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
| Stat | L1 | L10 | L20 |
|---|---|---|---|
| Base damage | 50 | 334.21 | 650.00 |
| Fire rate (shots/sec) | 3.00 | 37.08 | 74.95 |
| Projectile count | 1 | 1 | 1 |
| Projectile speed | 550 | 604 | 664 |
| Projectile size | 5.0 | 5.9 | 6.9 |
| Acquire range | 183 | 210 | 240 |
| Travel range | 439.2 | 504.0 | 576.0 |
| Homing strength | 999 | 999 | 999 |
| Spread | 0° | 0° | 0° |
| Warmup | 0.15s | 0.15s | 0.15s |
| Property | Value |
|---|---|
| Rarity | common |
| Family | projectile |
| Damage tag | bullet (see combat) |
| Target mode | closest (see combat) |
| Collision mode | first hit |
| Can hit destructibles | yes |
| Can retarget | no |
| Area mode | bonus explosion (see weapons) |
| Travel range multiplier | 2.4 × 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).
| Stat | Base | Per-level | L1 | L10 | L20 |
|---|---|---|---|---|---|
| Base damage | 50 | +31.579 | 50 | 334.21 | 650.00 |
| Fire rate | 3.0 | +3.787 | 3.00 | 37.08 | 74.95 |
| Acquire range | 183 | +3 | 183 | 210 | 240 |
| Projectile speed | 550 | +6 | 550 | 604 | 664 |
| Projectile size | 5.0 | +0.10 | 5.0 | 5.9 | 6.9 |
Final on-hit damage = base damage × the global per-level damage multiplier (see combat).
Horizontal-modifier rates (see weapons for what these multiply into):
| Rate | Value |
|---|---|
| Damage per H-level | 0.04 |
| Fire rate per H-level | 0.10 |
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.