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MTF-E11-SR

From SCP: Secret Laboratory English Official Wiki
Revision as of 04:18, 21 August 2025 by Jamintheinfinite (talk | contribs) (Attachments)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
MTF-E11-SR
Basic Info
Type Assault Rifle
Cartridge Type 5.56x45mm (FMJ)
Ammo Capacity 40 (+1)
Spawn Locations MTF-E11-SR Rack
Spawns on MTF Sergeant
MTF Specialist
Basic Stats
Damage 25.1
Fire Rate 570 9.5 bullets per second
Weight 3.15 kg
Length 87 cm
Handling Stats
Draw Time Default draw time 0.73s
Draw + Chamber Time Draw time for unchambered firearm 1.45s
Tactical Reload Reload time when the magazine is NOT empty 3.5s
Combat Reload Reload time when the magazine is empty 4s
Pick-Up Time Higher weight increases time 0.8s Unrounded value: 0.79625s
Accuracy Stats
Bullet Accuracy The overall accuracy of the gun.
This value is added to Hip Fire and Aiming Accuracy.
0.04°
Hip Fire Accuracy This value is added to Bullet Accuracy with rounding. 1.77 2° (with Bullet Accuracy)°
Aiming Accuracy This value is added to Bullet Accuracy without rounding.
Values past the 100th place are not shown ingame.
0.07 0.11° (with Bullet Accuracy)°
Running Accuracy 2.48°
Miscellaneous Info
Obtainable from 914? True
Deletion % in PD Pocket Dimension High Tier (0%)
Disarm Immunity? Does having this item equipped make the player
immune to being disarmed?
Immune
Attachment Combos  5400
Manufacturer Foundation Gunworks  
Lunae Defence (Various Attachments)
Inspired by Maxim Defense MDX 508
MDX 510 (Rifle Body)


The MTF Epsilon-11 Standard Rifle also known as the MTF-E11-SR for short, is a type of Firearm in SCP: Secret Laboratory. It is a designated Facility Recovery-Standard Rifle (FR-SR) used by Epsilon-11 as the weapon of choice for the Nine-Tailed Fox Sergeant and Nine-Tailed Fox Specialist. The firearm is a highly customizable assault rifle, making it effective in any combat situation.

Operational Guide

The standard-issue rifle for Nine-Tailed Fox superiors. Lightweight, soft-shooting, and highly modular; this firearm was tailor-made for the needs of the forces that wield it.

While the comfort factor of the rifle is highly valued, the equipment itself is nothing of particular note. The weapon is manufactured in close proximity to Area-14. Accounts of the weapon being “blessed” are to be disregarded. Operatives naming their gun is strongly discouraged.

___
“The E11-SR works, I’ll give it that. I just think some of these officially accepted attachments are a bit… unnecessary. A 60-round drum? Really? Regardless, the gun does its job, and pretty well too. I’m just a little confused as to why they’ve brought a few rifles over to Site-02. Surely, they aren’t meant for the security guards; we don’t have clearance to open its locker. With all the new security measures being added to the Site, I wouldn’t be surprised if it was intended for someone else.”
-Agent Jeremy Fritz, Security Guard, Site-02

In Game

The MTF-E11-SR is a fully automatic assault rifle, which makes it very accurate for the first few shots, but becomes inaccurate during continuous fire; this makes the weapon best used in short bursts, instead of long sprays. The high penetration of the weapon makes it very effective against armored targets.

The MTF-E11-SR has 4 possible spawn locations:

The MTF-E11-SR is a very customizable weapon due to the amount of attachments that can be equipped.
The weapon can be customized to be effective in long range combat or short range combat: long distance configurations are very useful on the Surface, although a short-range or mid-range configuration is far more preferable for use within the facility.

The MTF-E11-SR is a closed bolt firearm, allowing it to hold one extra bullet than its max mag size by storing it in the chamber. This also means if the player unloads the MTF-E11-SR but cancels the animation before the bullet in the chamber is removed, when they re-equip it, the MTF-E11-SR will have one bullet in it despite having no magazine, which they can still fire.

Due to being a closed bolt firearm, the MTF-E11-SR bolt will be locked into an open position once it runs out of ammo, which causes the reload animation to be slightly longer. The bolt will only lock to an open position if the MTF-E11-SR currently has a magazine in it. If the magazine was removed from the MTF-E11-SR, but the bullet in the chamber was not, firing this bullet will not cause the bolt to lock to an open position. Though, reloading in this state will still cause the reload animation to be longer than normal as the player now has to rechamber the MTF-E11-SR.

Holding down the E key on a player with the firearm equipped will disarm the player.

Attachments

Attachment Stats
Iron Sights
ADS Zoom 1.3x
Default Attachment
Holographic Sight
ADS Zoom 1.05x
Equip Time +0.04s
Weight +13%
Dot Sight
ADS Zoom 1.05x
Equip Time +0.04s
Weight +8%
Night-Vision Scope
ADS Zoom 1.05x
Night Vision
Aiming Speed -25%
Equip Time +0.08s
Weight +35%
Telescopic Sight
ADS Zoom 6x
Aiming Accuracy +33%
Equip Time +0.08s
Aiming Speed -30%
Weight +32%

Attachment Stats
Carbine Receiver
Default Attachment
Rifle Receiver
Damage +10%
Penetration +15%
Bullet Accuracy +100%
Fire Rate -10%
Equip Time +0.13s
Hip-Firing Accuracy -10%
Length +20%
Weight +46%

Attachment Stats
Standard Barrel
Default Attachment
Suppressor
Gunshot Loudness -65%
Flash Suppression
Bullet Accuracy +11%
Equip Time +0.08s
Length +20%
Weight +19%
Flash Hider
Flash Suppression
Equip Time +0.04s
Length +1%
Weight +2%
Muzzle Booster
Fire Rate +10%
Equip Time +0.04s
Recoil +30%
Bullet Accuracy -17%
Length +1%
Weight +6%
Muzzle Brake
Recoil -10%
Equip Time +0.04s
Gunshot Loudness +20%
Length +1%
Weight +2%

Attachment Stats
Standard Stock
Default Attachment
Lightweight Stock
Equip Time -0.12s
Length -1%
Weight -13%
Recoil When Aiming +20%
Recoil-Reducing Stock
Recoil When Aiming -30%
Length -1%
Equip Time +0.08s
Weight +22%

Attachment Stats
None
Default Attachment
Foregrip
Recoil -15%
Aiming Speed -15%
Weight +8%
Laser Sight
Hip-Firing Accuracy +67%
Laser is visible to others
Weight +11%

Attachment Stats
None
Default Attachment
Flashlight
Light Source
Equip Time +0.08s
Weight +16%
Ammo Counter
Ammo Counter
Equip Time +0.08s
Weight +21%

Attachment Stats
FMJ Magazine
Default Attachment
FMJ Drum Magazine
Magazine Capacity +20
Reload Time +2s
Weight +67%
Low-Cap JHP Magazine
Damage +30%
Weight -3%
Magazine Capacity -10
Penetration -50%
Low-Cap AP Magazine
Penetration +15%
Weight -3%
Magazine Capacity -10


Stats

No Armor Light Armor Combat Armor Heavy Armor
Carbine Rifle Carbine Rifle Carbine Rifle Carbine Rifle
Penetration 65% 75% 65% 75% 65% 75% 65% 75%
Body (100%) 25.1 27.6 21.59 24.84 19.83 23.46 16.32 20.7
Limb (70%) 17.57 19.32 17.57 19.32 17.57 19.32 17.57 19.32
Head (200%) 50.2 55.2 50.2 55.2 36.14 44.16 32.63 41.4
AHP (30%) 7.53 8.28 6.48 7.45 5.95 7.04 4.89 6.21
Burned (125%) 31.38 34.5 26.98 31.05 24.79 29.33 20.39 25.88
Purple Candy (80%) 20.08 22.08 17.272 19.872 15.864 18.768 13.056 16.56
Rainbow Candy (95%) 23.845 26.22 20.5105 23.598 18.8385 22.287 15.504 19.665

No Armor Light Armor Combat Armor Heavy Armor
Carbine Rifle Carbine Rifle Carbine Rifle Carbine Rifle
Penetration 75% 84% 75% 84% 75% 84% 75% 84%
Body (100%) 25.1 27.6 22.59 25.83 21.34 24.95 18.83 23.18
Limb (70%) 17.57 19.32 17.57 19.32 17.57 19.32 17.57 19.32
Head (200%) 50.2 55.2 50.2 55.2 40.16 48.13 37.65 46.37
AHP (30%) 7.53 8.28 6.78 7.75 6.4 7.49 5.65 6.96
Burned (125%) 31.38 34.5 28.24 32.29 26.67 31.19 23.53 28.98
Purple Candy (80%) 20.08 22.08 18.072 20.664 17.072 19.96 15.064 18.544
Rainbow Candy (95%) 23.845 26.22 21.4605 24.5385 20.273 23.7025 17.8885 22.021

No Armor Light Armor Combat Armor Heavy Armor
Carbine Rifle Carbine Rifle Carbine Rifle Carbine Rifle
Penetration 32% 42% 32% 42% 32% 42% 32% 42%
Body (100%) 32.6 35.1 23.73 26.96 19.3 22.89 10.43 14.74
Limb (70%) 22.82 24.57 22.82 24.57 22.82 24.57 22.82 24.57
Head (200%) 65.2 70.2 65.2 70.2 29.73 37.63 20.86 29.48
AHP (30%) 9.78 10.53 7.12 8.09 5.79 6.87 3.13 4.42
Burned (125%) 40.75 43.88 29.67 33.7 24.12 28.61 13.04 18.43
Purple Candy (80%) 26.08 28.08 18.984 21.568 15.44 18.312 8.344 11.792
Rainbow Candy (95%) 30.97 33.345 22.5435 25.612 18.335 21.7455 9.9085 14.003

Key
One hit to kill.
Two hits to kill.
Three hits to kill.
Four hits to kill.
Five hits to kill.

Notes:

  • These values are auto calculated by Mediawiki, there may be some rounding differences between it and Unity, so some values may be off by a tiny bit.
  • Armor does not reduce limb damage.
  • Rainbow Candy does not reduce head or limb damage.
  • Rainbow Candy's Bodyshot Reduction is permanent and stacks up to 4. (Lowering damage to 85%). The value in the chart represents 1 Rainbow Candy.
  • Purple Candy does not stack with itself
  • SCPs do not take limb or headshot damage besides SCP-049-2
  • SCP-173's base HP has armor equivalent to Heavy Armor. This is not applied to their Hume Shield.
  • The rows listed as AHP represents how much damage HP takes while under the effects of AHP. It does not represent how much AHP is lost.

Related Achievements

Army of One
In a single life, get 4 kills using 4 different weapons.

Be Polite. Be Efficient
With a firearm, kill five enemies in under 30 seconds. The timer starts after the first kill.

Change in Command
Disarm an MTF operative.

... You Thinking What I'm Thinking?
Pick up any firearm as a Class-D Personnel.

Sounds






Gallery

Trivia

  • The MTF-E11-SR was originally called the Epsilon-11 Standard Rifle.
  • The MTF-E11-SR's Night Vision Scope is slightly off centered while in ADS.
  • It was once planned to rename the MTF-E11-SR to Facility Recovery-Standard Rifle (FR-SR).
    • FR-SR would become the name used by Foundation Gunworks for the rifles they manufacture, with MTF-E11-SR acting as a designation for the ones given to Epsilon-11.
  • The MTF-E11-SR's Holographic Sight is based on the EOTech XPS series of holographic sights.
  • The MTF-E11-SR has gone through the most model changes out of any other firearm in game.
    • The first model had a futuristic appearance and was a dev store asset bought here. It was called the Epsilon-11 Standard Rifle.
    • The second model also had a futuristic appearance. This model is often referred to as the Fusion Rifle, though officially it was still called the Epsilon-11 Standard Rifle. It was an original asset made for the game by Straditarion.
    • The third model was introduced in the first weapon overhaul (6.0.0). The futuristic appearance was replaced in favor of a more modern version. This was based off the HK417.
    • The fourth model was introduced in the 7.3.0 patch. This version was a mixture of both the HK416 and HK417, while also adding a couple new attachments.
      • All the sights were given tweaks in the Megapatch II (9.0.0) update.
      • The inventory icon still used the the 6.0.0 model of the weapon and was never updated to the correct model.
    • The final and current model was introduced in the Parabellum (11.0.0) update. This version was inspired by the Maxim Defense MDX 508 with the Rifle Body attachment being inspired by the MDX 510.
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