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Anti-Material Rifle AP5 Rework v1.3

A Mod for Helldivers 2
Anti-Material Rifle AP5 Rework akl_mod_preview_image
  • Screenshot 2026-09-24 161302.png
    Screenshot 2026-09-24 161302.png
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    imaer53545ge.png
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    im35345age.png
    3.6 MB · Views: 598
thankyou BONH_Akyla for extensive testing on multiple factions and for the screenshots showing it in action. ^

Requires Bingus's Shared Loader

2 versions of this mod are available

APW-1-OVERWATCH version:
it outputs 900 damage at 200rpm with 7 magazines (4 round capacity per mag) and ap5 to boot.

APW-1-Anti-Tank-3-mags:
it now has 3 max magazines and ap5
26.3 KB
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Uploaded by
gfsggq124
Downloads
422
Comments
61
Views
4,230
First release
Last update
Platform
PC 
Version
v1.3
Rating
5.00 star(s) 3 ratings

Uploaded by

  • 422
  • 4,230

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5.00 star(s) 3 ratings

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More mods from gfsggq124

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  • PC Cluster GL-15 Evictor

  • PC Incendiary GL-15 Evictor

Latest updates

  1. manifest

    fixed for real this time
  2. feedback

    is there any need for a third version? what could that look like? suggestions are welcome in the...
  3. v1.3

    Added new configuration "APW-1 OVERWATCH" with 200rpm, 7 magazines at a 4round capacity with 900...

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gfsggq124

GFSGGQ
Modder
Members
Sep 17, 2026
147
68
a new configuration of this mod has been made available view the update-log for more information on stat differences, both are anti-tank / ap5
 

gfsggq124

GFSGGQ
Modder
Members
Sep 17, 2026
147
68
Man these mods are great! Doing what Narrowhead should have. 2 Questions. #1 Do I have to be host for the changes to take effect? #2 If I am hosting does it affect weapons called in by team mates?
no host requirement the mod only works for you and you only unless you have your friends install this it'll stay solely for you even if your teammates pick up your amr it'll reflect the normal amr stats NOT the adjusted ones seen here.
 

Grumbles86

Members
Members
Sep 25, 2026
2
0
no host requirement the mod only works for you and you only unless you have your friends install this it'll stay solely for you even if your teammates pick up your amr it'll reflect the normal amr stats NOT the adjusted ones seen here.
NICE! Many thanks!
 

Thisguyhereagain

Members
Members
Sep 19, 2026
27
12
veto definitely fits the visual aesthetic i'd expect a coyote-esque sidearm to have so i really think that's a good idea the only issue is dependencies like i've ran into issues where for the incendiary gl-15 if you don't bring the incendiary grenade the explosion is silent but the fire works and all so its really really weird it seems like the game needs to stream the data of the grenade i'm pulling info from (guesswork based on how it seemingly works fine without issue when equipped)

if you can find me a mod that swaps out projectiles and keeps the sfx working fine i'll get in contact with the author and see how he did it.
Yeah that's a tricky one. OhnDOY's amr mod has a version that adds the autocannon explosion to the bullets without replacing the projectile (I believe) and for the brief time I used it before you put out your overwatch mod the sound seemed to work fine. There was also that mod that replaced the dominator projectile with the bolt pistol's (I have that one and the sound works fine, still sounds like the dominator. Unfortunately the author took the mod down from here for some reason...)
I know neither of those are fire but they're the ones I could think of where the sound still works. I mean I suppose a simple way would be to just replace the whole projectile with like the hyena's bullet but then we'd lose the no drag and high stagger (Plus it would be over twice as powerful of a shot but I certainly wouldn't consider that a negative, it still wouldn't even be top 3 pistols in damage). Unless you just take away that projectiles drag and add stagger and push. Yes, it would buff the hyena a little too but honestly it is kind of lacking anyway.
Or you could give it the coyote's projectile and then just buff it up to the right values but then the coyote may get op going that route. so... hmm.
There's also those hmg mods that replace the projectile with the eagle strafing run rounds though I feel like I'm heading in the wrong direction. Unless you want to give a pistol an incendiary orbital gatling shot lol.
But yeah, tricky problem. Those are the closest things I could find though. I don't know if they help at all but I hope they do!
 

ShellShock

Members
Members
Sep 14, 2026
5
1
yooo can you add a suppressed version?
always wanted a suppressed AMR for stealthing
 

ShellShock

Members
Members
Sep 14, 2026
5
1
odd bug it seems this mod broke for me overnight?
i installed another mod for the new Sai and this kept the lower ammo but lost all the other buffs, i disabled the other mod and the weird change stayed.
what should i do?
 

gfsggq124

GFSGGQ
Modder
Members
Sep 17, 2026
147
68
odd bug it seems this mod broke for me overnight?
i installed another mod for the new Sai and this kept the lower ammo but lost all the other buffs, i disabled the other mod and the weird change stayed.
what should i do?
so all the issues stemmed from this sai mod? i'd say purge all your mods and if you must keep the sai one put it way below prio of the amr
 

gfsggq124

GFSGGQ
Modder
Members
Sep 17, 2026
147
68
Yeah that's a tricky one. OhnDOY's amr mod has a version that adds the autocannon explosion to the bullets without replacing the projectile (I believe) and for the brief time I used it before you put out your overwatch mod the sound seemed to work fine. There was also that mod that replaced the dominator projectile with the bolt pistol's (I have that one and the sound works fine, still sounds like the dominator. Unfortunately the author took the mod down from here for some reason...)
I know neither of those are fire but they're the ones I could think of where the sound still works. I mean I suppose a simple way would be to just replace the whole projectile with like the hyena's bullet but then we'd lose the no drag and high stagger (Plus it would be over twice as powerful of a shot but I certainly wouldn't consider that a negative, it still wouldn't even be top 3 pistols in damage). Unless you just take away that projectiles drag and add stagger and push. Yes, it would buff the hyena a little too but honestly it is kind of lacking anyway.
Or you could give it the coyote's projectile and then just buff it up to the right values but then the coyote may get op going that route. so... hmm.
There's also those hmg mods that replace the projectile with the eagle strafing run rounds though I feel like I'm heading in the wrong direction. Unless you want to give a pistol an incendiary orbital gatling shot lol.
But yeah, tricky problem. Those are the closest things I could find though. I don't know if they help at all but I hope they do!
by ohndoy you mean the heiap conversion?
 

adddood

Members
Members
Sep 25, 2026
3
1
I just picked up the OVERWATCH version just an hour ago, tried it for a mission, but similar to above, I feel like the damage and AP of the AMR hasn't changed, but the magazine and fire rate still changed. I don't know if there's a conflict, but I'll try putting overwatch on higher load order and see if that works.
 

gfsggq124

GFSGGQ
Modder
Members
Sep 17, 2026
147
68
I just picked up the OVERWATCH version just an hour ago, tried it for a mission, but similar to above, I feel like the damage and AP of the AMR hasn't changed, but the magazine and fire rate still changed. I don't know if there's a conflict, but I'll try putting overwatch on higher load order and see if that works.
i'd purge and check the logs for it in your %appdata% for overwatch amr
 

adddood

Members
Members
Sep 25, 2026
3
1
i'd purge and check the logs for it in your %appdata% for overwatch amr

status = apw1_projectile not found in table copy 0x22B5575003C; retrying while APW-1 data loads

APW-1 Anti-Materiel Rifle profiles = 0 of 1 found; 1 missing
Damage profiles = 0 verified at AP5 and 900/900 damage
Fire rate profiles = 3 verified at 200 RPM
Projectile weapon tables = 184
Magazine profiles = 1 verified at 4 rounds, 3 starting / 7 maximum
Magazine component tables = 350
feels like this is a correct indicator of not changing the damage.
In the log file, just a lot of repeating "APW-1 projectile weapon entry not present or layout not recognized" and "APW-1 magazine entry not present or index layout not recognized", not sure if that's a correct indicator
ah well, just gonna assume this doesn't work for me currently.