Note:
Story:
- ↑ Lady Grey: There's only two things August Brinkman needs in life: a zesty bergamot hit from a cup of Lady Grey tea… and the Thunderdome era gun he named after it.
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| C.A.R. SMG |
|---|
| Adaptable SMG. Uses light and heavy ammo. | |||
| Profile | |||
| Icon | |||
|---|---|---|---|
| Type | Submachine Gun | ||
| Ammo | |||
| Fire modes | |||
| Manufacturer | |||
| Attachment Slots | |||
| Damage | ||
| Body | Head | Legs |
|---|---|---|
| 14 | 18 | 11 |
| Technical | |||
| RPM | 930 | ||
|---|---|---|---|
| DPS | 217 | ||
| Magazine | 20 / 23 / 25 / 28 | ||
| Reload time | |||
| 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. By default it utilizes
Heavy Rounds, but it can be toggled to accept
Light Rounds instead by pressing B/
/
/
. The CAR can equip either an Extended Heavy Mag or an
Extended Light Mag, regardless of which ammo type is currently in use; either will increase the magazine capacity in the same way.
| Target | Modifiers | Shots to kill | ||||||
|---|---|---|---|---|---|---|---|---|
| 100 HP | 150 HP | 175 HP | 200 HP | 225 HP | ||||
| Head (1.25×) |
- | 18 | 6 | 9 | 10 | 12 | 13 | |
| 17 | 6 | 9 | 11 | 12 | 14 | |||
| 16 | 7 | 10 | 11 | 13 | 15 | |||
| 15 | 7 | 10 | 12 | 14 | 15 | |||
| Body | - | 14 | 8 | 11 | 13 | 15 | 17 | |
| 12 | 9 | 13 | 15 | 17 | 19 | |||
| Leg (0.8×) |
- | 11 | 10 | 14 | 16 | 19 | 21 | |
| 10 | 10 | 15 | 18 | 20 | 23 | |||
| Ability Modifiers | ||||||||
|---|---|---|---|---|---|---|---|---|
| Target | Modifiers | Shots to kill | ||||||
| 100 HP | 150 HP | 175 HP | 200 HP | 225 HP | ||||
| Head (1.25×) |
- | 21 | 5 | 8 | 9 | 10 | 11 | |
| 20 | 5 | 8 | 9 | 10 | 12 | |||
| 19 | 6 | 8 | 10 | 11 | 12 | |||
| 18 | 6 | 9 | 10 | 12 | 13 | |||
| Body | - | 17 | 6 | 9 | 11 | 12 | 14 | |
| 14 | 8 | 11 | 13 | 15 | 17 | |||
| Leg (0.8×) |
- | 13 | 8 | 12 | 14 | 16 | 18 | |
| 11 | 10 | 14 | 16 | 19 | 21 | |||
| Marked with | ||||||||
| Head (1.25×) |
- | 20 | 5 | 8 | 9 | 10 | 12 | |
| 19 | 6 | 8 | 10 | 11 | 12 | |||
| 18 | 6 | 9 | 10 | 12 | 13 | |||
| 18 | 6 | 9 | 10 | 12 | 13 | |||
| Body | - | 16 | 7 | 10 | 11 | 13 | 14 | |
| 14 | 8 | 11 | 13 | 15 | 17 | |||
| Leg (0.8×) |
- | 13 | 8 | 12 | 14 | 16 | 18 | |
| 11 | 10 | 14 | 16 | 19 | 21 | |||
| Head (1.25×) |
- | 24 | 5 | 7 | 8 | 9 | 10 | |
| 23 | 5 | 7 | 8 | 9 | 10 | |||
| 22 | 5 | 7 | 8 | 10 | 11 | |||
| 21 | 5 | 8 | 9 | 10 | 11 | |||
| Body | - | 19 | 6 | 8 | 10 | 11 | 12 | |
| 16 | 7 | 10 | 11 | 13 | 15 | |||
| Leg (0.8×) |
- | 15 | 7 | 10 | 12 | 14 | 15 | |
| 13 | 8 | 12 | 14 | 16 | 18 | |||
| mp_weapon_car | ||
|---|---|---|
| Variable | Value | Description |
| fire_rate | 15.4 | Rounds fired in one second. |
| projectile_launch_speed | 18000 | Speed at which projectiles travel. Expressed in hammer units per second, equals to 456 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. |
| Trial Name | Requirements | |
|---|---|---|
| Damage Done | Deal 30000 damages with the CAR | |
| Hipfire Kills | Kill 100 enemies with hipfire with the CAR | |
| ADS Kills | Kill 150 enemies while ADS with the CAR | |
| Close Range Kills | Kill 200 enemies within 10 meters with the CAR | |
| Kills | Kill 600 enemies with the CAR | |
| “ | 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. |
There are a total of 88 skins for C.A.R. SMG: 27 Legendary, 20 Epic, 25 Rare and 16 Common.
Note:
Story:
| Patch notes |
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