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AMR 50

Reported
Published Updated Data as of Alpha 1 · 7 Aug 2026

AMR 50

Sniper rifle

A12.5 kg$14,800
AMR 50
Ammunition
.50 Cal
Fire modes
Semi
Rewards
Recon XP
Unlocks at
Recon Lvl 35

AMR 50 is a sniper rifle in WARDOGS, chambered in .50 Cal. It does 90 damage per round at 41.5 rounds per minute, with a muzzle velocity of 900 m/s and an effective range of 2000 m. It weighs 12.5 kg. It costs $14,800 and unlocks at Recon Lvl 35. On the tier list it is A tier.

Details

Category
Sniper rifle
Price
$14,800
Share of $10,000 budget
148%
Unlocks at
Recon Lvl 35
Unlock cost
$200,000
Rewards
Recon XP
Weight
12.5 kg
Tier list
A tier, #15 of 37

Weapon stats

Damage per round
90
Rate of fire
41.5 rpm
Fire modes
Semi
Muzzle velocity
900 m/s
Effective range
2000 m
Accuracy
0.11 mrad
Deviation
4°
Zeroing
100–300 m
Melee damage
40
Suppression
×2

The platform's own figures from the game files, before any attachment moves them. 1 mrad is about 10 cm of spread at 100 m.

Shots to kill

Target wearsBody shotsBody TTKHead shotsHead TTK
No armour1Instant1Instant
Level 121,446 ms1Instant
Level 221,446 ms1Instant
Level 321,446 ms1Instant
Level 421,446 ms1Instant

This round's armour penetration is not decoded, so the armoured rows are the slowest it can be.

Every round on target, standard (FMJ) ammo, zero range, 100-health target. Head hits use the helmet of the same level. Damage falloff is not decoded, so long-range figures are a floor.

In-game vendor card

AMR 50

Sniper rifles

12.5 kg

$14,800

AMR 50 — in-game vendor render
  • –Bolt-action / Magazine fed
  • –.50 Cal

RewardsRecon XP

Anti-Materiel Rifle designed to destroy armored targets and vehicles over an extremely long range.

Reach Recon Lvl 35

Unlock: $200,000

The vendor's own card, as shown in the Closed Alpha. The level it opens at and the one-off unlock come from a progression snapshot dated 2 September 2026, and are reported rather than confirmed.

Attachments

Magazines

1

Changes aim time, equip speed, horizontal recoil and vertical recoil. The build names the attributes; it does not publish the amounts, so neither do we.

MagazinePrice
$30

Optics

15

All 15 change ADS zoom and aim time. The build names the attributes; it does not publish the amounts, so neither do we.

OpticPrice
$820
$580
$520
$840
$650
$640
$740
$880
$860
$1,650
$680
—
$1,800
—
$850

Foregrips

1

Changes aim time, horizontal recoil, spread and vertical recoil. The build names the attributes; it does not publish the amounts, so neither do we.

ForegripPrice
$1,400

These are the attachments the game pairs with the AMR 50 in the alpha. The pairing is the game's own rather than a menu we opened, so read it as what the game associates with this weapon — accurate to the build, and worth checking in game before you plan a loadout around it.

Ammunition

The AMR 50 fires .50 Cal, bought separately from the weapon. Which weapons take which calibre is the game's own association rather than a menu we opened, and it agrees across all three places the build records it.

The AMR 50 itself costs as much as 59 boxes of what it fires, at $250 a box. The spread across calibres runs $10 to $250, wider than the gap between most of the rifles that fire them, so a cheap weapon on an expensive calibre is not a cheap loadout.

LoadPer round
$50
$48.50
$36

Per-round prices are arithmetic — a loaded magazine's price minus the empty one's, over its capacity. How much difference each load makes has never been published. Everything we have on .50 Cal.

At $14,800 the AMR 50 is 148% of a full loadout budget, leaving $-4,800 for everything else you carry. What a complete kit costs.

What “Recon XP” means on that card

WARDOGS has no fixed classes. Progression runs on six XP tracks, and Bulkhead has confirmed they are earned by using specialist gear rather than picked from a menu — so the REWARDS line is not flavour, it is the rule. Carry the AMR 50 and the XP goes to Recon, whatever the rest of your loadout is doing.

That makes the vendor tab a progression choice as much as a combat one. Every weapon we saw in the alpha pointed at exactly one track, and the tracks split along the vendor tabs: rifles fed Assault, SMGs fed Medic, shotguns and LMGs fed Support, everything long-range fed Recon.

Which is the argument for picking a weapon by what it leaves you rather than by what it does: what a full kit around the AMR 50 costs decides whether the track is affordable to grind, and where the AMR 50 lands once cost is the tiebreak is a different question from raw damage.

Six tracks and gear-driven progression are confirmed by Bulkhead. Which weapon feeds which track is our Alpha 1 reading, and it can change.

Other sniper rifles in the vendor

The rest of the tab the AMR 50 is sold under, cheapest first.

Also earns Recon XP

Different vendor tabs, same progression track — carry any of these and the XP goes to the same place.

Guides that cover the AMR 50

Where this weapon sits in the game