Full Auto Rifles are a type of Ground Weapon. Their primary fire method shoots a burst of three bolts of energy at a target up to 30 meters away.
Their secondary fire sprays a volley of bolts in a narrow, 20 meter long cone in front of the wielder. Each shot carries a chance of exposing the targets hit.
Compared to an Assault Minigun, a similar weapon, a Full Auto Rifle will have a higher DPS for a given Mark and rarity, but the Assault Minigun's secondary attack is more versatile, striking targets more often and from further away, providing a higher chance of exposing enemies per usage. They are second only to Pulsewave Assault weapons in highest possible DPS, but their damage also does not decrease with range. An Ultra Rare version with a [CrtH] and [Dmg] x3 Version can be acquired on the first playthrough of The plausibility of the Possible.
Full Auto Rifle Types
|Full Auto Rifle|
|Phaser||2.5% chance: +2 Stun and -50% Runspeed|
|Disruptor||2.5% chance: -10 All Damage resistance for 10 sec|
|Plasma||2.5% chance: __ Plasma Damage|
|Polaron||2.5% Chance: Weapons Malfunction for 5 sec|
|Tetryon||2.5% chance: -__ All Shields|
|Antiproton||+20 Critical Severity Bonus|
There are currently 3 special Full Auto Rifles available.
- [Antichroniton Infused Tetryon Full Auto Rifle]
- [Jem'Hadar Polaron Full Auto Rifle]
- [Nukara Strikeforce Elite Cryo Full Auto Rifle]
As of Season 5, the rarer the weapon, the more base damage it would do, regardless of suffixes.
Full Auto Rifles will have one modifier suffix, will have two and will have three. The same modifiers may appear multiple times (e.g. [Acc]x2, [Cap]x3, etc.).
|[CritD]||+20 Critical Severity|
|[CrtH]||+2% Critical Chance|
|[DoT1]||5% chance: X Radiation Damage over 15 sec|
|[DoT2]||5% chance: X Radiation Damage over 15 sec|
|[DoT3]||Grants Radiation Aura over 15 sec: 5 Radiation Damage|
|[KB1]||5% chance: Knocks back +5 feet|
|[KB2]||10% chance: Knocks back +10 feet|
|[KB3]||10% chance: Knocks back +10 feet|
5% chance: Applies Explosive Impact: Knocks back +5 feet
|[Rch]||-2.5 sec recharge|
|[Borg]||15 Kinetic Damage vs Borg NPCs|
|[Sonic]||7.5 Kinetic Damage vs Tholian NPCs|
|Weapon Proficiency||Increases the base damage of your ground weapons.|
|Weapon Expert||Increases the base damage of your ground weapons.|
|Weapon Criticals||Increases both your chance of landing a Critical Hit, as well as your Critical Severity, for all weapons.|
|Improved Weapon Criticals||Increases both your chance of landing a Critical Hit, as well as your Critical Severity, for all weapons.|
|Weapon Penetration||Increases the damage dealt by your weapons by penetrating your enemies' Resistances.|
|Improved Weapon Penetration||Increases the damage dealt by your weapons by penetrating your enemies' Resistances.|
|Energy Harness Armor||+5% All Energy Damage|
|Recoil Compensating Armor||+40% Critical Severity|
|Integrated Targeting Armor||+5% Critical Chance|
|Physical Augmentation Armor||+10% Physical Damage strength|
|Ground Weapons |
|Standard Weapons and Special Weapons|
|Elite Fleet Ground Weapons (standard + extra proc)|
|Reputation and Lock Box (dual-proc and new proc)|
|Damage Type||Pistol||Rifle||Assault||Set Items|
|See Also||Fleet Ground Weapons • 23rd Century Ground Weapons • Ground Equipment Sets • Special Ground Weapons|