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 APW-1 Anti-Materiel Rifle also known as the AMR is a 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 low overall ammo count. It is one of the few support weapons that can be reloaded while moving and is an alternative to the AC-8 Autocannon.

Stratagem Statistics

  • Call-in Time: 3 sec (7 sec in-game)
  • Uses: Unlimited
  • Cooldown Time: 480 sec (8 Minutes)

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
Rifle 12.5x100mm EIT Projectile
Rifle 12.5x100mm EIT
Caliber 12.5 mm
Mass 52 g
Initial Velocity 880 m/s
Drag Factor 30%
Gravity Factor 100%
Penetration Slowdown 25%
Standard 450
vs. Durable 135
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 20
Push Force 25

Tactical Information

Resupply Stratagem Icon.png
This section is missing information about outdated damage information. patch 1.000.200. 
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  • 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 hold 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:
    • Automatons:
      • Scout Striders will die in 3 shots to the top armor, 1 shot to the crotch or single leg joint (which blows off that leg).
      • Devastators of all types will die to a single headshot, waist shot, or 2 shots the torso or leg.
      • Hulks can be killed with 2 headshots, but their head is tiny, so crouching for increased accuracy and reduced recoil is recommended. Stunning them with a G-23 Stun grenade or a Static Field (e.g. the A/M-23 EMS Mortar Sentry's shells) will make the task much easier.
      • Annihilator Tanks and Cannon Turrets: 6 shots to the vent.
      • Gunships can be taken down with 4 shots to one thruster, though hitting them at longer ranges can be rather challenging.
      • Factory Striders are the toughest enemy on the bot front to face as an AMR user, requiring 6 shots to the Eye. Although it takes a long time to kill with the AMR, it is still incredibly powerful against it as it can 2 shot each of its chin mounted miniguns, allowing for other Helldivers or yourself to navigate around it more easily.
    • Terminids:
      • Brood Commanders require 1 headshot to decapitate and bleedout shortly after.
      • A Hive Guard will die to a single headshot, but it'll take about 1 second for it to bleed out after the shot.
      • Bile Titans' bile sacs are easily destroyed by the AMR (preventing it from using its spit attack). They can be killed by 23 shots to the inner body after the sacs have burst but this is highly ill-advised.
  • Given the above, 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.


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

Affected by:

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

Department Ship Module Affect
Patriotic Administration Center Donation Access Licence APW-1 is always called in with 6 reserve magazines, instead of just 3.
Streamlined Request Process Cooldown reduced from 8:00 to 7:10.
Superior Packing Methodology Supply crates refill the maximum amount of ammo.


Change History




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



  • 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.



  • Damage increased by 30%.