From SCP: Secret Laboratory English Official Wiki

MTF-E11-SR
Basic Info
Type Assault Rifle
Cartridge Type 5.56x45mm
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.
0.05°
Hip Fire Accuracy This value is added to Bullet Accuracy with rounding. 2 2° (with Bullet Accuracy)°
Aiming Accuracy This value is added to Bullet Accuracy without rounding.
Values past the 100th place are not shown ingame.
0.08 0.13° (with Bullet Accuracy)°
Running Accuracy 5.8°
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)
Debug Name GunE11SR
Item ID 20


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 weapon also has very poor movement accuracy, making it best used when standing still, or using lighter attachment configurations. The laser attachment can partially negate this weakness.
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

Sight Attachements
Attachment Stats
Iron Sight
ADS Zoom 1.3x
Default Attachment
Holographic Sight
ADS Zoom 1x
Equip Time +0.04s
Weight +13%
Dot Sight
ADS Zoom 1x
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%
Body Attachments
Attachment Stats
Carbine Receiver
Default Attachment
Rifle Receiver
Damage +7.5%
Penetration +12.5%
Bullet Accuracy +54%
Fire Rate -10%
Equip Time +0.13s
Hip-Firing Accuracy -26%
Length +20%
Weight +46%
Barrel Attachments
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%
Stock Attachments
Attachment Changes
Standard Stock
Default Attachment
Lightweight Stock
Equip Time -0.12s
Hip-Firing Accuracy +18%
Length -1%
Weight -13%
Recoil When Aiming +25%
Recoil-Reducing Stock
Recoil When Aiming -33.3%
Length -1%
Equip Time +0.08s
Weight +22%
Bottom Rail Attachments
Attachment Changes
None
Default Attachment
Foregrip
Recoil -15%
Aiming Speed -15%
Weight +8%
Laser Sight
Hip-Firing Accuracy +67%
Laser is visible to others
Weight +11%
Side Rail Attachments
Attachment Changes
None
Default Attachment
Flashlight
Light Source
Equip Time +0.08s
Weight +16%
Ammo Counter
Ammo Counter
Equip Time +0.08s
Weight +21%
Magazine Attachments
Attachment Changes
FMJ Magazine
Default Attachment
FMJ Drum Magazine
Magazine Capacity +20
Reload Time +2s
Weight +79%
Low-Cap JHP Magazine
Damage +30%
Weight -3%
Magazine Capacity -10
Penetration -50%
Low-Cap AP Magazine
Penetration +20%
Weight -3%
Magazine Capacity -10


Stats

No Armor Light Armor Combat Armor Heavy Armor
Carbine Rifle Carbine Rifle Carbine Rifle Carbine Rifle
Penetration 70% 79% 70% 79% 70% 79% 70% 79%
Body (100%) 25.1 26.36 22.09 24.15 20.58 23.04 19.08 21.93
Limb (70%) 17.57 18.45 17.57 18.45 17.57 18.45 17.57 18.45
Head (200%) 50.2 52.72 50.2 52.72 38.15 43.86 38.15 43.86
AHP (30%) 7.53 7.91 6.63 7.24 6.17 6.91 5.72 6.58
Burned (125%) 31.38 32.95 27.61 30.18 25.73 28.8 23.85 27.41
Purple Candy (80%) 20.08 21.088 17.672 19.32 16.464 18.432 15.264 17.544
Rainbow Candy (95%) 23.845 25.042 20.9855 22.9425 19.551 21.888 18.126 20.8335
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
  • Shotgun does not deal headshot or limb damage.
  • SCPs do not take limb or headshot damage besides SCP-049-2
  • SCP-173 bullet resistance is the same as Heavy Armor. Hume Shield does not have any resistance
  • Combat Armor and Heavy Armor have the same protection level against headshots. While Light Armor has no protection against headshots
  • 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.
No Armor Light Armor Combat Armor Heavy Armor
Carbine Rifle Carbine Rifle Carbine Rifle Carbine Rifle
Penetration 84% 93% 84% 93% 84% 93% 84% 93%
Body (100%) 25.1 26.36 23.49 25.62 22.69 25.25 21.89 24.88
Limb (70%) 17.57 18.45 17.57 18.45 17.57 18.45 17.57 18.45
Head (200%) 50.2 52.72 50.2 52.72 43.77 49.77 43.77 49.77
AHP (30%) 7.53 7.91 7.05 7.69 6.81 7.58 6.57 7.47
Burned (125%) 31.38 32.95 29.37 32.03 28.36 31.57 27.36 31.1
Purple Candy (80%) 20.08 21.088 18.792 20.496 18.152 20.2 17.512 19.904
Rainbow Candy (95%) 23.845 25.042 22.3155 24.339 21.5555 23.9875 20.7955 23.636
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
  • Shotgun does not deal headshot or limb damage.
  • SCPs do not take limb or headshot damage besides SCP-049-2
  • SCP-173 bullet resistance is the same as Heavy Armor. Hume Shield does not have any resistance
  • Combat Armor and Heavy Armor have the same protection level against headshots. While Light Armor has no protection against headshots
  • 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.
No Armor Light Armor Combat Armor Heavy Armor
Carbine Rifle Carbine Rifle Carbine Rifle Carbine Rifle
Penetration 35% 44% 35% 44% 35% 44% 35% 44%
Body (100%) 32.6 34.26 24.12 26.59 19.89 22.75 15.65 18.91
Limb (70%) 22.82 23.98 22.82 23.98 22.82 23.98 22.82 23.98
Head (200%) 65.2 68.52 65.2 68.52 31.3 37.82 31.3 37.82
AHP (30%) 9.78 10.28 7.24 7.98 5.97 6.82 4.69 5.67
Burned (125%) 40.75 42.83 30.16 33.23 24.86 28.44 19.56 23.64
Purple Candy (80%) 26.08 27.408 19.296 21.272 15.912 18.2 12.52 15.128
Rainbow Candy (95%) 30.97 32.547 22.914 25.2605 18.8955 21.6125 14.8675 17.9645
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
  • Shotgun does not deal headshot or limb damage.
  • SCPs do not take limb or headshot damage besides SCP-049-2
  • SCP-173 bullet resistance is the same as Heavy Armor. Hume Shield does not have any resistance
  • Combat Armor and Heavy Armor have the same protection level against headshots. While Light Armor has no protection against headshots
  • 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


Click to view 3 achievement(s) related to MTF-E11-SR:

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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