Using a barrage of rapid-fire plasma rockets, Gauss' signature weapon lays down a path of destruction. Reloads are faster while sprinting, even more so in Gauss' hands. For safety, rockets arm after traveling a safe distance.

The Acceltra, a rapid-fire micro-missile launcher. The smooth polycarbonate barrels still carry a vague stench of ozone.

Some think Gauss was a blunt instrument, all speed, with as much versatility as a cannonball. But the Acceltra implies more. It implies surging in, inviting the enemy to consider the blade, then rebounding to let missiles answer their confusion.

Acceltra is GaussIcon272.png Gauss's signature fully automatic rocket launcher that fires micro-missiles in rapid succession with high critical chance, critical multiplier, and fire rate, and a large, 4-meter explosion radius. To provide safety for its user, the rockets arm after traveling 7 meters in midair. Uniquely, this weapon reloads faster while sprinting, and reloads even faster when wielded by GaussIcon272.png Gauss.

Characteristics[edit | edit source]

This weapon deals primarily Puncture b.svg Puncture damage.

Advantages:

Disadvantages:

  • Low Slash b.svg Slash damage – less effective against health.
  • Very low status chance.
  • Projectiles have travel time and needs to travel 7m before being explosive.
    • A rocket hitting an enemy without exploding causes much less damage compared to the explosion.
  • Explosions inflicts self-stagger.
    • Minimum travel length of 7 meters before being explosive should prevent accidental self-stagger unless rapidly moving towards the rocket's impact area before it explodes.
  • Explosion has linear damage falloff from 100% to 50% from central impact.
  • Extremely low ammo capacity; requires just 2 reloads to fully deplete all ammo reserves.

Acquisition

Acceltra's main blueprint can be obtained from defeating Demolisher Infested on the Dark Sector mission Ur, Uranus.

Drop Chance Expected Nearly Guaranteed
Main Blueprint 1.25% 80 kills 549 ± 183 kills

Expected refers to total number of attempts a player can expect to need in order to receive at least one of each drop associated with the respective values.

Nearly Guaranteed refers to the total number of attempts a player needs to obtain a 99%, 99.9%, and 99.99% probability to receive at least one of each drop associated with the respective values.

For more detailed definitions and information on how these number were obtained, visit here.

Manufacturing Requirements
Credits64.png
25,000
Neurode64.png
4
Hexenon64.png
200
Plastids64.png
925
NanoSpores64.png
8,000
Time: 24 hrs
Rush: Platinum64.png 35
MarketIcon.png Market Price: Platinum64.png 240 Blueprint2.svg Blueprints Price:N/A

Notes[edit | edit source]

  • Sprinting does not decrease Acceltra's reload time but accelerates reload progress by 0.3 seconds (0.6 when used by GaussIcon272.png Gauss).
    • Transitioning from other movements to sprinting, while reloading, makes the progress go faster, and vice versa.
  • The Acceltra's rockets have a minimum arming distance of 7 meters, meaning that they will not explode if they make contact with objects or enemies within that range, and thus making the Acceltra safe to use in close quarters combat.
    • Arming distance is unaffected by Projectile Speed.
    • Regardless, it's still possible to deal self-stagger if the wielder is moving fast enough (either through Maneuvers and/or using certain Abilities) to catch up to the rockets.
  • Rocket explosions have a radius of 4 meters and stagger any targets in range.

Tips[edit | edit source]

  • Mod TT 20px.pngHunter Munitions is recommended as the Acceltra's high critical chance allows it to compensate for the low Slash b.svg Slash damage and low Status chance, dealing Bleed procs to groups of enemies.
  • Using white or other bright colors for the energy color can make it very hard to see where projectiles are striking due to large numbers of explosive and particle effects. Consider using a darker energy color like navy blue or black. The first color affects the effects and second the central explosion.
  • Although the arming distance is unaffected by Projectile Speed, it is recommended to avoid Riven Mods that reduce it to avoid getting caught in the blast radius.
  • Due to its low ammo reserves and faster reload while sprinting, the player should always be on the move to keep the weapon firing at a consistent pace.
    • Players may also use Mod TT 20px.pngAmmo Case, (Mod TT 20px.pngPrimed), Mod TT 20px.pngRifle Ammo Mutation, or Mod TT 20px.pngVigilante Supplies to better manage ammo, with Vigilante Supplies' Set bonus in particular complementing the Acceltra's critical stats.
    • Players can also use the Helminth ability x19px Energized Munitions, effectively quadrupling their magazine capacity as long as it's active, which can further help to mitigate this weapon's ammo inefficiency.

Weapon Loadouts[edit source]

Trivia[edit | edit source]

  • The mechanics of both the Acceltra and the Akarius.png Akarius are similar to Gyrojet firearms, which were developed in the 1960s and also fired small rockets that armed themselves as they traveled out of the gun. In real life, accuracy and reliability issues meant that the Gyrojets never entered mass production.
  • The "fins" on the Acceltra's barrel are where the rockets are stored, and hatches on top of them open up while firing or reloading.

Media[edit | edit source]


Videos[edit | edit source]

Patch History[edit | edit source]

Hotfix 27.3.8

  • The Acceltra has been given explosion FX tweaks for visual and performance improvement.

Hotfix 27.2.2
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

  • Acceltra: 50%

Update 27.2

Self Damage Changes

We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful.

The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.

With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing ‘Jump’ at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe.

In the original Dev Workshop, we said:
As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.

This is no longer accurate after continued testing. What we are doing now is:

No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.

Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.

Hotfix 25.7.6

  • Fixed unintended fire rate increase for Acceltra while jumping.

Hotfix 25.7.4

  • Fixed Acceltra not having the correct model/text when picking it up.

Hotfix 25.7.2

  • Acceltra can now equip Rifle Ammo Mutation Mod.

Update 25.7

  • Introduced.

See also[edit | edit source]

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