 | 6 | 9 | 10 | 12 | 13 | |
LV. 1 | 17 | 6 | 9 | 11 | 12 | 14 | ||
LV. 2 | 16 | 7 | 10 | 11 | 13 | 15 | ||
LV. 3/4 | 16 | 7 | 10 | 11 | 13 | 15 | ||
Body | - | 14 | 7 | 11 | 13 | 14 | 16 | |
Fortified | 12 | 9 | 13 | 15 | 17 | 19 | ||
Leg (0.8×) | - | 12 | 9 | 13 | 15 | 17 | 19 | |
Fortified | 10 | 10 | 15 | 18 | 20 | 23 | ||
Marked with Sniper's Mark (1.15x) | ||||||||
Head (1.25×) | - | 17 | 6 | 9 | 11 | 12 | 14 | |
LV. 1 | 17 | 6 | 9 | 11 | 12 | 14 | ||
LV. 2 | 16 | 7 | 10 | 11 | 13 | 15 | ||
LV. 3/4 | 15 | 7 | 10 | 12 | 14 | 15 | ||
Body | - | 14 | 8 | 11 | 13 | 15 | 17 | |
Fortified | 12 | 9 | 13 | 15 | 17 | 19 | ||
Leg (0.8×) | - | 11 | 10 | 14 | 16 | 19 | 21 | |
Fortified | 9 | 12 | 17 | 20 | 23 | 25 | ||
Amped Cover + Marked with Sniper's Mark | ||||||||
Head (1.25×) | - | 21 | 5 | 8 | 9 | 10 | 11 | |
LV. 1 | 20 | 5 | 8 | 9 | 10 | 12 | ||
LV. 2 | 19 | 6 | 8 | 10 | 11 | 12 | ||
LV. 3/4 | 18 | 6 | 9 | 10 | 12 | 13 | ||
Body | - | 17 | 7 | 10 | 11 | 13 | 14 | |
Fortified | 14 | 8 | 11 | 13 | 15 | 17 | ||
Leg (0.8×) | - | 13 | 8 | 12 | 14 | 16 | 18 | |
Fortified | 11 | 10 | 14 | 16 | 19 | 21 |
Advanced Stats[ | ]
mp_weapon_car | ||
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Variable | Value | Description |
fire_rate | 15.4 | Rounds fired in one second. |
projectile_launch_speed | 18500 | Speed at which projectiles travel. Expressed in hammer units per second, equals to 469 meters per second. |
headshot_distance | 1500 | Distance at which shots can no longer deal headshots. Expressed in hammer units, equals to 38 meters. |
spread_stand_hip | 2 | Hipfire spread radius while standing. |
spread_stand_hip_run | 3 | Hipfire spread radius while walking. |
spread_stand_hip_sprint | 5 | Hipfire spread radius while sprinting. |
spread_crouch_hip | 1.6 | Hipfire spread radius while crouching. |
spread_air_hip | 7 | Hipfire spread radius while in the air. |
deployfirst_time | 1.1 | Time before the weapon can be fired after picking it up for the first time. Expressed in seconds. |
deploy_time | 0.35 | Time to bring out the weapon. Expressed in seconds. |
holster_time | 0.3 | Time to holster the weapon. Expressed in seconds. |
raise_time | 0.3 | Time to bring out the weapon after performing an action. Expressed in seconds. |
lower_time | 0.2 | Time to holster the weapon before performing an action. Expressed in seconds. |
zoom_time_in | 0.22 | Time to enter ADS with the weapon. Expressed in seconds. |
zoom_time_out | 0.2 | Time to exit ADS with the weapon. Expressed in seconds. |
ads_move_speed_scale | 0.75 | Multiplier applied to the Legend's movement speed while ADS with the weapon. |
spread_stand_ads | 0.35 | Spread radius when standing and ADS. |
spread_crouch_ads | 0.25 | Spread radius when crouching and ADS. |
spread_air_ads | 5 | Spread radius when in the air and ADS. |
Weapon Mastery[ | ]
MASTERY TRIALS | |||
---|---|---|---|
Level | Trial Name | Requirements | |
20 | Heavy Duty | Down an enemy while in Heavy Ammo mode with [Extended Light Mag] equipped. | 25 times |
40 | Lightweight | Down an enemy while in Light Ammo mode with [Extended Heavy Mag] equipped. | 20 times |
60 | Switch Hitter | Kill at least 2 enemies with the weapon using different ammo type for each kill in one match. | 15 times |
80 | Stand Strong | Kill at least 3 enemies without being knocked down in one match. | 5 times |
100 | Start Fresh | Down an enemy within 20 seconds of swapping ammo types. | 3 times |
Lore[ | ]
“ | The C.A.R. SMG was developed by Lastimosa Armory to leverage the existing success of the company's R-101 platform. A smaller barrel, lighter alloys, and other weight reductions improve the weapon's handling, while smaller ammunition affords low recoil and a higher rate of fire. Traditionally, weapons with a high rate of fire tend to jam when used for extended durations - to remove this limitation, the R&D team at Lastimosa Armory created a "shoot by wire" system where the trigger is linked to the firing mechanism via an internal CPU. This system can detect overheat conditions, adjust rate of fire, and clear jams without operator intervention - often faster than the operator can realize a jam has occurred. |
Skins[ | ]
There are a total of 68 skins for the C.A.R. SMG: 19 Legendary, 13 epic, 20 Rare, and 16 Common.
History[ | ]
Patch notes |
|
Gallery[ | ]
Trivia[ | ]
- Part of the C.A.R. SMG icon appeared in an UI asset showing the weapon's stock in the buy menu for Arenas, indicating that the weapon might've already had an icon stylized in the Apex style in Season 9.[2] The icon can be seen in a video showing how to upgrade weapons in Arenas that got posted on the official website.
- The C.A.R. had a defined recoil pattern way before its release.[3][4]
- The Heaven Piercer skin likely references the anime series Gurren Lagann.
- A bespoke C.A.R., nicknamed "Lady Grey", was owned by Ballistic.[5]
- The C.A.R. Is one of two weapons (Bocek) to have a unique inspect animation when out of ammunition.
See also[ | ]
References[ | ]
v · d · eWeapons in Apex Legends | |
---|---|
see also: Attachment • Fully Kitted Weapon • Rampart's Custom Modded Paintball Weapon • Supply Drop Weapon | |
ARs | |
SMGs | Alternator SMG • C.A.R. SMG • Prowler Burst PDW • R-99 SMG • Volt SMG |
LMGs | |
Marksman | |
Snipers | |
Shotguns | |
Pistols | P2020 • RE-45 Auto • Wingman |
Ordnance | |
Special |