Icon disambig
For the Gun Runners' Arsenal version of this weapon, see Anti-materiel rifle (GRA).
Have you seen what one of those anti-materiel rifles can do to a deathclaw?Gun Runner guard

The Hécate II[1] anti-materiel rifle (AMR) is a weapon in Fallout: New Vegas.


Utilizing an ergonomic, metallic skeleton design with a free-floating barrel, the .50 Hécate II is a bolt-action, high caliber precision weapon intended for use against materiel and hard targets. For balance, the rifle includes a tapered barrel and a large muzzle brake to reduce 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.[2]


FNV PGM Hecate Blown Up

Hécate II expanded

The AMR delivers a high power shot at long distances with great accuracy, although chambered in a larger caliber for hardened targets. As such, the AMR has extremely high damage and low spread and comes pre-equipped with a scope. The magnification level of the scope is 3.13x. Offsetting this is its slow rate of fire, resulting in a low damage-per-second and that the weapon itself weighs 20 pounds, making it one of the heaviest shoulder fired weapons in the game.

Additionally, its .50 MG ammunition is very rare, very expensive, and is heavy if carried in bulk in hardcore mode; a full magazine weighs two pounds without the Pack Rat perk and one pound with the perk.

When fired from the hip (without aiming), the resulting recoil from the weapon's large-caliber will result in the user being pushed slightly backward (evident in third-person view). Aiming down the scope will prevent this.


The anti-materiel rifle can fire a total of about 470 shots, the equivalent of 59 reloads, from full condition before breaking.

Ammunition typeDurability
Standard, AP, match, incendiary & explosive47059



Icon melee- Weapon name (melee or unarmed)Icon sequence- Attacks in V.A.T.S.
Icon gun- Weapon name (gun, energy or explosive)Icon action- Action point cost
Icon damage- Damage per attack (damage per projectile)Icon dap- Damage per action point
Icon dps- Damage per secondIcon spread- Weapon spread
Icon explosion- Area of effect damageAssault carbine extended magazines- Magazine capacity (shots per reload)
Icon effect- Effect damage & durationIcon repair- Durability (number of attacks before breaking)
Icon bonus effect- Bonus effectsIcon weight- Weight
Icon attack- Attacks per secondIcon merchant- Value in caps
Icon chance- Critical chance % multiplierIcon ratio- Value to weight ratio
Icon critical damage- Critical damageIcon ability- Skill required
Icon crit effect- Critical effect damage & durationIcon fist- Strength required
Icon plus- With all mods attached
Icon gunIcon damageIcon dpsIcon attackIcon chanceIcon critical damageIcon actionIcon dapIcon spreadAssault carbine extended magazinesIcon repairIcon weightIcon merchantIcon ratioIcon abilityIcon fist
Anti-materiel rifle 110
Anti-materiel rifle Gametitle-FNV GRA110
Anti-materiel rifle Icon plus Gametitle-FNV GRA110



  • During the opening cutscene, a veteran ranger is shown sniping a Fiend raider at the El Rey Motel with an anti-materiel rifle.
  • When loaded with match rounds, the anti-materiel rifle has the longest range in V.A.T.S. for making shots with 95% accuracy.
  • Firing this weapon without aiming will cause the rifle to shoot upwards results in missing a target that may be directly ahead of the player character.
  • The anti-materiel rifle and Paciencia from the Gun Runners' Arsenal add-on share the highest Critical Hit Damage in the game.
  • The Courier as well as NPCs hold and fire the weapon by the stock, as opposed to the pistol grip. This is due to the fact that it shares the same firing animations as other bolt-action rifles.

Behind the scenesEdit

  • The anti-materiel rifle was influenced by the PGM Hécate II[3] and is named after it, due to Sawyer being sick of Barrett sniper rifles being featured in games.[4] The major difference between the PGM Hécate II and its in game counter part is the AMR's lack of a bi-pod.
  • As displayed on the key art, the anti-materiel rifle had a different scope that is more in-line with its real-life counterpart.[1]


  • PCIcon pc Playstation 3Icon ps3 Xbox 360Icon xbox360 If loading a saved game from the main menu in which the anti-materiel rifle is equipped and drawn, the reload animation will take twice as long as normal. This can be solved by simply switching to another gun and then back again. [verified]
  • PCIcon pc Xbox 360Icon xbox360 When fired at close range, it may completely miss even though the end of the barrel is almost literally touching the target, this is more common when you are not aiming down the sights. [verified]
  • PCIcon pc When the weapon is fired in short range (almost melee), the barrel sticks through the enemy and misses the target. [verified]
  • Playstation 3Icon ps3 Xbox 360Icon xbox360 If an anti-materiel rifle loaded with incendiary rounds is used to target anyone in V.A.T.S and V.A.T.S is canceled without being activated, the targeted opponent will still catch fire, causing standard fire damage. [verified]
  • Playstation 3Icon ps3 Sometimes when zoomed in the scope glitches and prevents sniping with the scope. Turning off the system and reloading the save file will fix this. [verified]





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