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{{Top|Enemy|Corpus|Corpus|Weapon|Weapons|Weapons}}
 
{{Top|Enemy|Corpus|Corpus|Weapon|Weapons|Weapons}}
 
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<!--Utility-->
 
<!--Utility-->
 
|ammo type =
 
|ammo type =
|flight speed =
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|normal burst count =
 
|normal burst count =
 
|normal critical chance =
 
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|normal critical damage =
 
|normal status chance =
 
|normal status chance =
 
|normal punchthrough =
 
|normal punchthrough =
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|charge status chance =
 
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|area pellet count =
 
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|secondaryarea pellet count =
 
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|throw damage =
 
|throw damage =
 
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|charged throw damage =
 
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|charged throw critical chance =
 
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|polarities =
 
|polarities =
 
|stance polarity =
 
|stance polarity =
|users =
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|users = [[Terra Plasmor Crewman]]<br/>[[Amalgam Arca Kucumatz]]
 
|introduced =
 
|introduced =
 
}}
 
}}
 
{{Codex|Stagger targets with blasts from this Corpus engineered plasma shotgun. Surviving enemies are consumed with radiation.}}
 
{{Codex|Stagger targets with blasts from this Corpus engineered plasma shotgun. Surviving enemies are consumed with radiation.}}
'''Arca Plasmor''' is a [[Corpus]]-built plasma shotgun that fires high damaging pulses of {{Icon|Proc|Radiation|Text}} with a guaranteed {{Icon|Proc|Impact|Text}} proc. Arca Plasmor is a part of the '''Arca''' weapons series, which includes the [[Arca Scisco]] [[:Category:Pistol|pistol]] and [[Arca Titron]] [[:Category:Hammer|hammer]].
+
The '''Arca Plasmor''' is a [[Corpus]]-built plasma shotgun that fires highly damaging pulses of {{Icon|Proc|Radiation|Text}} with a guaranteed {{Icon|Proc|Impact|Text}} proc. The projectiles it fires have high [[status chance]], large thickness, and innate 3 meters [[Punch Through]] against bodies, making it highly effective in mowing down large groups of enemies, but suffers from a low [[critical multiplier]] and no bonus damage on [[Enemy Body Parts|headshots]]. It can be [[research]]ed from the [[Research/Energy Lab|Energy Lab]] in the [[dojo]].
   
{{BuildRequire
+
{{BuildAutomatic|type=Weapon}}
|buildcredits =
 
|build1 =
 
|build1amount =
 
|build2 =
 
|build2amount =
 
|build3 =
 
|build3amount =
 
|build4 =
 
|build4amount =
 
|buildtime =
 
|buildrush =
 
|blueprint =
 
|market = 190
 
 
|lab = Energy
 
|researchcredits = 7,500
 
|research1 = Fieldron Sample
 
|research1amount = 200
 
|research2 = Salvage
 
|research2amount = 12,000
 
|research3 = Circuits
 
|research3amount = 3,750
 
|research4 = Gallium
 
|research4amount = 8
 
|researchtime = 72
 
|affinityamount = 3,000
 
|prereq = [[Lanka]]
 
}}
 
   
 
==Characteristics==
 
==Characteristics==
This weapons deals high amounts of {{Icon|Proc|Radiation|Text}} damage.
+
This weapon deals high amounts of {{Icon|Proc|Radiation|Text}} damage.
   
;Advantages
+
'''Advantages:'''
:
+
*Innate {{Icon|Proc|Radiation|Text}} damage &ndash; effective against [[Alloy Armor]], [[Robotic]], and [[Infested Sinew]].
*Good critical chance.
+
*High [[critical chance]].
*High status chance.
+
*Very high [[status chance]].
*Very high base damage.
+
**Innate {{Icon|Proc|Radiation|Text}} confuses enemies and makes them indiscriminately attack each other.
**Fifth highest base damage of all shotguns, following the [[Drakgoon]], [[Tigris]], [[Sancti Tigris]], and [[Tigris Prime]].
+
*Shots have a guaranteed {{Icon|Proc|Impact|Text}} proc to enemies up to 15 meters.
*Shots will stagger and knockback enemies with a guaranteed {{Icon|Proc|Impact|Text}} proc.
+
*Projectiles have a thickness of 3 meters.
*Innate 2 meters of [[Punch Through]] when shooting enemy bodies. If the central ball portion of each shot should connect with a wall or cover of any sort, it will completely dissipate.
+
*Innate 3 meter [[Punch Through]] against bodies.
  +
*Good magazine size.
  +
*Very ammo efficient.
  +
*Low [[zoom]], making covering wide shots while aiming easier.
  +
*Killed enemies will have their corpses vaporized, good for [[Stealth]] gameplay if [[Noise Level|silenced]] due to no bodies being left behind.
  +
*Two innate {{Icon|Pol|V}} polarities.
   
;Disadvantages
+
'''Disadvantages:'''
:
+
*Innate {{Icon|Proc|Radiation|text}} damage &ndash; less effective against [[Shielded]], [[Damage 2.0/Infested|Infested]], and [[Fossilized]].
*Large damage falloff reduction.
+
**Damage cannot be increased with {{Icon|Proc|Slash|Text}}, {{Icon|Proc|Impact|Text}}, and {{Icon|Proc|Puncture|Text}} mods.
*Lower critical damage.
+
*Has linear damage falloff from 100% to 33.33% from 10m to 20m target distance (distances are affected by [[projectile flight speed]]).
*Long reload time.
+
*Projectile has travel time.
*Low fire rate.
+
*Limited range of 30 meters (can be increased with [[projectile flight speed]] mods).
  +
*Low [[critical multiplier]].
  +
*No bonus damage on [[Enemy Body Parts|headshots]].
  +
*Very low [[reload speed]].
  +
*Lowest [[fire rate]] of all shotguns.
  +
*Innate Punch Through does not apply to surfaces if hitting with the central portion of the projectile, requiring Punch through mods.
  +
*Enemies defeated with this weapon disintegrate quickly, making it ill-suited to use alongside {{WF|Nekros}}' {{A|Desecrate}}.
   
 
==Notes==
 
==Notes==
*Being that it is a pulse shotgun, accuracy mods seems to have no effect of spread.
+
*Being that it is a pulse shotgun, accuracy mods seem to have no effect on spread.
*Plasmor's pulse has a range of 30m.
+
**{{M|Vicious Spread}} however throws off accuracy by making shots veer wildly off from the aiming reticle at times, use at your own discretion.
  +
***This can be counteracted somewhat with {{M|Hell's Chamber}}, which will cause the weapon to fire 2-3 waves of energy.
  +
***Vicious Spread can also be counteracted by using Mirages' {{A|Hall Of Mirrors}} ability, do note that projectiles fired by the clones bounce off solid surfaces instead of dissipating.
  +
***A possible bug, {{M|Tainted Shell}} does not counteract Vicious Spread's accuracy decrease in any reasonable measure. Meaning that if you install both, the accuracy will still be significantly lower.
  +
*The Plasmor's pulse has a range of 30m. This scales with [[projectile flight speed]] mods, including the {{M|Jet Stream}} augment.
 
*Shots will only proc {{Icon|Proc|Impact|Text}} if the target is within 15m.
 
*Shots will only proc {{Icon|Proc|Impact|Text}} if the target is within 15m.
*The Plasmor has a reduced zoom by about 50% when aiming.
+
*The Plasmor has a reduced zoom by about 60% when aiming.
<!--
+
*While the weapon uses shotgun mods and it is classed as a shotgun, it does not use standard shotgun status mechanics, due to not having any pellets. This means the status is much more reliable per shot.
  +
*While the [[critical chance]] of the weapon is good, the critical damage is only slightly better than normal.
  +
  +
==Tips==
  +
*Can reach over 100% [[status chance]]:
  +
**{{M|Shotgun Savvy}} and {{M|Nano-Applicator}} combined with three of {{M|Scattering Inferno}}, {{M|Frigid Blast}}, {{M|Shell Shock}}, or {{M|Toxic Barrage}}.
  +
**{{M|Shotgun Savvy}} or {{M|Nano-Applicator}} combined with four of {{M|Scattering Inferno}}, {{M|Frigid Blast}}, {{M|Shell Shock}}, or {{M|Toxic Barrage}}.
  +
*Due to its high inherent punch-through, the Plasmor is of great use in Arbitrations, easily passing through shielded enemies to get to shield drones.
  +
*Because the range and damage falloff are determined by the weapon's [[projectile flight speed]], adding in {{M|Fatal Acceleration}} will increase the range and falloff limits by 40%, to 14m minimum falloff and 28m maximum falloff as well as increasing the range to 42m.
  +
*Due to its innate {{Icon|Proc|Radiation|Text}} damage, the weapon can use elementals and dual elementals that use {{Icon|Proc|Heat|Text}} or {{Icon|Proc|Electricity|Text}} damage, such as {{Icon|Proc|Corrosive|Text}} VS Grineer or {{Icon|Proc|Magnetic|Text}} VS Corpus.
  +
*Consistent {{Icon|Proc|Impact|Text}} procs from the weapon at medium range or less may negate the need for {{Icon|Proc|Blast|Text}} damage for crowd control, allowing the player to use {{Icon|Proc|Cold|Text}} damage instead which slows enemies and extends the Impact stun duration.
  +
**This also allows the weapon to have the advantages (and disadvantages) Cold damage brings.
  +
*Short corridors favor this weapon highly, as a few pulses are normally enough to make short work of enemy clusters as long as no [[Eximus|Arctic Eximus]] or [[Nullifier Crewman|Nullifier Crewmen]] are present, and the added Impact and Radiation procs will keep enemies at bay.
  +
**Applying {{M|Seeking Force}} and {{M|Seeking Fury}} will increase the lethality of the weapon to copious amounts, increasing survival chances against deadly skirmishes.
  +
*The description of surviving enemies being "consumed by radiation" simply means that their bodies will disintegrate on death. While this is undesirable for a [[Nekros]]'s {{A|Desecrate}}, it is good for stealth if [[Noise Level|silenced]] since there will be no corpses to alert enemies.
  +
  +
==Trivia==
  +
*The magazine for the weapon is a metal cylinder, which rotates clockwise after firing each shot and pumping the mechanism. No shells are ejected with each pump, perhaps implying the cylinder is filled with batteries or charge cells, which are depleted from a single pump and must be rotated to bring a new cell into position.
  +
*Writings on the side of the weapon seem to translate as "G.S.1.1", and possibly "DANGER EXTREME HEAT".
  +
 
==Media==
 
==Media==
 
<gallery type="slideshow" widths="600" position="center">
 
<gallery type="slideshow" widths="600" position="center">
  +
ArcaPlasmorCodex.png|Arca Plasmor in Codex.
  +
sean-bigham-086.jpg
  +
sean-bigham-086prog02.jpg
  +
sean-bigham-086prog01.jpg
  +
Screenshot_485.png|Arca Plasmor in Arsenal
  +
Screenshot_486.png
 
</gallery>
 
</gallery>
   
 
<gallery position="center" widths="300" spacing="small">
 
<gallery position="center" widths="300" spacing="small">
 
in:
 
Videos
 
 
Warframe Arca Plasmor, Critically Pumped - 2 Forma Build thesnapshot
 
Warframe Arca Plasmor, Critically Pumped - 2 Forma Build thesnapshot
  +
Arca Plasmor Pump-Action Pulse Shotgun - Full Review (Warframe)
  +
Warframe - Arca Plasmor - 3 Forma Build
  +
Warframe - ARCA PLASMOR - Build, Tips and More
  +
Warframe - All Corpus Primaries - Weapon Animations & Sounds (2012 - 2019)
  +
Warframe - All Corpus Weapon Reloads in 1 minute (2012 - 2019)
 
</gallery>
 
</gallery>
-->
+
{{WeaponNav}}
+
==Patch History==
  +
{{Scrollbox/Article|
  +
{{ver|25.8}}
  +
;October 2019 Riven Disposition Change
  +
*Arca Plasmor: 0.6->0.55
  +
  +
{{ver|25.7.5}}
  +
*Fixed Arca Plasmor not being able to damage the Ropalolyst Synovia.
  +
  +
{{ver|25.7}}
  +
*Reduced the light intensity of the Arca Plasmor.
  +
  +
{{ver|25.0.3}}
  +
*Fixed an issue that made Arca Plasmor, Fulmin and Catchmoon projectiles deal damage twice on the hit when the projectile is destroyed. This was not a case of ‘always worked this way’ as it was accidentally introduced by the Jovian Concord.
  +
  +
{{ver|24.6}}
  +
*Improved the left hand position for Arca Plasmor.
  +
  +
{{ver|24}}<br />
  +
The previous Mainline update of Chimera 23.10.0 included a sneaky bug that removed falloff damage from the Arca Plasmor. The Arsenal continued to state the always present falloff (10.0 - 20.0) but it wasn’t truly applying. We have fixed this bug, which resulted in adding falloff damage back to the Arca Plasmor, and thus returned it to its original falloff state prior to Update 23.10.0. This also fixes the Conclave Arsenal displaying the incorrect falloff damage for the Arca Plasmor.
  +
  +
{{ver|23.10.3}}
  +
*Fixed the Arca Plasmor's projectiles bouncing off walls instead of exploding on impact.
  +
  +
{{ver|23.10}}
  +
*Updated weapon FX for the Arca Plasmor, Castanas, and Sancti Castanas.
  +
*Fixed certain wave projectiles (e.g. Arca Plasmor) bouncing off hit proxy shields (e.g. Volt’s Electric Shield, Gara’s Mass Vitrify).
  +
*(Undocumented) Projectile now bounces off walls.
  +
  +
{{ver|22.14}}
  +
*Tweaked force feedback sound of the Arca Plasmor.
  +
  +
{{ver|22.12}}
  +
*Mag size increased from 6 to 10.
  +
  +
{{ver|22.10.3}}
  +
*Fixed the Arca Plasmor dealing 0 damage on headshots.
  +
  +
{{ver|22.10}}
  +
*Headshots no longer deal bonus damage.
  +
**The Arca Plasmor was designed to hit multiple targets with a high-status chance, but with wide wave projectiles and inherent punch-through, a single shot could result in multiple headshots. With it being a shotgun, it was never intended to behave as a precision weapon, and the bonus pushed it too far out of that mold.
  +
**Headshots should still deal damage (without the multiplier).
  +
  +
{{ver|21.7}}
  +
*Introduced.
  +
}}
  +
{{ver/Lu|24}}
  +
  +
==See also==
  +
*{{Weapon|Arca Scisco}}, the secondary counterpart to this weapon.
  +
*{{Weapon|Arca Titron}}, the melee counterpart to this weapon.
  +
*[[Catchmoon]], a [[Kitgun]] chamber that fires a similar projectile.
  +
*{{Weapon|Fulmin}}, a Tenno rifle that fires a similar projectile.
  +
 
{{ResearchNav}}
 
{{ResearchNav}}
  +
{{WeaponNav}}
  +
[[de:Arca Plasmor]]
  +
[[es:Plasmor Arca]]
 
[[Category:Update 21]]
 
[[Category:Update 21]]
  +
[[Category:Corpus]]
  +
[[Category:Research]]

Latest revision as of 20:52, March 26, 2020

Stagger targets with blasts from this Corpus engineered plasma shotgun. Surviving enemies are consumed with radiation.

The Arca Plasmor is a Corpus-built plasma shotgun that fires highly damaging pulses of Radiation b Radiation with a guaranteed Impact b Impact proc. The projectiles it fires have high status chance, large thickness, and innate 3 meters Punch Through against bodies, making it highly effective in mowing down large groups of enemies, but suffers from a low critical multiplier and no bonus damage on headshots. It can be researched from the Energy Lab in the dojo.

Manufacturing Requirements
Credits64
25,000
Fieldron64
5
ControlModule64
25
Cryotic
925
Forma64
1
Time: 24 hrs
Rush: Platinum64 35
MarketIcon Market Price: Platinum64 190 Blueprint2 Blueprints Price:Credits6415,000
Energy Lab Research ClanAffinity64 3,000
Credits64
7,500
FieldronSample64
200
Salvage64
12,000
Circuits64
3,750
Gallium64
8
Time: 72 hrs
Prereq: Lanka
LeaderBadgeGhostHolo x1   LeaderBadgeShadowHolo x3   LeaderBadgeStormHolo x10   LeaderBadgeMountainHolo x30   LeaderBadgeMoonHolo x100

CharacteristicsEdit

This weapon deals high amounts of Radiation b Radiation damage.

Advantages:

  • Innate Radiation b Radiation damage – effective against Alloy Armor, Robotic, and Infested Sinew.
  • High critical chance.
  • Very high status chance.
    • Innate Radiation b Radiation confuses enemies and makes them indiscriminately attack each other.
  • Shots have a guaranteed Impact b Impact proc to enemies up to 15 meters.
  • Projectiles have a thickness of 3 meters.
  • Innate 3 meter Punch Through against bodies.
  • Good magazine size.
  • Very ammo efficient.
  • Low zoom, making covering wide shots while aiming easier.
  • Killed enemies will have their corpses vaporized, good for Stealth gameplay if silenced due to no bodies being left behind.
  • Two innate Madurai Pol polarities.

Disadvantages:

NotesEdit

  • Being that it is a pulse shotgun, accuracy mods seem to have no effect on spread.
    • Mod TT 20pxVicious Spread however throws off accuracy by making shots veer wildly off from the aiming reticle at times, use at your own discretion.
      • This can be counteracted somewhat with Mod TT 20pxHell's Chamber, which will cause the weapon to fire 2-3 waves of energy.
      • Vicious Spread can also be counteracted by using Mirages' HallOfMirrors130xDark Hall Of Mirrors ability, do note that projectiles fired by the clones bounce off solid surfaces instead of dissipating.
      • A possible bug, Mod TT 20pxTainted Shell does not counteract Vicious Spread's accuracy decrease in any reasonable measure. Meaning that if you install both, the accuracy will still be significantly lower.
  • The Plasmor's pulse has a range of 30m. This scales with projectile flight speed mods, including the Mod TT 20pxJet Stream augment.
  • Shots will only proc Impact b Impact if the target is within 15m.
  • The Plasmor has a reduced zoom by about 60% when aiming.
  • While the weapon uses shotgun mods and it is classed as a shotgun, it does not use standard shotgun status mechanics, due to not having any pellets. This means the status is much more reliable per shot.
  • While the critical chance of the weapon is good, the critical damage is only slightly better than normal.

TipsEdit

  • Can reach over 100% status chance:
  • Due to its high inherent punch-through, the Plasmor is of great use in Arbitrations, easily passing through shielded enemies to get to shield drones.
  • Because the range and damage falloff are determined by the weapon's projectile flight speed, adding in Mod TT 20pxFatal Acceleration will increase the range and falloff limits by 40%, to 14m minimum falloff and 28m maximum falloff as well as increasing the range to 42m.
  • Due to its innate Radiation b Radiation damage, the weapon can use elementals and dual elementals that use Heat b Heat or Electricity b Electricity damage, such as Corrosive b Corrosive VS Grineer or Magnetic b Magnetic VS Corpus.
  • Consistent Impact b Impact procs from the weapon at medium range or less may negate the need for Blast b Blast damage for crowd control, allowing the player to use Cold b Cold damage instead which slows enemies and extends the Impact stun duration.
    • This also allows the weapon to have the advantages (and disadvantages) Cold damage brings.
  • Short corridors favor this weapon highly, as a few pulses are normally enough to make short work of enemy clusters as long as no Arctic Eximus or Nullifier Crewmen are present, and the added Impact and Radiation procs will keep enemies at bay.
    • Applying Mod TT 20pxSeeking Force and Mod TT 20pxSeeking Fury will increase the lethality of the weapon to copious amounts, increasing survival chances against deadly skirmishes.
  • The description of surviving enemies being "consumed by radiation" simply means that their bodies will disintegrate on death. While this is undesirable for a Nekros's Desecrate130xDark Desecrate, it is good for stealth if silenced since there will be no corpses to alert enemies.

TriviaEdit

  • The magazine for the weapon is a metal cylinder, which rotates clockwise after firing each shot and pumping the mechanism. No shells are ejected with each pump, perhaps implying the cylinder is filled with batteries or charge cells, which are depleted from a single pump and must be rotated to bring a new cell into position.
  • Writings on the side of the weapon seem to translate as "G.S.1.1", and possibly "DANGER EXTREME HEAT".

MediaEdit

  • Arca Plasmor in Codex.
  • Arca Plasmor in Arsenal

Patch HistoryEdit

Update 25.8
October 2019 Riven Disposition Change
  • Arca Plasmor: 0.6->0.55

Hotfix 25.7.5

  • Fixed Arca Plasmor not being able to damage the Ropalolyst Synovia.

Update 25.7

  • Reduced the light intensity of the Arca Plasmor.

Hotfix 25.0.3

  • Fixed an issue that made Arca Plasmor, Fulmin and Catchmoon projectiles deal damage twice on the hit when the projectile is destroyed. This was not a case of ‘always worked this way’ as it was accidentally introduced by the Jovian Concord.

Update 24.6

  • Improved the left hand position for Arca Plasmor.

Update 24.0
The previous Mainline update of Chimera 23.10.0 included a sneaky bug that removed falloff damage from the Arca Plasmor. The Arsenal continued to state the always present falloff (10.0 - 20.0) but it wasn’t truly applying. We have fixed this bug, which resulted in adding falloff damage back to the Arca Plasmor, and thus returned it to its original falloff state prior to Update 23.10.0. This also fixes the Conclave Arsenal displaying the incorrect falloff damage for the Arca Plasmor.

Hotfix 23.10.3

  • Fixed the Arca Plasmor's projectiles bouncing off walls instead of exploding on impact.

Update 23.10

  • Updated weapon FX for the Arca Plasmor, Castanas, and Sancti Castanas.
  • Fixed certain wave projectiles (e.g. Arca Plasmor) bouncing off hit proxy shields (e.g. Volt’s Electric Shield, Gara’s Mass Vitrify).
  • (Undocumented) Projectile now bounces off walls.

Update 22.14

  • Tweaked force feedback sound of the Arca Plasmor.

Update 22.12

  • Mag size increased from 6 to 10.

Hotfix 22.10.3

  • Fixed the Arca Plasmor dealing 0 damage on headshots.

Update 22.10

  • Headshots no longer deal bonus damage.
    • The Arca Plasmor was designed to hit multiple targets with a high-status chance, but with wide wave projectiles and inherent punch-through, a single shot could result in multiple headshots. With it being a shotgun, it was never intended to behave as a precision weapon, and the bonus pushed it too far out of that mold.
    • Headshots should still deal damage (without the multiplier).

Update 21.7

  • Introduced.

Last updated: Update 24.0

See alsoEdit

  • CrpScopePistol Arca Scisco, the secondary counterpart to this weapon.
  • CrpHammer Arca Titron, the melee counterpart to this weapon.
  • Catchmoon, a Kitgun chamber that fires a similar projectile.
  • Fulmin Fulmin, a Tenno rifle that fires a similar projectile.
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