FN SCAR-L

The FN SCAR-L is the seventeenth VEX weapon ever made. It was the first Generation 4 weapon, introducing a brand new gunsmith and animations.

## Description

The FN SCAR-L is currently a work in progress, being outfitted with the newest attachments from Corp Mod, CT, QSS, and XRA. It is based on the FN SCAR-L from real life and scaled accordingly. Being the first Generation 4 weapon, it brought the updated brand names, proper weapon statistics, a redesigned gunsmith, and new animations. It featured CT's new AX-BM2 Barrel System, the RX-13 Bolt Catch, standard TF-C Magazines, a new PX-14 Magazine Release, a brand new FBR-P6 Stock Attachment Point, new FLR3 + FB2 Iron Sights, a CH-ED Selector Switch, the AX-323L Trigger, a P1-PL Handle, ST-TBRL Tactical Rails, and a brand new VB-55X Charging Handle and SP1525 Bolt Combo from QSS. It also split into an upper and lower receiver, however, unlike the Kilo 141, the SCAR-L features different receivers: the SCAR-H and the SCAR-SC.

## Generation 4 Changes

> *Main Article: Generation 4 - Real Life*
>
>

### Animations

Animation accuracy was removed in favor of custom realistic animations. Many were still based on 2022's Call of Duty Modern Warfare II, but a certain flair and uniqueness was added. Errors in animations were also kept, not re-filmed, again to simulate realism. An entirely new camera and system was put into place, providing a unique point-of-view perspective. However, the ADS view appeared strange, so they were filmed separately, with the camera anchored to the stock. Animations were also split into two showcases. One contained Equipping, Firing, a Tactical Reload, an Empty Reload, both reloads in ADS, and a stow. The other contained equipping, sleight of hand reloads, and the new Melee, Idle, and empty inspect animations.

The new animations changed up the style of gun skill used in the videos. Here is a list of the main changes:

* Equipping: The operator now switches the weapon from safe into the last selected mode.
* Inspect: The inspection is much more detailed, with the operator checking out more parts of the weapon, including the magazine, ammunition, bolt, and chamber, in addition to the side views.
* Stowing: The operator now switches the weapon from the last selected more into safe.
* Melee: New animations feature the operator forcefully extending hard ends of the weapon (Magazine, Stock, Barrel).
* Idle: New animations feature the operator casually inspecting certain parts of the weapon. Descriptions:
	+ Stock: Operator moves his rear hand onto the stock, flips it open, swivels it, locks it back, shakes the stock and bumps it.
	+ Iron Sights: Operator moves his fore hand onto the front sight and swivels it. Moves his rear hand to the rear sight and swivels it.
		- Optics: Operator moves his rear hand to the dials on the optic and rotates/wiggles them a bit.
	+ Magazine: Operator moves his fore hand to the bottom of the magazine and removes it, inspects the ammunition, slaps it against the well, then inserts it and wiggles it a bit.
	+ Bolt/Chamber: Operator flips the weapon over to the right side and pulls the bolt back and forth a few times.
	+ Barrel: Operator flips the weapon to its side, moves his fore hand to the barrel, and wiggles the barrel.
	+ Laser: Operator moves his fore hand in front of the magazine well, then moves his rear hand to the laser and rotates the dials.
	+ Foregrip: Operator wiggles the foregrip and bumps it twice.
* Empty Inspect: The Empty Inspection is an exclusive weapon inspect animation that only shows when the weapon is completely empty. The operator holds up the weapon, pulls out the empty magazine, racks the bolt two or three times, inserts the empty magazine, and locks the bolt back.

### Gunsmith

The Gunsmith for Gen 4 weapons was completely redesigned, featuring smoother transitions, clearer models, and a new interface.

#### Weapon Statistics

> *Main Article: Weapon Statistics: Gen 4*
>
>

Weapon statistics have come the complete other way compared to the Kilo 141's gunsmith. Exact statistics are no longer shown, and have been replaced with vague descriptions of what an attachment does and how it influences the weapon. An example would be changing "+10% Vertical Recoil Control" to "++ Muzzle Rise Control". Damage was also reworked into a scale ranging from minimal to extreme, along with mobility statistics getting new names. Many of these statistics and changes do not significantly affect the weapon, since the operator is doing more of the work. This leads into the addition of weight. Weight is a brand new weapon statistic that replaces all mobility and handling. As stated, the operator puts more effort compared to before, adapting with the weight. With these changes, mobility is still affected by large attachments, but it is not shown on-screen as much.

The only statistic with exact numbers is weight, a very realistic mechanic. No one can tell how much recoil control a foregrip has, that's up to the operator. However, for a barrel, the added length and (if applicable) custom design directly alters the physics of the weapon's firing, so it has an effect on the recoil of the weapon. Similarly, a laser cannot increase "Aim Down Sight Speed", because it increases weight. It makes no sense to add weight to increase mobility, so this statistic was reworded into "Target Acquisition Speed", because the laser aids the operator to see where they are aiming. Changes like these were applied everywhere to provide a much more realistic experience.

### Interface

The interface still echoes that of the Kilo 141, but with less elements on-screen. The new interface is much simpler, having the user click on-screen weapon elements to change their attachment slot. For example, clicking the barrel will open the barrel attachment slot. The animations inside were also updated to mimic how a real gunsmith would customize the weapon. For example, changing a barrel will pull the pin out, pull the old barrel out, put the new one in, and reinsert the pin. These animations were very lively, along with the gunsmith's interface being completely unique with 0 references to those from other games.

## Attachment List

### Muzzles

* CT Muzzle Brake
* Corp Mod Suppressor
* QSS Flash Hider
* XRA LB Suppressor
* QSS Whisper

### Barrels

* CT Extended 28-pin
* QSS Vertical
* QSS CQC
* XRA LB 44-pin
* CT Shortened 12-pin

### Lasers

* CT Tac Laser
* QSS Dual Power

### Optics

* CT Reflex Sight
* Corp Mod Holo Sight
* QSS 2.5x ACOG
* QSS F222R + C212 Iron Sights
* Corp Mod 4.0x ACOG
* XRA 6.0x Sniper Scope

### Stocks

* CT Close-Quarters
* CT Long
* No Stock
* XRA Precision

### Underbarrels

* CT Angled Foregrip
* CT Vertical Foregrip
* QSS Clinch
* Corp Mod FN40GL Grenade Launcher
* XRA Operator

### Magazines

* CT Extended 60-Round Mags
* QSS Blind 20-Round Mags
* Corp Mod 75-Round Drums
* XRA SCM 10-Round Mags + XRA Wide-Bore Barrel + XRA FFE Bolt

### Handles

* CT Long
* QSS GS
* XRA SL

### Receivers

* XRA SCAR-H Lower Receiver
	+ CT Extended 30-Round Mags
	+ QSS Lightyear 20-Round Mags
	+ XRA LPA 5-Round Mags
* QSS SCAR-SC Upper Receiver
	+ QSS UltraComp 10-pin
	+ CT Wide 6-pin
	+ CT Shortened 20-Round Mags

## Loadouts

### Personal Loadout

* QSS Vertical
* QSS Dual Power
* CT Reflex Sight
* CT Close Quarters
* CT Vertical Foregrip
* Corp Mod 75-Round Drums
* QSS GS

### Classic Loadout

* Corp Mod Suppressor
* CT Tac Laser
* Corp Mod Holo Sight
* CT Angled Foregrip
* CT Extended 60-Round Mags

### LMG Loadout

* QSS Whisper
* CT Extended 28-pin
* CT Tac Laser
* Corp Mod 4.0x ACOG
* CT Long
* Corp Mod FN40GL Grenade Launcher
* CT Extended 60-Round Mags
* XRA SL

### CQB Loadout

* CT Muzzle Brake
* CT Shortened 18-pin
* QSS Dual Power
* QSS F222R + C212 Iron Sights
* Corp Mod Stockless
* CT Vertical Foregrip
* QSS Blind 20-Round Mags
* QSS GS Handle

### Sniper Loadout

* CT Tac Laser
* XRA 6.0x Sniper Scope
* XRA Precision Stock
* CT Angled Foregrip
* XRA SCM 10-Round Mags + XRA *Barrelt*
* XRA SL Handle

### Mobile

* QSS CQC Barrel
* CT Tac Laser
* QSS 2.5x ACOG
* CT Close-Quarters
* CT Extended

### Clinch

* QSS Covert Muzzle
* QSS 2.5x ACOG
* CT Long Stock
* QSS Clinch
* CT Extended Handle

### Operator

* CT Muzzle Brake
* CT Extended 28-Pin
* CT Reflex Sight
* XRA Operator
* CT Extended 60-Round Mags

### XRA SCAR-H Receiver Loadouts

#### SCAR-H Classic

* CT Flash Hider
* Corp Mod Holo Sight
* CT Angled Foregrip
* CT Extended 30-Round Mags
* CT Grooved Handle

#### The Real Sniper

* QSS Whisper
* CT Tac Laser
* XRA 6.0x Sniper Scope
* XRA Precision Stock
* CT Angled Foregrip
* XRA LPA 5-Round Mags + XRA LPA Barrel + XRA TTE Bolt
* XRA Secure Handle

### QSS SCAR-SC Receiver Loadouts

#### SCAR-SC Classic

* CT Muzzle Brake
* CT Reflex Sight
* CT Angled Foregrip
* CT Extended 40-Round Mags
* CT Wide 6-pin Stock

#### The Real CQB

* QSS UltraComp 10-pin
* QSS Dual power
* CT Reflex Sight
* Corp Mod Stockless
* CT Exoskeleton
* CT Shortened 20-Round Mags
* QSS GS Handle