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5% chance: Stun and -50% Run Speed for 4 sec (half duration vs player)
5% Chance: Bio-Molecular Incubation
* -16.7 runspeed for 8 sec
* On Expiration: __ Radiation Damage (Ignores Shields) (Double damage vs. Undine)
0.5 sec recharge
Full Auto Sweep
Expose Attack
Cone AoE Phaser Damage
__ Phaser Damage x5 (__ DPS)
5% chance: Stun and -50% Run Speed for 4 sec (half duration vs player)
5% Chance: Bio-Molecular Incubation
* -16.7 runspeed for 8 sec
* On Expiration: __ Radiation Damage (Ignores Shields) (Double damage vs. Undine)
8 sec recharge
Value:
Bio-Molecular Phaser Full Auto Rifles are ranged ground weapons available for characters and bridge officers. They fire a quick burst of three energy damage bolts at a single target. Their secondary fire mode saturates a large area with energy weapon fire, repeatedly hitting multiple targets in front of the player.
Bio-Molecular Phaser High Density Beam Rifle Mk XII
Rare Ground Weapon
Character Bind On Pickup
Values do not reflect skills or other modifiers
Beam Setting
Phaser Damage
__ Phaser Damage x2 (__ DPS)
5% chance: Stun and -50% Run Speed for 4 sec (half duration vs player)
5% Chance: Bio-Molecular Incubation
* -16.7 runspeed for 8 sec
* On Expiration: __ Radiation Damage (Ignores Shields) (Double damage vs. Undine)
High Density Beam
Exploit Attack
Cylindrical AoE Phaser Damage and Repel
__ Phaser Damage (__ DPS)
+25 Repel
5% chance: Stun and -50% Run Speed for 4 sec (half duration vs player)
5% Chance: Bio-Molecular Incubation
* -16.7 runspeed for 8 sec
* On Expiration: __ Radiation Damage (Ignores Shields) (Double damage vs. Undine)
6 sec recharge
Value: __
Bio-Molecular Phaser High Density Beam Rifles are ranged ground weapons available for characters and bridge officers. They fire a steady energy damage beam at a single target. Their secondary fire mode releases a narrow cylindrical beam that causes damage and repels targets in its path.
Bio-Molecular Phaser Sniper Rifle Mk XII
Rare Ground Weapon
Character Bind On Pickup
Values do not reflect skills or other modifiers
Bolt Setting
Phaser Damage
__ Phaser Damage (__ DPS)
5% chance: Stun and -50% Run Speed for 4 sec (half duration vs player)
5% Chance: Bio-Molecular Incubation
* -16.7 runspeed for 8 sec
* On Expiration: __ Radiation Damage (Ignores Shields) (Double damage vs. Undine)
Sniper Shot
Exploit Attack
Phaser Damage and Knockback
__ Phaser Damage (__ DPS)
50% chance: Knocks back +12 meters
5% chance: Stun and -50% Run Speed for 4 sec (half duration vs player)
5% Chance: Bio-Molecular Incubation
* -16.7 runspeed for 8 sec
* On Expiration: __ Radiation Damage (Ignores Shields) (Double damage vs. Undine)
8 sec recharge
Value:
Bio-Molecular Phaser Sniper Rifles are ranged ground weapons available for characters and bridge officers. They fire multiple energy damage bolts at a single target. Their secondary fire mode shoots a concentrated bolt of energy at a single target, dealing high damage with a good chance to knock back.
Bio-Molecular Phaser Split Beam Rifle Mk XII
Rare Ground Weapon
Character Bind On Pickup
Values do not reflect skills or other modifiers
Beam Setting
Phaser Damage
__ Phaser Damage x2 (__ DPS)
5% chance: Stun and -50% Run Speed for 4 sec (half duration vs player)
5% Chance: Bio-Molecular Incubation
* -16.7 runspeed for 8 sec
* On Expiration: __ Radiation Damage (Ignores Shields) (Double damage vs. Undine)
Auto-Targeting Beam
Exploit Attack
Cone AoE Phaser Damage
__ Phaser Damage on up to three targets.
5% chance: Stun and -50% Run Speed for 4 sec (half duration vs player)
5% Chance: Bio-Molecular Incubation
* -16.7 runspeed for 8 sec
* On Expiration: __ Radiation Damage (Ignores Shields) (Double damage vs. Undine)
6 sec recharge
Value:
Bio-Molecular Phaser Split Beam Rifles are ranged ground weapons available for characters and bridge officers. They fire a steady energy damage beam at a single target. Their secondary fire splits a high-powered beam that hits up to three targets in front of the player in a narrow arc, but at a long range.
Bio-Molecular Phaser Assault Minigun Mk XII
Rare Ground Weapon
Character Bind On Pickup
Values do not reflect skills or other modifiers
Beam Burst
Phaser Damage
__ Phaser Damage x4 (__ DPS)
5% chance: Stun and -50% Run Speed for 4 sec (half duration vs player)
5% Chance: Bio-Molecular Incubation
* -16.7 runspeed for 8 sec
* On Expiration: __ Radiation Damage (Ignores Shields) (Double damage vs. Undine)
Beam Sweep
Expose Attack
Cone AoE Phaser Damage
11 pulses: __ Phaser Damage
5% chance: Stun and -50% Run Speed for 4 sec (half duration vs player)
5% Chance: Bio-Molecular Incubation
* -16.7 runspeed for 8 sec
* On Expiration: __ Radiation Damage (Ignores Shields) (Double damage vs. Undine)
12 sec recharge
Value:
Bio-Molecular Phaser Assault Miniguns are ranged ground weapons available for characters and bridge officers. They fire a steady stream of short energy damage beams at a single target. Their secondary fire mode unloads a massive barrage of short beams in a narrow cone that can be swept across multiple targets. Both Primary and Secondary attacks have a short charge up to activate.
Bio-Molecular Phaser Blast Assault Mk XII
Rare Ground Weapon
Character Bind On Pickup
Values do not reflect skills or other modifiers
Bolt Setting
Phaser Damage
__ Phaser Damage (__ DPS)
5% chance: Stun and -50% Run Speed for 4 sec (half duration vs player)
5% Chance: Bio-Molecular Incubation
* -16.7 runspeed for 8 sec
* On Expiration: __ Radiation Damage (Ignores Shields) (Double damage vs. Undine)
Energy Blast
Expose Attack
Targeted AoE Phaser Damage and Knockback
__ Phaser Damage (__ DPS)
66% chance: Knocks back +8 meters
5% chance: Stun and -50% Run Speed for 4 sec (half duration vs player)
5% Chance: Bio-Molecular Incubation
* -16.7 runspeed for 8 sec
* On Expiration: __ Radiation Damage (Ignores Shields) (Double damage vs. Undine)
12 sec recharge
Value:
Bio-Molecular Phaser Blast Assaults are ranged ground weapons available for characters and bridge officers. They fire an energy damage bolt at a single target. Their secondary fire mode releases a concentrated ball of energy that explodes on contact and deals damage in a radius with a chance to knock back targets.
Bio-Molecular Phaser Pulsewave Assault Mk XII
Rare Ground Weapon
Character Bind On Pickup
Values do not reflect skills or other modifiers
Pulsewave Setting
Cylindrical AoE Phaser Damage and Repel
__ Phaser Damage (__ DPS)
Damage reduces over range
50% chance: +6 Repel
5% chance: Stun and -50% Run Speed for 4 sec (half duration vs player)
5% Chance: Bio-Molecular Incubation
* -16.7 runspeed for 8 sec
* On Expiration: __ Radiation Damage (Ignores Shields) (Double damage vs. Undine)
Arcwave Setting
Expose Attack
Cone AoE Phaser Damage and Knockback
__ Phaser Damage (__ DPS)
Damage reduces over range
66% chance: Knocks back +22.5 meters
5% chance: Stun and -50% Run Speed for 4 sec (half duration vs player)
5% Chance: Bio-Molecular Incubation
* -16.7 runspeed for 8 sec
* On Expiration: __ Radiation Damage (Ignores Shields) (Double damage vs. Undine)
8 sec recharge
Value:
Bio-Molecular Phaser Pulsewave Assaults are ranged ground weapons available for characters and bridge officers. They fire a static-width energy damage wave on up to three targets in its path with a chance to repel. Their secondary Arcwave fire mode releases an expanding wave that can hit multiple enemies in a large cone, with a chance to knock back. Both attacks deliver more damage at closer range.
Bio-Molecular Phaser ground weapons have a chance to stun, reduce run speed and to cause a minor amount of radiation damage to the target enemy after a period of incubation.
Bio-Molecular Phaser weapons can drop from the [Undine Equipment Requisition] crate, or they can be purchased from the Tier I (rifles) or Tier II (assault)8472 Counter-Command reputation store for 7,500 .
Modifiers
In addition to [Proc] as its unique modifier, Rare Bio-Molecular Phaser weapons will have one modifier suffix, Very Rare will have two, and Ultra Rare will have three. Epic adds a fourth modifier.
Standard Modifiers: Can appear multiple times (e.g. [Dmg]x2, [CrtH]x2, [CritD]x2, etc)
[CrtD]: +20 Critical Severity
[CrtH]: +2% Critical Chance
[Dmg]: +X Damage
Can appear only once (e.g. [DoT3], [KB3], etc.)
[DoT3]: 2.5% chance: X Radiation Damage per sec for 15 sec in a 10m radius
[KB3]: 5% chance: Knocks the target back 10 meters, 2.5% chance: Knocks back all foes +5 meters in a 8 meter radius
Epic Modifier:
All ground weapons upgraded to Epic quality receive: