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IW top right icon IWZtricon
For a similarly named weapon, see RPK.
R3K menu icon IW
R3K
Damage

35-30

Damage Multipliers

Headshot ICON Symbol
1.15x (1.35x w/ Faraday Slug)

Weapon Class

Assault Rifle

Magazine Size

30 rounds

Unlocked

Level 1 (MP)
Level 17 (ZM)

Cost (Zombies)

950 (Magic Wheel)

Starting Ammunition

30+60 (MP)

Maximum Ammunition

30+180

Rate of Fire

909 RPM per burst (361 overall)

Range (explanation)

3 shot kill until 30m

Recoil

Low

Penetration

N/A (Reflects)

Fire Mode

· 3-round burst
· Automatic (w/ Full-Auto upgrade in SP or with the R3KT variant in multiplayer)

Used by

Settlement Defense Front
Sean Brooks

"3-round burst energy rifle. Each burst applies extreme stopping power at precise intervals."
— In-game description

The R3K is an energy burst-fire bullpup assault rifle in Call of Duty: Infinite Warfare.

CampaignEdit

When all side missions are completed, the R3K unlocks the Full-Auto upgrade, which initiates a "software hack" that enables the R3K to fire in a full-auto configuration.

MultiplayerEdit

The R3K, along with the NV4 is the first assault rifle to be unlocked in Infinite Warfare, at rank 4. It is an energy-based, burst fire assault rifle.

Being a burst fire assault rifle, it has good range, excellent damage, and low recoil, at the downside of having a burst delay, meaning that missing shots with the R3K can be lethal. The weapon can one burst until 30 meters, which is fairly good, considering the only other weapon that surpasses the R3K in damage range is the Volk and its variants. It only drops down to a four shot kill, meaning that it requires only most of two burst to kill and enemy at long range. With accuracy, one bursts are common, killing extremely quickly. However, when bullets are missed, the R3K drops down to having the lowest TTK of any AR. It is interesting to note that this weapon has quite a bit of idle sway, and that it kicks in faster before other ARs start swaying, meaning this weapon is best at mid range. This further hampers the one burst ability, so prolonged aiming is not this weapon's strong suit. However, constantly aiming, breaking aim, then aiming again seems to significantly reduce idle sway.

Within the burst, no other gun in the game, with the exception of the FHR-40 and some combat rig payloads, can kill as fast as this weapon, or as slowly. This weapon takes a while to get used to, but once mastered, this weapon is very powerful indeed.

The Reflex Sight is a basic, and free sight that is a good replacement to the R3K's clear, but rather small Iron sights. Being that it has minimal zoom, idle sway is magnified very little, it is possibly the most versatile and useful sight on the R3K. The Scout Hybrid has two sights with different levels of zoom and peripheral vision, appearing to have a long ranged optic along with a free ELO sight, allowing a versatile blend of cleanness and long range target acquisition. The Trojan sight will illuminate enemy targets regardless of brightness and some obtrusions, such as smoke. It has a low level of zoom and a wide field of view within the sight, so it might be useful for mid-long range engagements. Another great sight for the R3K, the VMC sight, is another powerful sight for the R3K, being a normal Reflex Sight and then with a flick of a switch, viewkick is reduced, the center speed is increased, and targets are highlighted with a high level of zoom. This makes the R3K practically a laser, and since this weapon has a decent range, it can be used to good effect at mid-long range. It makes use of a Reflex Sight practically useless, with free perks to boot. The ELO sight is a very clear, having excellent peripheral vision, with the same reticles as the Reflex, making it functionally better. The Thermal Scope is another sight useful on the R3K, since it has a higher than average zoom, while making targets very easy to spot within the surroundings. Keep in mind, however, that anyone using the Cold-Blooded perk will not be illuminated, and will blend in with the blue background, the same effect applying for the VMC and Trojan sights.

Using the Foregrip is a waste of an attachment slot, since the reduced kick only barely makes the gun more accurate. The Quickdraw Handle can be very useful, halving the time for target acquisition and obliteration, making practical TTK decreased. The Fusion Mag, may be an effective attachment, since the R3K can run through its magazine quite quickly, and having the ability to have infinite ammo between gunfights is excellent. Keep in mind that reloading the R3K with Fusion Mag is a permanent loss of a mag. The Suppressor is a hit or miss attachment, since it keeps the player off the radar from enemy players, but at the same time, reduces the range of the R3K by 25%. Particle Amp increases the range of the R3K by 20%, quite significantly increasing the range, to make the one burst kill potential until 36 meters. However, unless using the R3K outside of mid to long range, this attachment is useless. When the Amp and Suppressor are combined, a net 10% reduction range is attained, or three meters. This further wastes attachment slots to not completely cancel out the range reduction of the Suppressor, so it is advised not to do so. Hollow Point is a good attachment for players with good accuracy, since at least one headshot at any range would reduce the bullets required to kill by one, excluding within 30 meters. The Stock might be a waste of an attachment, only partially increasing the speed at which a player strafes while aiming down the sights, and since the R3K has quite a bit of idle sway, Quickdraw is arguably a better attachment. The Laser Sight is practically useless on the R3K, since hip firing with a burst fire Assault rifle usually ends fatally. Unless point blank or with no other option, never use this attachment. Ram Servo is an interesting attachment, since shooting blindly around corners might give a player a chance to seek out a target without even knowing it is there, since it allows for double reflections. This is also useful when facing something like a Shock Sentry, since the Shock Sentry will not kill you behind cover, but it is fairly easy to do with the R3K.

Attachments Edit

VariantsEdit

"Full-auto energy rifle. Applies extreme stopping power art precise, slower, intervals."
— In-game description for R3KT prototype
Name Rarity Gun Perks Cost (Salvage) Notes
Counterbalance Common Stability 200
Serpent Common Creeper 200
Spearhead Rare Stacked, Flak 500 Fire rate: 909 RPM per burst (401 overall)
Recoil: Moderate
Eclipse Rare Scrambler, Sharpshooter 500
Gambit Legendary Roll the Dice, Readiness 2000
Wasteland Legendary Nuclear, Stockpile N/A Unlocked via a supply drop.
R3KT Epic Break Point, Stockpile 4000 Fire mode: Fully-automatic

ZombiesEdit

The R3K can be obtained from the Magic Wheel for 950 points in Zombies in Spaceland. Similar to the M1, the R3K has a strong headshot bonus capable of killing a zombie with a single trigger pull. The effect is amplified if the R3K is upgraded, and remains consistent even without the Faraday Slug. It is unlocked for customization at level 17.

Like most assault rifles, the R3K can benefit from a Stock attachment, allowing more mobility while aiming down sights, especially when training zombies.

When upgraded via the Pack-a-Punch Machine, the R3K becomes the RJ-24, gaining increased damage, a larger magazine, and more reserve ammo.

GalleryEdit

For camouflage images, see R3K/Camouflage.
For attachment images, see R3K/Attachments.
For variant images, see R3K/Variants.

Concept artEdit

TriviaEdit

  • The R3KT variant's name is a play on the word "rekt", which is slang for 'to be defeated in a humorous and/or humiliating way'.
  • The R3KT variant has the word "PROTOTYPE" imprinted on the left side of the weapon.

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