Assault Rifle

ME3_Vindicator_Assault_Rifle.png
Name: Vindicator
Damage: 1D6
Headshot: x2
Weight: 6
Rate of Fire: Burst 3
Accuracy: +1
Ammo: 24
Range:70
Cost/Loot: Common

ME3_Argus_Assault_Rifle.png
Name: Argus
Damage: 1D10
Headshot: x2
Weight: 9
Rate of Fire: Burst 3
Accuracy: +0
Ammo: 21
Range:70
Cost/Loot: Rare

A character under the effect of the Adrenaline Rush combat power and firing an M-55 Argus have the weapon’s critical threat range increased by 1, while that power lasts.

ME3_Cerberus_Harrier.png
Name: Harrier
Damage: 1D8
Headshot: x2
Weight: 8
Rate of Fire: Automatic 3
Accuracy: +2
Ammo: 16
Range: 70
Cost/Loot: Unique

ME3_Mattock_Assault_Rifle.png
Name: Mattock
Damage: 1D8
Headshot: x3
Weight: 7
Rate of Fire: Simi Auto 3
Accuracy: +4
Ammo: 16
Range: 70
Cost/Loot: Rare

ME3_Revenant_Assault_Rifle.png
Name: Revenant
Damage: 1D6
Headshot: x2
Weight: 9
Rate of Fire: Automatic +4
Accuracy: +0
Ammo: 60
Range: 70
Cost/Loot: Limited

Because the Revenant shares technology similar to the one used for Machineguns, its reload time is slower. It takes a full turn to reload with a new thermal clip.

Due to its power, the weapon isn’t very accurate but is great against crowds. It deals Collateral Damage to a single adjacent target and in Full Auto Fire the weapon has its critical threat range increased to 19-20.

500px-ME3_Typhoon_Assault_Rifle.png
Name: Typhoon
Damage: 1D6
Headshot: x2
Weight: 10
Rate of Fire: Automatic +4
Accuracy: +1
Ammo Clip: 100
Range: 60
Cost/Loot: Unique

The N7 Typhoon’s shots are so powerful, they can pierce through objects as if they had the rank 1 of the Armor-Piercing Ammo power. Because the Typhoon shares technology similar to the one used for Machineguns, its reload time is slower. It takes a full turn to reload with a new thermal clip. The Typhoon also has a Ballistic Shield so when using the Aiming action, the character increases his chance of negating critical hits once an encounter.

ME3_Saber_Assault_Rifle.png
Name: Saber
Damage: 1D12
Headshot: 19-20/ x3
Weight: 9
Rate of Fire: Simi Auto +1
Accuracy: +1
Ammo: 8
Range: 100
Cost/Loot: Unique

The M-99 Saber is quite slow to reload, one of the few drawbacks this powerful weapon possesses. It takes 2 actions to reload the weapon with a fresh thermal clip.
The M-99 Saber also includes a scope, so it doesn’t benefit from any scope modifications. However, this incorporated scope allows it to be considered as a sniper rifle for the purpose of the Camping action and opens up additional attachment slots.

ME3_Striker_Assault_Rifle.png
Name: Striker
Damage: 1D10
Headshot: x3
Weight: 8
Rate of Fire: Automatic +1
Accuracy: +0
Ammo: 12
Range: 60
Cost/Loot: Unique

The Striker Assault Rifles fires grenade-like projectiles, it deals damage not only to the target but also to anyone adjacent. Any creature adjacent to the target takes 1/2 total damage dealt unless they succeed on a Reflex save with a DC equal to the attack result of the character. Success prevents this damage.
For each subsequent attack action made without pause, the weapon’s RoF increases by +2. This means a character performing, for example, a Full-Auto Fire attack action would fire a number of shots equal to the weapon’s normal RoF in the first attack action but in the second it would fire that amount +2 and in the third that amount +4. In addition, if in the following rounds the character continues to fire the weapon, the RoF retains the +4 Rof untill you have to reload.
Krogan characters gain a +1 bonus to attack rolls made with this weapon.

ME3_Falcon_Assault_Rifle.png
Name: Falcon
Damage: 2D6
Headshot: x3
Weight: 9
Rate of Fire: Automatic +1
Accuracy: +2
Ammo Clip: 4
Range: 60
Cost/Loot: Rare

Because the M-37 Falcon fires 25mm mini-grenades, it deals damage not only to the target but also to anyone adjacent. Any creature adjacent to the target takes 1/2 total damage dealt. If the adjacent creatures have some sort of cover, they are allowed a Reflex save with a DC equal to the attack result of the character to prevent this damage.
Since the M-37 Falcon fires mini-grenades, it can be used to fire on areas to which the character has no line of sight with ricochet shots at -4 to attack rolls.

500px-ME3_Avenger_Assault_Rifle.png
Name: Avenger
Damage: 1D4
Headshot: x3
Weight: 11
Rate of Fire: Automatic +3
Accuracy: +2
Ammo: 30
Range: 60
Cost/Loot: Common

ME3_Phaeston_Assault_Rifle.png
Name: Phaeston
Damage: 1d5
Headshot: x2
Weight: 13
Rate of Fire: Automatic +3
Accuracy: +3
Ammo: 50
Range: 60
Cost/Loot: Popular

ME3_Adas_Anti-Synthetic_Assault_Rifle.png
Name: Adas Anti-Synthetic
Damage: 1D10
Headshot: x2
Weight: 14
Rate of Fire: Automatic +3
Accuracy: +0
Ammo: 24
Range: 60
Cost/Loot: Unique

The weapon deals +2 bonus damage per shot against Reaper units and unprotected synthetics (multiplied on a critical hit). In addition it also deals +1 bonus damage per shot against Shield HP.
The EMP-charged bursts fired by this weapon deals damage not only to the target but also to anyone adjacent. Any creature adjacent to the target takes 1/2 total damage dealt. If the adjacent creatures have some sort of cover, they are allowed a Reflex save with a DC equal to the attack result of the character to prevent this damage.
Because of the nature of the projectiles, the weapon cannot benefit from Ammo powers.

ME3_Geth_Pulse_Assault_Rifle.png
Name: Plasma Pulse
Damage: 1D4
Headshot: x3
Weight: 13
Rate of Fire: Automatic +8
Accuracy: +4
Ammo : 80
Range: 60
Cost/Loot: Rare

ME3_N7_Valkyrie_Assault_Rifle.png
Name: Valkyrie
Damage: 1D8
Headshot: x2
Weight: 13
Rate of Fire: Burst +2
Accuracy: +2
Ammo: 16
Range: 70
Cost/Loot: Popular

ME3_Particle_Assault_Rifle.png
Name: Particle Beam
Damage: 1D4/ 1D6
Headshot: x2
Weight: 12
Rate of Fire: Automatic +6
Accuracy: +4
Ammo: 100
Range: 80
Cost/Loot: Rare

The first major difference is that the weapon uses no thermal clips. A particle rifle possesses an ammo clip but only to indicate the quantity of attacks it can make before overheating. This forces the weapon to cooldown on its own, a process taking quite a lot of time. For the weapon to start the cooldown, the character must remain a full turn without firing with it. Once that turn has passed, the weapon cooldowns and recovers ammo at a rate of 15 ammo per turn. This cooldown is automatic, the only way to prevent it is by firing the weapon. If the weapon is fired while ammo is being recovered, the recovery process stops and must start again.
The Particle Rifle, however, as one major benefit, aside from the lack of recoil: its base damage increases to 1d6 (for Medium-sized or larger characters) when the weapon only has less than 50 shots available.
Because of the nature of the projectiles, the weapon cannot benefit from Ammo power

Assault Rifle

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