FANDOM


The Adaptive Combat Rifle or ACR is a modular assault rifle in Warzone: Shade.

Warzone: ShadeEdit

ACR
Damage

35-25

Magazine Size

Standard: 30 rounds

(Extended Clip: 45 rounds)

Unlocked at

level 49

Starting Ammunition

30+60 (SP)

30+90 (MP)

Maximum Ammunition

30+210 (SP)

30+150 (MP)

Reload Time

2.02 loaded, 2.6 unloaded

Rate of Fire

715 RPM

Recoil

Low

"Fully automatic. Modular design allows for longer range combat and the best accuracy in class."
―In-game description
The ACR is the standard assault rifle for Shade operatives. Dalton will start out with an ACR with various attachments frequently.

CampaignEdit

The ACR will be useable in the first mission Train Wreck, with a EOTech Sight, Suppressor and Laser Sight, Precious Cargo, with an ACOG Scope and Suppressor and Independence Day with a EOTech Sight and Suppressor.

MultiplayerEdit

The ACR is an unlockable weapon in multiplayer at level 49. Despite its higher level unlock, it remains one of the most popular assault rifles due to its rigid damage traits and low recoil, which attributes to a reputable gun.

Highly accurate, the ACR's primary traits of having little difference in range and low recoil make the requirement of a Grip, Long Barrel or Muzzle Brake not much of a nesscessity. If one chooses to equip a Grip however, the recoil is nearly zero, allowing perfect shots to land on target without any kick penalty. Regardless, such extreme ranges are rarely found and should be avoided, especially with the presence of Marksman or Sniper rifles.

The ACR's accuracy can also contribute to its weaknesses, being highly accurate demands a skilled player to perform such shots at ranged targets, where even a near miss could be costly. Equipping resistance upgrades will minimize drawbacks of these disrupting tactics.

The low recoil makes it very ideal for equipping optical attachments to better combat enemies at a distance. Scopes such as the ACOG and Thermal may raise the weapon up a hair when firing.

In close quarters, the ACR begins to falter, particularly against SMGs and Shotguns. It may be good to equip the underbarrel shotgun on this weapon to give such specialists a nasty surprise.

Weapon AttachmentsEdit

  • Reflex Sight
  • EOTech Sight
  • ACOG Scope
  • Hybrid Sight
  • Holo Sight
  • Targeting Sight
  • Thermal Scope
  • Long Barrel
  • Suppressor
  • Muzzle Brake
  • Extended Mags
  • Dual Mags
  • AP Rounds
  • Quickdraw Handle
  • Grip
  • Collapsible Stock
  • Laser Sight
  • Grenade Launcher
  • Shotgun

RampantEdit

The ACR will be available in Turning Point.

Shade: Eagle EyeEdit

The ACR makes frequent appearances throughout the series, being the most common wielded weapon by Shade officers. Its first appearance is with Shade's November Team during their assault on the Cleveland safehouse.

Retaliation: Fires of CombatEdit

ACR
Magazine Size

30 Rounds

Tier

Carbine

Unlocked at

United States Marine Corps: Medic Level 4

Starting Ammunition

30+150

Maximum Ammunition

30+240

Reload Time

2.1 seconds loaded

3.1 seconds unloaded

Rate of Fire

750 RPM

Range

Close-Medium

Recoil

Moderate

Fire Mode

Automatic

Semi-Automatic

Used by

United States Marine Corps

The ACR (Referred to in-game as the ACR A2) is the USMC's faction-specific carbine. It is unlocked for the Medic Class after reaching Level 4 with said class.

AttachmentsEdit

  • Padded Foregrip
  • Adjustable Forgrip
  • Vertical Foregrip
  • RX01 (1x Red Dot Sight)
  • 551 (2x Holographic)
  • MGO (3.4x)
  • ACOG (4x Rifle Scope)
  • Laser Sight
  • Flash Light

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.