Chameleon Rifle

* Item

Moderate (Energetic mode)

## Class Perks

**Ammochain (Marine)**75% less ammo consumed

**Fireangel (Demolitionist)**Splash damage immunity

**Scavenger (Technician)**Convert weapon to a modpack

### Nano

Unlocks 'Ironwind' configInaccurate autofire, but increases fire rate as trigger is held

### Sniper

Unlocks 'Energetic' configurationFires a five-shot plasma burst

## In-game Description

*This newly-developed assault rifle is part of a department-wide program to develop weapons that interact with modpacks in more diverse ways, creating weapons with greater adaptability in battle.*

*The Chameleon Rifle takes its name from the fact that the rifle shifts color schemes depending on that exotic modpacks has been applied.*

*The weapon can be toggled between its standard firing mode and the firing mod it gains from any exotic mod by pressing the secondary fire trigger.*

## Tactical Analysis

Multi-dimensional weapon is the perfect description for the Chameleon Rifle. Make no mistake however, the Chameleon Rifle is a highly specialized rifle that absolutely requires luck, time and correct class in order to efficiently use this versatile piece of machine. It is no doubt one of the harder weapon to use in DRLA

When freshly acquired, the Chameleon Rifle is somewhat unremarkable weapon. It is a hitscan Plasma Rifle disguised as a mundane looking automatic rifle. With marginally above average damage, a decent magazine size of 50 and firerate between the Battle Rifle and the Uzi.

The Chameleon Rifle however, is unique even amongs the unique weapons in that the weapon allows for the installation of up to 3 exotic modpacks as it allows player to cycle through its special firing configuration through the alternate fire key. The total of 4 firing mode is the core feature of the Chameleon Rifle and there are only two classes that can make the most out of this weapon: The Marine and The Demolitionist.

-The Marine with his Ammo Chain perk will improve fire sustainablity across all modes and especially the Ironwind mode which requires both 'warm up time' and ammo to be effective, the latter of which only the Ammo Chain perk can grant (As the Bulk modpack in not allowed in unique weapons)

-The Demolitionist and his Fire Angel perk which will allow him to use the grenade launcher mode from Firestorm modpack with total impunity.

For any other classes, This weapon is mediocre to say the least.

## Modpack Analysis

* **Firestorm** - *to be added*

* **Nano** - Unlocks the **'Ironwind'** mode and the weapon into a poorman's **Minigun**. In this mode, the Chameleon Rifle's hitscan shot will be extremely inaccurate, just like the Minigun. And the fire rate will be very slow at first, but will slowly but gradually speed up as more ammo is spent. The Ironwind reaches its top speed after around 35 ammo were spent, by which point it can fires as fast as the Minigun. The novelty ends there as reloading the Chameleon Rifle resets the firerate. Stop holding down the trigger also resets the fire rate. This is where the Marine comes in, as his perk allows 75% increases in magazine size, allowing a Marine player to utilize on the otherwise very limited ability to its full effect.

* **Sniper** -Unlocks the **'Energetic'** mode and allows the Chameleon Rifle to fire off a burst of 5 plasma shots in a quick succession not unlike the Plasma Shotgun. The shot itself is powerful and sustain firing in this mode is capable of of cut down monsters with high damage, medium durability such as Hellknight and Cacodemon in 2 or 3 bursts. Mundane, yet practical.