APW-1 Anti-Materiel Rifle

"A high-caliber sniper rifle effective over long distances against light vehicle armor. This rifle must be aimed downscope."
The APW-1 Anti-Materiel Rifle is an early game semi-automatic supply Stratagem. It is available at level 2 for 5000 R. You can adjust the zoom level of the scope to 50 meters, 100m and 200m.
== Stratagem Codes ==
Players must enter the following sequence, using the default Ctrl+WASD keys or the controller D-Pad in order to call down this Stratagem during a mission:
 
== Intel ==
* The AMR is best suited against the Automatons. It excels at killing Hulks, Devastators, Scout Striders, Tanks, Gunships, and is decent against Factory Striders.
* Although more difficult to use for this purpose than other support weapons, the AMR can be surprisingly effective against Terminids, quickly dispatching Stalkers and Brood Commanders, and being able to frontally kill Chargers and Behemoths by aiming for the unarmored joints of their legs. Paired with a crowd-clearing primary and backpack, it can rapidly take the heavy units out of patrols and breaches from a distance before they are able to close into their effective range.
== Important Tips ==
* Armor penetration value of the AMR is 4, which is above medium and below heavy armor. For comparison, primary weapons usually have armor penetration values of 2 (light armor penetration) or 3 (medium armor penetration), except for incendiary effects, which have the same armor penetration value of 4.
* The AMR does not have any accuracy penalty in third-person, despite not having a crosshair. You can use a third-party crosshair program to fix this, making the AMR very useful in third-person.
* The AMR can one-shot kill a Scout Strider if you aim for the leg. The pilot will die as well for some reason.
* To kill a Hulk you must aim for the head or shoot the vents on their back. You may need to use an EMP stratagem or a stun grenade to help you if they're moving a lot. It takes two shots to the head to kill a hulk.
* If you shoot Hulks or Devastators in their arms, any guns they had on that arm will be disabled.
* You can shoot the treads of a Tank to disable its movement.
== Stats ==
* Call-in Time: 3 seconds
* Uses: Unlimited
* Cooldown: 480 seconds (8 minutes)
* Firing Modes: Scope zoom can be changed from 50 meters to 100m and 200m by using the fire mode selector.
* Stratagem Traits: Support Weapon, Hellpod
== Notes ==
* The Anti-Materiel Rifle had a bug where it's crosshair is was not perfectly aligned to the center, causing to hit slightly above to the left. Arrowhead Studios were made aware of the issue and formulated a fix.
== References ==
Category:Stratagems (Helldivers 2)
Category:Weapons (Helldivers 2)