Anti-Materiel Rifle (Fallout: New Vegas)



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

Characteristics
This weapon is a bolt-action .50 caliber rifle that is designed for use against military equipment (or "materiel" in military language). The AMR is similar in design principle to that of a sniper rifle, delivering 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 weapons spread and comes pre-equipped with a scope. The magnification level of the scope is 3.13x for this weapon. 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 uncommon, very expensive, and is heavy if carried in bulk on hardcore mode; a full box will be holding two pounds of ammunition without the Pack Rat perk.

When fired from the hip (without aiming), the resulting recoil from the weapon's large caliber will result in the user being pushed backwards (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.

Variants

 * Anti-materiel rifle (GRA) - the variant added by Gun Runners' Arsenal that accepts modifications.


 * Oliver anti-materiel rifle

Locations

 * Gun Runners - can be bought from the Vendortron if the player's level is at least 16.
 * NCR Veteran Rangers will carry these when the player reaches a medium-high level. Usually, the rifle will be in poor condition when looted from them.
 * During the Second Battle of Hoover Dam, many troops of Caesar's Legion carry these.
 * After joining the Brotherhood of Steel, Knight Torres may sell one.
 * Some Veteran Rangers will carry anti-materiel rifles at Camp Golf.
 * White Legs tribals can be found with these rifles at higher levels in Zion Canyon.
 * Marked men, particularly hunters, may carry these at higher levels in the Divide.
 * The Courier's Mile - in a high-tech gun case.
 * Ulysses' Temple - Ulysses carries one.

Behind the scenes
The anti-materiel rifle was influenced by the PGM Hécate II.

Bugs

 * If loading a saved game from the main menu in which you have the anti-materiel rifle equipped and drawn, the reload animation takes twice as long as normal. This can be solved by simply switching to another gun and then back again.
 * 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.
 * When you fire the weapon in short range (almost melee), the barrel sticks through the enemy and misses the target. This can be avoided by stepping backwards and then shooting.
 * If you load an anti-materiel rifle with incendiary rounds and target anyone in V.A.T.S and leave V.A.T.S without attacking, the targeted opponent catches fire, causing standard fire damage.
 * Sometimes, when you zoom in the scope bugs out and prevents you from sniping with the scope. Turning off the system and reloading save file will fix this.
 * If you load an anti-materiel rifle with incendiary rounds and target anyone in V.A.T.S and leave V.A.T.S without attacking, the targeted person or creature catches fire, causing standard fire damage. The targeted person or creature also does not become aware of you, the player does not become cautious (causing [CAUTIOUS] to appear on your HUD), and the targeted person or creature continues to act as if nothing has happened until they die in which case they will simply fall over. As a side note if there are several people cycled through while targeting in V.A.T.S. they will all catch fire and, as said before, act normal and that killing a person/creature in this way will not award any experience.