Icon disambig.svg
For the main game version of this weapon, see Anti-materiel rifle.

 
Gametitle-FNV GRA.png
Gametitle-FNV GRA.png
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 (GRA) is a weapon in the Fallout: New Vegas add-on Gun Runners' Arsenal.

Background[edit | edit source]

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]

Characteristics[edit | edit source]

Hécate II expanded

The GRA variant is similar in design principle to that of a sniper rifle, delivering a high-powered shot at long distances with great accuracy. It is specially chambered with a larger caliber for hardened targets, and as such has extremely high damage and low weapons spread, and is scoped with a magnification level of 3.13x. The damage benefits of the rifle are offset by the fact that it is bolt-action, greatly lowering the rate of fire and resulting in a low damage-per-second, and the weapon itself without modifications weighs in at 20 pounds, making it one of the heaviest shoulder-fired weapons in the game. The gun's recoil is extreme, causing each shot to push the player back a few inches.

The Gun Runners' Arsenal variant differs from the standard anti-materiel rifle, in that it was specially constructed by the Gun Runners to accept weapon modifications.

Durability[edit | edit source]

The anti-materiel rifle (GRA) can fire a total of about 470 standard rounds, the equivalent of 59 reloads, from full condition before breaking.

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

Modifications[edit | edit source]

Variants[edit | edit source]


Comparison[edit | edit source]

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[edit | edit source]

Notes[edit | edit source]

  • This variant costs ten more Action Points to use in V.A.T.S than the standard variant.
  • If the Trigger Discipline trait is taken, the rifle's custom bolt cancels out the decreased firing speed penalty.
  • Even when upgraded with the suppressor modification, the rifle is still not technically silenced. Missing a target will still sometimes alert enemies to the player's presence, unlike other rifles, such as Christine's CoS silencer rifle.
  • Utilizing the Heavyweight perk and the carbon fiber parts modification, this weapon's weight can be reduced to 6.5 pounds, making it one pound heavier than a varmint rifle, and two pounds lighter than a service rifle. This will significantly increase the weapon's desirability for players who wish to travel light.

Behind the scenes[edit | edit source]

  • 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]
  • 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]

Bugs[edit | edit source]

  • PCIcon pc.png Xbox 360Icon xbox360.png When attempting to purchase the gun from the Gun Runner's Vendortron no matter the number of caps in your inventory, it may gray out the purchase price of the rifle as if you don't have enough.[verified]
  • PCIcon pc.png Playstation 3Icon ps3.png Xbox 360Icon xbox360.png Sometimes, when dropped with all modifications, the rifle will appear as if no modifications were added.[verified]
  • PCIcon pc.png Xbox 360Icon xbox360.png Sometimes, even if you have the mods, you will not be allowed to put them on the gun.[verified]
  • Playstation 3Icon ps3.png Sometimes, when you zoom in the scope bugs out and prevents you from sniping with the scope. Turning off the system and reloading a save file will fix this. [verified]

Sounds[edit | edit source]

SingleShotVB.png
ReloadVB.png
JamVB.png

Gallery[edit | edit source]

References[edit | edit source]

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