The Amprex rifle fires a continuous beam of high voltage electricity that arcs among nearby enemies. This weapon excels at crowd control.

The Amprex is a IconCorpusB.svgCorpus rifle that is unlockable through the Energy Lab in the Dojo after researching the CorpusEnergyRifle.png Dera. The Amprex can damage large crowds of enemies by firing multiple Electricity b.png Electricity arcs that can chain between units.

This weapon can be sold for Credits64.png7,500.

Manufacturing Requirements
Credits64.png
25,000
Fieldron64.png
8
Plastids64.png
600
Ferrite64.png
9,000
ArgonCrystal64.png
3
Time: 24 hrs
Rush: Platinum64.png 35
MarketIcon.png Market Price: Platinum64.png 225 Blueprint2.svg Blueprints Price:Credits64.png50,000
Energy Lab Research ClanAffinity64.png 3,000
Credits64.png
7,500
FieldronSample64.png
15
Plastids64.png
350
NanoSpores64.png
750
PolymerBundle64.png
350
Time: 72 hrs
Prereq: Dera
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Characteristics[edit | edit source]

This weapon deals Electricity b.png Electricity damage.

Advantages:

  • Innate Electricity b.png Electricity damage – effective against health and shields.
  • Electric current chains between enemies.
  • Multiple shots hit enemies in all directions.
  • Consumes 0.5 ammo per tick of damage.

Disadvantages:

  • Damage cannot be converted with Slash b.svg Slash, Impact b.svg Impact or Puncture b.svg Puncture mods.
  • Damage ramps up from 25% to 100% over 0.6 seconds when firing. After firing stops for 0.8 seconds, the damage decays back to 25% over 2 seconds.
  • Slow reload speed.
  • Main beam has a limited range of 18 meters.
  • Chain beam has a limited range of 10 meters.

Weapon Loadouts[edit source]

Notes[edit | edit source]

  • Resource-heavy to craft, requiring Fieldron64.png8 Fieldron and ArgonCrystal64.png3 Argon Crystals, as well as Ferrite64.png 9000 Ferrite.
  • The Amprex fires a single beam of electricity which then chains to nearby enemies.
    • The beam will chain to the closest living enemy in range dealing half damage to it. From there it will chain additional times (3 to 4 times total), halving the damage each time.
    • Headshotting the original target does not affect damage from chain lighting.
    • Chain lightning will also be emitted if an enemies corpse is chosen as the original target.
    • Additional electrical arcs are also emitted, striking randomly around the player. However, these stray arcs are purely visual in effect.

Trivia[edit | edit source]

  • 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 CorpusLaserRifle.png Flux Rifle and DECorpusHandCannon.png 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 DETetra.png Tetra.
  • This is the third Primary weapon that deals purely Electricity b.png Electricity damage, after the CorpusSniperRifle.png Lanka, and U10InfPrimary.png 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.
  • After Update 15.13, the chained beams were changed to be affected by Mod TT 20px.pngSinister Reach as well. As of Update 22.14, this is no longer the case.

Media[edit | edit source]

 

Amprex Skins

Patch History[edit | edit source]

Update 22.14

  • Fixed Beam weapons not being able to damage enemies (alive but in a ragdolled state) when being affected by certain ‘crowd control’ Abilities.
  • Damage now ramps up over 0.6 seconds and after moving off target there is a delay of 0.8 seconds before it starts to decay over 2 seconds.
  • All Beam weapons now start their Damage ramp up at 20% (instead of 10%).
  • The Multishot chance should now apply more consistently with Beam weapons.
  • Weapon Range Mods (like Sinister Reach) no longer affect the distance of chains for chainable Beam weapons (like the Amprex). Main Beam distance is still affected by them.
  • Fixed Beam weapons continuously firing when quick Meleeing.
  • Chain Range increased from 7.5m to 10m.
  • Damage reduced from 24 to 22.

Hotfix 22.13.4

  • Increased the Beam weapon Damage ramp up time from 0.8 to 1 second.
  • Fixed Beam weapon Damage ramp up not happening per target.

Hotfix 22.13.3

  • Perfect accuracy and high fire rate is balanced by limited range and damage ramping up from 10% to 100% over 0.8 seconds when firing and decays back to 10% over 1 second after stopping.
  • Mastery Rank increased from 5 to 10.
  • Damage increased from 7.5 to 24.
  • Fire Rate decreased from 20 to 12.
  • Status chance changed from 20% per sec to 22% per tick of damage.
  • Critical chance decreased from 50% to 32%.
  • Critical Damage increased from 2.0x to 2.2x.
  • Max ammo capacity increased from 540 to 700.
  • .5 Ammo consumption per tick of damage.
  • Aimed Zoom reduced from 2.23x to 1.4x.

Update 19.5

  • Magazine size in Conclave reduced from 100 to 40.

Update: The Index Preview

  • The Amprex can now be used in Conclave.

Update 13.1

  • Introduced.

See also[edit | edit source]

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