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Have you seen what one of those anti-materiel rifles can do to a deathclaw?Gun Runner guard

The anti-materiel rifle (AMR) is a weapon in Fallout: New Vegas.

Background

Anti-materiel rifle 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.

Durability

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

Ammunition typeDurability
ShotsReloads
Standard, AP, match, incendiary & explosive47059

Variants

Comparison

Legend
Weapon name (current weapon is highlighted)- Weapon name (melee or unarmed)Attacks in V.A.T.S.- Attacks in V.A.T.S.
Weapon name (current weapon is highlighted)- Weapon name (gun, energy or explosive)Action point cost- Action point cost
Damage per attack (damage per projectile)- Damage per attack (damage per projectile)Damage per action point- Damage per action point
Damage per second- Damage per secondWeapon spread- Weapon spread
Area of effect damage- Area of effect damageMagazine capacity (shots per reload)- Magazine capacity (shots per reload)
Effect damage & duration- Effect damage & durationDurability (number of attacks before breaking)- Durability (number of attacks before breaking)
Bonus effects- Bonus effectsWeight- Weight
Attacks per second- Attacks per secondValue in caps- Value in caps
Critical chance % multiplier- Critical chance % multiplierValue to weight ratio- Value to weight ratio
Critical damage- Critical damageSkill required- Skill required
Critical effect damage & duration- Critical effect damage & durationStrength required- Strength required
With all mods attached- With all mods attached
Weapon name (current weapon is highlighted)Damage per attack (damage per projectile)Damage per secondAttacks per secondCritical Chance % multiplierCritical damageAction Point costDamage per action pointWeapon spreadMagazine capacity (shots per reload)Durability (number of attacks before breaking)WeightValue in capsValue to weight ratioSkill requiredStrength required
Anti-materiel rifle 110
49.30.45x11105520.01584702056002801008
Anti-materiel rifle Gun Runners' Arsenal110
49.30.45x1110651.70.01584702056002801008
Anti-materiel rifle With all weapon mods attached Gun Runners' Arsenal110
59.10.54x1110651.70.015847013133001023.11008

Locations

Notes

  • During the opening cutscene, an NCR 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 resulting in missing a target that may be directly in front of the player's 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 scenes

J.E. Sawyer mentions that the anti-materiel rifle was influenced by the PGM Hécate II.[Non-canon 1][Non-canon 2][Non-canon 3]

Bugs

  • PCPC Playstation 3Playstation 3 Xbox 360Xbox 360 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]
  • PCPC Xbox 360Xbox 360 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]
  • PCPC When the weapon is fired in short range (almost melee), the barrel sticks through the enemy and misses the target. [verified]
  • Playstation 3Playstation 3 Xbox 360Xbox 360 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. [patched]
  • Playstation 3Playstation 3 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]

Sounds

SingleShotVB.png
ReloadVB.png
JamVB.png

Gallery

References

Non-canon

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