Auto Rifle

What it is

A common-rarity automatic weapon. Streams a steady, single-target line of white-silver pulse rounds at the closest enemy with near-perfect homing. Reliable damage-per-second floor with no special tricks.

Stats

StatL1L10L20
Base damage50334.21650.00
Fire rate (shots/sec)3.0037.0874.95
Projectile count111
Projectile speed550604664
Projectile size5.05.96.9
Acquire range183210240
Travel range439.2504.0576.0
Homing strength999999999
Spread
Warmup0.15s0.15s0.15s
PropertyValue
Raritycommon
Familyprojectile
Damage tagbullet (see combat)
Target modeclosest (see combat)
Collision modefirst hit
Can hit destructiblesyes
Can retargetno
Area modebonus explosion (see weapons)
Travel range multiplier2.4 × acquire range

Behavior

  • Picks the closest enemy in acquire range on each fire.
  • Single white-silver pulse-ball round per shot, no spread.
  • Near-perfect homing — projectile locks to its target at fire time and tracks it until impact or range expiry.
  • Round despawns on first enemy hit (no pierce).
  • Does not re-acquire if its original target dies mid-flight.
  • Damages destructible scenery.
  • Travel range equals 2.4× the current acquire range.

Scaling

Scaling curve: linear (see weapons for curve definitions). Per-level value = base + scaling × (level − 1).

StatBasePer-levelL1L10L20
Base damage50+31.57950334.21650.00
Fire rate3.0+3.7873.0037.0874.95
Acquire range183+3183210240
Projectile speed550+6550604664
Projectile size5.0+0.105.05.96.9

Final on-hit damage = base damage × the global per-level damage multiplier (see combat).

Horizontal-modifier rates (see weapons for what these multiply into):

RateValue
Damage per H-level0.04
Fire rate per H-level0.10

EXTRACT-CANDIDATE: combat-damage-multiplier-curve — Document the global piecewise-linear weapon damage multiplier on the combat page: anchors at L1=1.00, L4=1.25, L8=2.00, L12=3.00, L16=5.00, L20=7.50, with a low-level buff of +30% at L1 decaying 5% per level to 0% at L7+. This curve applies to every weapon’s final on-hit damage and should not be duplicated on per-weapon pages — they should just reference it.

EXTRACT-CANDIDATE: combat-target-modes — Document the four auto-aim target modes on the combat page: closest (nearest enemy by edge distance, default), furthest (farthest enemy still in range, used by mortar/railgun for backline), flanking (enemies perpendicular to ship facing, used by cannon/revolver for side coverage), low_hp (lowest-HP enemy in range, used by missile to finish wounded targets). Per-weapon pages should name the mode and link here.

EXTRACT-CANDIDATE: weapons-scaling-curves — Document the six scaling-curve shapes on the weapons roll-up page: linear (t), exponential (t^2.5), steep_exp (t^3), front_loaded (t^0.4), s_curve (3t² − 2t³), linear_fast (0.15 + 0.85t). Per-weapon pages should name the curve and link here rather than redefining the math.

EXTRACT-CANDIDATE: weapons-damage-tags — Document the four base damage tags (bullet, energy, bomb, fire) on the combat or weapons roll-up page, including how legendary pairs carry two tags and how artifact/effect signals key off tags. Per-weapon pages should just name their tag(s) and link.

EXTRACT-CANDIDATE: weapons-area-modes — Document the eleven area-mode behaviors (blast, blast_strong, chain_radius, beam_splash, beam_width, bonus_explosion, cone_width, blade_size, splash, line_spread, arc_thickness) and what each does with the Area horizontal modifier on the weapons roll-up. Per-weapon pages name the mode and link here.

EXTRACT-CANDIDATE: weapons-horizontal-modifier-rates — Document what dmgPerH and ratePerH mean on the weapons roll-up: the per-H-level rate at which the horizontal damage and fire-rate modifiers scale this weapon. Per-weapon pages list their two numeric values and link to the shared definition.