Amprex

The Amprex is a Corpus rifle that is unlockable through the Energy Lab in the Dojo after researching the Dera. The Amprex can easily destroy large crowds of enemies by firing multiple shocks that can chain between units. It functions similarly to the Synapse, however Synapse is limited to attacking a single target.

This weapon can be sold for.

Characteristics
This weapon deals damage.

Advantages:
 * Innate damage – effective against Machinery and Robotics.
 * Second highest critical chance of all continuous and automatic primaries, behind Synapse.
 * Above average critical damage multiplier.
 * High status chance.
 * Electric current chains between enemies.
 * Multiple shots hits enemies in all directions.
 * Consumes 0.5 ammo per tick of damage.

Disadvantages:
 * Innate damage – less effective against Alloy Armor.
 * Damage cannot be increased with, or  mods.
 * Slow reload speed.
 * Limited range of 18 meters.

Tips

 * This weapon's high critical chance and damage make it ideal for critical builds using and.
 * The Amprex's high fire rate and its low base damage make it highly ammo inefficient, consuming ammo at an alarming rate. It is recommended to use, , or to ensure a steady supply of ammo. Alternatively, bring Team Ammo Restores to help replenish lost ammo.
 * Alloy Armor is highly resistant to electricity damage. To counteract this, consider pairing it with  or  damage to respectively create  or  damage.
 * can be used to reduce ammo consumption, increase time between reloads, and increase damage per hit, but at a cost to the weapon's DPS.
 * Although it is preferred to mod the weapon to other damage types, base damage paired with its high status chance makes for a good stun chance among groups, and the added damage through electrical procs that chain to other enemies. Infested have no weakness or resistance to electrical damage, making base electrical damage work well for that faction. Forma is often required to change the damage type to match the amount of damage done by pure electrical damage, however.
 * will allow the Amprex to hit multiple targets with its main beam. Each target hit with the main beam causes a separate set of chained damage to nearby enemies, causing this weapon to deal significantly more damage the more enemies you are able to hit. Hitting multiple enemies at one time may be difficult in practice due to the Amprex's short range. On the other hand, this mechanic has good synergy with abilities like Vauban's Vortex, which allows the main beam to easily penetrate multiple grouped targets.
 * As of, will increase both the Amprex's range and chain distance. The increased chain distance allows every shot to hit a lot more enemies overall, greatly increasing crowd DPS and ammo efficiency.
 * Using with Mirage gives you two more beams that also chain to other targets, providing much more crowd control than before.
 * Shooting a corpse will also chain to enemies allowing you to shoot around corners or through objects.

Trivia

 * After the clan obtains the Energy Lab, it will take exactly 12 days to research this weapon.
 * The Amprex's name is a portmanteau of the words Ampere (the base unit of the International System of Units used to quantify electric current) and the word Rex, which is the Latin word for king.
 * The word ampere itself is named after a French mathematician and physicist, André-Marie Ampère, who's also considered to be one of the fathers of classical electromagnetism, most commonly known for Ampère's Circuital Law.
 * Like the Flux Rifle and Detron, Amprex does not conform to the common Corpus weapon name scheme; two syllables ending in 'a'.
 * The weapon shares its similarities on its battery components with Tetra.
 * This is the third Primary weapon that deals purely damage, after the Lanka, and Synapse.
 * This is the second clan weapon that does not need a Forma in its construction.
 * Hatches on the side of the Amprex slowly open up during firing, spreading vanes underneath. This animation is a visual indicator of the weapon's magazine capacity, with the vanes spreading out more the closer the magazine is to empty. The hatch closes upon reloading.
 * This is the first weapon in Energy Lab whose duplication costs 50,000 credits.