APW-1 Anti-Materiel Rifle

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A high-caliber sniper rifle effective over long distances against light vehicle armor. This rifle must be aimed downscope.

— Ship Management Terminal

The Anti-Materiel Rifle (abbreviated as AMR) is a precision Support Weapon able to penetrate light vehicle armor. It is best used against hard targets such as Scout Striders and Hive Guards, due to its small magazine and low overall ammo combat load.

Stratagem Statistics

General
Call-in Time Standard 3 seconds
Upgraded 0 seconds
Uses Unlimited
Cooldown Standard 480 seconds
With Morale Augmentation 456 seconds
With Streamlined Request Process 432 seconds
With All Upgrades 410.4 seconds

Detailed Weapon Statistics

APW-1 Anti-Materiel Rifle
Fire Rate 350 rpm
Cooldown 480 sec
Call-in Time 3 s
Capacity 7
Reload Time 3.2 s
Tactical Reload 2.6 s
Spare Magazines 6
Starting Magazines 4
Mags from Supply 3
Mags from Ammo Box 1
Attacks
Rifle 12.5x100mm EIT Projectile
Rifle 12.5x100mm EIT
Projectile
Caliber 12.5 mm
Mass 52 g
Initial Velocity 880 m/s
Drag Factor 30%
Gravity Factor 100%
Penetration Slowdown 25%
Damage
Standard 450
vs. Durable 180
Penetration
Direct Armor AP4 Icon.png Medium II
Slight Angle Armor AP4 Icon.png Medium II
Large Angle Armor AP4 Icon.png Medium II
Extreme Angle Armor AP0 Icon.png Unarmored
Special Effects
Demolition Force 20
Stagger Force 25
Push Force 25

Tactical Information

  • The scope's zoom level can be toggled between 50m, 100m, and 200m by using the fire mode selector (hold Reload and scroll up).
  • Despite the description, this weapon does not need to be aimed down sights to fire, though when aiming without the scope, the game will not provide the usual reticle that other weapons offer.
    • Helldivers might want to use a dot at the center of their screen in order to more accurately fire the rifle without using a scope.
  • Helldivers can carry up to 6 reserve magazines for the AMR, each of which holds 7 rounds. Ammo pickups will restore 1 reserve mag, while Resupply boxes will restore 3.
  • Despite only having a 7-round magazine, this weapon will fire as fast as the trigger is pulled. This makes the AMR able to deal good damage to the weak spots of enemies, as long as Helldivers can handle the recoil.
  • Most small and medium enemies will die to a single shot from this weapon, especially if it's a headshot or hits a weak point. Larger enemies require more shots.
  • This weapon is poorly suited for Terminid missions at higher difficulties, where Bile Titans and Chargers will dominate the landscape. Accurate snipers will find it very effective against the Automatons, however.
  • Using this in conjunction with the Jump Pack is a good way to get high ground, and to get away from melee units or when you're about to be swarmed.

Performance

Terminids
Enemy Target Shots
Scavenger Anywhere 1
Pouncer Anywhere 1
Bile Spitter Anywhere 1
Warrior Head 1
Hive Guard Head 1
Hunter Anywhere 1
Brood Commander Head 1
Alpha Commander Head 1
Stalker Head 1
Shrieker Anywhere 1
Bile Spewer Head 1
Nursing Spewer Head 1
Charger • 

Spore Charger

Head 8
Leg Armor 5
Leg Flesh 4
Butt 5
Charger Behemoth Head 14
Leg Armor 7
Leg Flesh 4
Butt 6
Impaler Head 6
Leg Armor 6
Leg Flesh 4
Bile Titan Head 8
Automatons
Enemy Target Shots
Trooper Anywhere 1
Commissar Anywhere 1
Scout Strider Crotch/Joint 1
Berserker Head 1
Chest 2
Devastator Head 1
Torso 2
Gunship Thruster 2
Hulk Head 2
Vent 4
Annihilator Tank Vent 6
Shredder Tank Turret (L/R) 6
Vent 6
Barrager Tank Hull Rear 17
Cannon Turret Vent 12
Factory Strider Eye 22
Undercarriage 14
Structures
Structure Target Shots
Spore Spewer Anywhere 14
Shrieker Nest Tower Anywhere 14
AA Emplacement Anywhere 4
Mortar Emplacement Anywhere 4
Parked Dropship Anywhere 5

Trivia

  • The weapon's name is likely a play on the AWP (Arctic Warfare Police), a weapon featured in many other video games, particularly Counter-Strike.

Affected by:

The following Ship Modules affect the APW-1 Anti-Materiel Rifle

Department Ship Module Effect
Patriotic Administration Center Donation Access Licence Support Weapons deploy with the maximum number of carriable magazines.
Streamlined Request Process Decreases Support Weapon stratagem cooldown by 10%.
Superior Packing Methodology Resupply stratagem boxes refill Support Weapons with the maximum number of carriable magazines.
Payroll Management System Reduces reload time for all support weapons by 10%.
Bridge Morale Augmentation Reduces cooldown time for all stratagems by 5%.
Engineering Bay Streamlined Launch Process All Support Weapon stratagems launch immediately once called in, reducing overall deployment time.

Media

Change History

Patch
Description

1.001.100
2024-09-17

Changes

  • Durable damage increased from 135 to 180.
  • Can now damage heavier enemies like Chargers, Bile Titans, Impalers, Hulks.
  • Stagger force increased from 20 to 25.

1.000.302
2024-05-07

Fixes

  • Fixed issues with some weapon scopes not being aligned in First-Person-View.

1.000.300
2024-04-29

Fixes

  • Fixed Anti-Materiel Rifle facing away from the Helldiver after deploying it.
  • Fixed bug where player could duplicate rounds by canceling the reload of Anti-Materiel Rifle at a specific time.
  • Fixed bug where Anti-Materiel Rifle would consume an extra magazine after a canceled reload.
  • APW-1 Anti-Material Rifle now triggers hitmarkers while scoped in.

1.000.200
2024-04-02

Changes

  • Damage increased by 30%.