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Velexi Royal Army Weapons

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The weapons of the Velexi Royal Army. The Velexi are a race of aliens I came up with. Here are the weapons they wield when facing their enemies. Whether they be Velexi rebels or the Xenocites or even against humans this is their arsenal of light energy weaponry.

Probably the accepted finalized designs. Below is the short description of each weapons.


Talon: Assault Rifle class, heavy automatic, light energy weapon. One can assume this has the firing rate of a machine gun but compared to a human machine gun it's actually somewhat slower. The energy capsule which functions as the magazine has the energy for 40 shots maximum.

Stinger: Pistol Class, single shot/shot charge capability, light energy weapon. It's firing rate depends on how fast the user can pull the trigger. Energy capsule can provide a maximum of 10 single shots or the trigger can be led down to charge one shot and use up the energy in the capsule to fire a more powerful energy "spear" which can kill in one hit or greatly damage heavy armored vehicles or completely destroy small, light armored vehicles.

Spike: Carbine class, single shot, light energy weapon. The Velexi gun can fire light energy in a long beam-like laser. Capable of long range to medium range. The rate of fire is high and semi-automatic. The energy capsule allows for 30 shots max. A favorite weapon for snipers and space combat Velexi soldiers.

Breaker Gauntlet: Melee, chargeable fire, light energy weapon. A unique type of weapon exclusively used and worn by Velexi Commanding Officers. This weapon employs light energy in a manner of strengthening the impacts of punches with the gauntlet sending light energy fluctuating into whatever the gauntlet impacts. Alternatively the gauntlet can charge and fire concentrated light energy into a ball-like energy burst for distance attacks to compensate for it's close range weakness.

Hyperion Lance: Melee, light energy weapon. Specifically used for close combat. The weapon is commonly used by Velexi riders on Artificial Kesynx birds. They would employ it in a jousting attack when riding past enemies and thrusts or slashing with the lance. However it has also been seen used by regular infantry as a close combat weapon to stab or slash enemies with the light energy blade which can be projected by the brace with finger holes. However the enegy eventually runs out after long use but the knuckle brace can be used as a punching melee weapon but much weaker.

Claw: Sniper Class: single shot, semi automatic, light energy weapon. The ideal sniper weapon for any Velexi Marksman. Able to fire a faint but powerful light energy beam from a distance of 50km. The scope is capable of seeing the same distance. The prongs at the front end of the weapon not only act as a barrel but are sharp enough to use as a stabbing melee weapon in case an enemy gets too close for comfort to snipe. The firing rate is low however. The energy capsule limits up to 5 rounds. Spending the shots wisely is a top priority for the users of this weapon.

Thorn: Shotgun class, single spreadshot, light energy weapon. This weapon is frankly referred to by many human soldiers as the Velexi Shotgun. The gun oddly applies a pump action, and break-action functions like a human shotgun would. The weapon takes up one energy capsule to fire multiple shots in one spread fire, burst. As such the weapon requires multiple energy capsules to be loaded into it. The capsules come in chip-form, and he gun allows load by break-action as stated earlier. A maximum of 5 energy chip rounds can be loaded into the Claw.

Pincer: Launcher class, multi function shot, light energy weapon. This weapon has multiple firing functions. All of which are dependent on the charge of the shot. Charging occurs if the trigger is held down and released to fire. The energy capsule is counted in percentage with a margins of 100%. If the trigger is pulled and not held down, it will fire a sing small burst of light energy strong enough to kill a soldier or damage a vehicle single shot and use 25% of the energy in the capsule. If a shot is charged to 50% it is capable of greatly damaging a vehicle and create a small wave of force propelling nearby infantry back. If the shot is charged to 75% it will critically damage a vehicle and deplete an energy shield. If the shot is fired at a charge of 100% it is capable of completely destroying a light armored vehicle, and critically damaging a heavily armored vehicle and the shot will explode on impact creating splash damage.

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