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
Spread0°0°0°
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.