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Have you seen what one of those anti-materiel rifles can do to a deathclaw?”— Gun Runner Caravan guard
Background[edit | edit source]
Utilizing an ergonomic, metallic skeleton design with a free floating barrel, the .50 anti-materiel rifle is a bolt-action, high caliber precision weapon intended for use against materiel and hard targets. The rifle includes a deeply fluted barrel to disperse heat and reduce weight, while its large muzzle brake reduces recoil to manageable levels. Unlike most rifles, the AMR was designed from the ground up to be used at long and extreme ranges: It lacks any kind of sights, featuring instead a mounting rail for high powered scopes and a forward bipod mount.
Characteristics[edit | edit source]
This high end weapon is intended for use at long range distances, due to its weight, size, and recoil. It offers a very high damage rating, among the highest in the game, and excellent accuracy. Coupled with its 3.13x scope, it's among the best long range weapons available to a marksman. When loaded with match-grade rounds, it offers the highest long range accuracy in the game, up to 95% in V.A.T.S. at extreme ranges.
Of course, as a dedicated heavy sniper rifle, it has a number of drawbacks. It has a low fire rate and has to be manually rechambered after each shot, it and its ammo weigh a lot (the weapon alone weighs 20 pounds, with a loaded 8 round magazine an additional 2), and the sheer power of the round puts a lot of stress on the weapon, necessitating frequent repairs. A fully repaired rifle can fire 471 rounds before breaking, which translates to a loss of 0.2% durability per shot, or 17/18 caps in terms of repair.
Interestingly, when the AMR is fired from the hip, the recoil will push the operator back. Whenever the weapon is shouldered, the recoil is distributed properly.
Variants[edit | edit source]
- Anti-materiel rifle (GRA), a modified AMR that accepts weapon mods, but at the expense of requiring more AP to fire.
- Oliver anti-materiel rifle, NPC-only AMR.
Comparison[edit | edit source]
|Name||Damage||Damage per second||Shots per second||Critical hit multiplier||Critical damage||Spread||AP cost||Magazine capacity||Weight||Durability||Value||Requirements|
|Anti-materiel rifle||110||49.3||0.4||x1||110||0.015||55||8||20||90||5600||Guns:100 Strength:8|
|Anti-materiel rifle (GRA)||110||49.3||0.4||x1||110||0.015||65||8||20||90||5600||Guns:100 Strength:8|
Locations[edit | edit source]
- Veteran Rangers may carry AMRs once they appear (usually in poor condition).
- Legionaries may carry them at the Second Battle of Hoover Dam.
- White Legs at higher levels. Used by
- marked men hunters. Used by
- Ulysses. Used by
Notes[edit | edit source]
- Prior to patch 220.127.116.112, the anti-materiel rifle cost 65 AP to use in VATS, had a minimum spread of 0.03 degrees, and dealt 80 points of damage on critical hits.
Behind the scenes[edit | edit source]
- The Fallout: New Vegas intro features a veteran Ranger sniping a fiend at the El Rey Motel with an AMR.
- The anti-materiel rifle was influenced by the PGM Hécate II.
- An anti-materiel rifle is a heavy sniper rifle intended for use against enemy materiel, that is, ordnance and equipment including explosives, vehicles, light armor, helicopters, fixed-wing aircraft, and more. Soft targets are also targeted, if they're located at extreme ranges. Note that normally, anti-materiel rifles are crew-served weapons, due to their sheer bulk and size.
Bugs[edit | edit source]
- The bolt-action rifle glitch may cause it to shoot upwards and miss the target at any range if fired from the hip.
- The weapon is affected by a standard glitch, where a reload may take twice as long upon loading a game. Simply unequipping and equipping the weapon again fixes it.