A bolt-action sniper and anti-materiel rifle, capable of hitting target at much longer ranges and hits harder thanks to an electromagnetic propulsion and electrothermal-chemical (ETC) technology put in place.
Bolt-action with punch.
In-game short description
The Sentinel Anti-Personnel Sniper (Sentinel-AP Sniper) is an electromagnetically-actuated, bolt-action sniper and anti-materiel rifle typically chambered in .50 BMG, developed by Lastimosa Armory and Paradinha Arsenal. It first appeared in Titanfall 3 as a more powerful, anti-materiel version of Sentinel ESR from Apex Legends.
Description[edit | edit source]
The Sentinel-AP Sniper is based on Lastimosa Armory's earlier Sentinel ESR, and includes modifications necessary to fire the more powerful .50 BMG and even 25x59mm payload rounds, including a hydraulic recoil buffer in the buttstock and an innovative muzzle attachment. This muzzle device, described as a blast compensator, is a combination between sound suppressor and muzzle brake, and is notable in its attempt at moderating the .50 BMG's muzzle blast and recoil, unlike contemporary large-caliber rifles, which are typically equipped with muzzle brakes only.
Like the Sentinel ESR, this rifle retains its bullpup configuration, allowing a longer barrel while retaining a shorter overall length (OAL), which is an important consideration for large caliber rounds such as .50 BMG, and focuses the weapon's balance towards the buttstock, compensating for the muzzle's heavy attachments standard on the Sentinel-AP Sniper.
The Sentinel-AP Sniper also retains some of the Sentinel ESR's features, such as a top mounted bipod, "butt spike" monopod, free-floating barrel, fully adjustable cheekrest and buttstock, and battery magazines for charging shots.
Pros and cons[edit | edit source]
- Higher muzzle velocity compared to Valkyrie Sniper Rifle even with same ammunition type thanks to an electromagnetic propulsion put in place.
- Faster travel time
- High damage output
- Can charge shots to inflict more damage and breaking shields completely.
- A receiver hop-up Plasma Charge will change the charge mechanic, so that the longer you pull the trigger, the resulting damage will be larger.
- Slower rate of fire due to manual-cycling nature.