Description
“Grown from decommissioned Rubico rifles provided by Tarja Lem, the 'Veneine' trades a Rubico’s power and ease of reload for capacity and sustained damage.”
LORE
(Note: It can be pronounced like “V9,” I guess.)
With the rediscovery of the Rubico Prime, Tenno-allied factions such as the six Relay Syndicates, Level Dawn, the Ganymede Coalition,Bidanian Theist terrorist freedom fighters, the Free Galilean Faction, the Himalia Independence Movement, and (most importantly in this case) the Mycona found a large quantity of sniper rifles flooding the market.
(Solaris United was not available to purchase these, due to being crippled by the Deck 12 Massacre)
Tarja Lem picked up the few that hadn’t been up to Tenno specifications, and fed them to the same Infested strains that helped build the Hypodermis. The result was the 'Veneine'.
Uniquely for Infested weaponry, the Infestation seems to have completely reworked the internals. The revolver magazine has become a fixed rotary magazine, which is loaded by feeding in stripper clips, similar to the M1941 Johnson Rifle’s magazine. Though nobody in the Warframe universe knows that terminology.
The barrel secretes acids and spores that reconfigure the ammo units into corrosive nano-quills not unlike those of the Tysis. Its inherent corrosive damage melts through armor, while the jagged quills it grows inside its breach lacerate flesh.
With its unexpectedly shorter length than the Rubico, high capacity, antiarmor capability, and punch-through, the 'Veneine' is almost seen as the closest thing to a Mycona sniper rifle as they have in their arsenal. In the close quarters of the Dead Decks that had been cordoned off and left to be infested, it’s far more useful and less cumbersome.
A properly aimed 'Veneine' can devastate an entire corridor’s worth of Infested…
…or, as the Grineer that attempted the Phobos Push can attest, Grineer. During that nightmarish day, the Mycona corralled Grineer into tight corridors and emptied quill after quill downrange.
There were large quantities of weapons that the Mycona could use in their infested bio-foundries for research that day.
Also, instead of a scope, a tentacle will emerge from the rear of the weapon, and… integrate… with the user, attaching to the face just where the eye is and allowing users to “see” through the weapon. Unscoping leaves a slight red tint to everything for about a second.
Alad V, who consulted on the making of this weapon, has insisted that it is totally safe, and that he would never subject potential customers to anything so unsafe that it would dissuade them from ever buying from him again.
STATS
Damage - 144
Corrosive - 60
Slash - 48
Puncture - 24
Impact - 12
Critical Chance: 30%
Critical Multiplier: 3.0x
Scope Multipliers - Ironsights - 25% headshot damage
“Oculus" - An eyeball sprouts from under the “petals” and attaches to your Frame’s helmet. Surprise! Adds 3.0x zoom and 50% headshot damage.
Status Chance - 21%
Punch-Through - 1.0m
Magazine Capacity - 20+1 (You can leave one in the breach)
Reload - 2s
Reloads clip-by-clip, five rounds at a time. This means it’s 0.5 seconds per five rounds. Neat, huh?
Rate Of Fire: 3.7 per second
Special Traits
Frenzy - Body shots increase headshot damage by 12% up to five times. Misses bring this counter down by one.
(NOTE: This… is not affected by punch-through. Or multishot. That’s not a good idea.)
Vigor - Adds ammo returning capacity. The more body shots before a headshot, the higher chance for 2-5 rounds to be returned. It is entirely possible for this to greatly overstuff the magazine to somewhere in the neighborhood of 27 rounds.
Choke - Reloading after a kill can “overstuff” the breach, leaving you with up to three rounds still in there.
ARTIST NOTES
So, I’ve been playing a lot of Spacelords. This is the third weapon I’ve done that has some direct inspiration from it. It would be the third in a row, but, well, I’d been sitting on the Somin for close to a year.
There’s some truly inspirational stuff in there. Spacelords’ weapons, I’ve noticed, have a lot of odd, unconventional twists that feel like Overwatch-style abilities or special moves in fighting games, filtered through some drugs and put into guns. Also there’s stuff like Doldren’s KLT-13 revolver, which…
…It’s hard to say why, but honestly it just makes sense to have a high-powered weapon that’s silenced, and the noise level depends on pacing your shots. Which is why I did the Naga. But that’s beside the point.
Anyway, this is only aesthetically inspired by Iune’s “Blink” rifle. I don’t know who designed that, but they deserve a raise. It’s a very striking design, with organic…. uh…
You know, I have no idea at all what to call them. Petals? Fins? Scales? Whatever it is it kinda reminds me of Vash’s angel arm from Trigun, which is weirdly fitting here. Its alt fire lets you teleport a few feet, which - as Spacelords has a Gears of War-Like “downed” state - is pretty useful. However, as everyone in Warframe can nyoom around the battlefield to their heart’s content, it didn’t seem like a good idea to do that here. Seemed kinda pointless.
So I just added a bunch of Destiny-ish perks, such as body shots increasing headshot damage. Unlike some previous other semi auto rifles I’ve done (the Ostium, the Zenban) I’m not going to include a combo mechanic. I’m not entirely sure they need it, and I’m not sure this one does either.
Fun fact: The Quartakk can actually (probably) compete with every battle rifle I’ve made. Difference being that it has much more fire rate and status, and can cause four times the slash procs with each shot. So I prefer to say it’s still competitive.