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Capable of firing multiple rockets at once, the Angstrum is a handheld instrument of destruction.

The Angstrum is a heavy sidearm of IconCorpusOn Corpus design that fires powerful micro-rockets. Its charge-based trigger allows for firing precise single shots, or emptying the entire magazine as a spread barrage for engaging single heavy targets or large groups.

This weapon can be sold for Credits64 5,000

Characteristics[]

  • This weapon deals DmgBlastSmall64 Blast damage.
  • Rocket explode in a 3.6 meter radius on impact with a surface or enemy.
    • Initial hit and explosion apply status separately.
    • Explosion does not need direct line of sight to deal damage and will penetrate walls.
    • Can benefit from Mod TT 20px Fulmination (Mod TT 20px Primed).
  • Can be charged to unload more of the weapon's magazine and fire extra projectiles.
    • Can be fired with a partial charge to fire only part of its magazine.
    • Fully charged shot consumes the entire magazine, even when magazine mods are used.
    • Charged barrage spreads rockets out, reducing the effective range considerably.
    • Multishot will cause partially-charged shots to spread out further, eliminating its long range potential.
  • Innate Vazarin Pol polarity.

Advantages over other Secondary weapons (excluding modular weapons):

  • Tied with PrismaAngstrum Prisma Angstrum for highest base damage of all secondaries.
  • High accuracy.
  • Single Rocket Impact (wiki attack index 1)
    • High total damage (200)
    • Above average disposition (●●●●● (1.35x))
  • Single Rocket Explosion (wiki attack index 2)
    • Above average total damage (250)
    • Above average disposition (●●●●● (1.35x))
  • Incarnon Form (wiki attack index 3)
    • Very high disposition (●●●●● (1.35x))

Disadvantages over other Secondary weapons (excluding modular weapons):

  • Projectiles have travel time, slow speed, and are small, making long range shots difficult.
  • Very high recoil.
  • The weapon fires as soon as it has reached a full charge, which can lead to premature firing.
  • Explosion inflicts self-stagger.
  • Explosion has a headshot multiplier of 1x and cannot trigger headshot conditions.
  • Explosion has linear Damage Falloff from 100% to 60% from central impact.
  • Extremely poor ammo economy.
    • Extremely low magazine size of 3 rounds; requires frequent reloading.
    • Very low ammo capacity of 18 rounds.
    • Only restores 3 units of ammunition per ammo pickup.
  • Rockets have a short delay after firing before being able to fire again.
  • Enemies can destroy the rockets with gunfire or area of effect explosions.
  • Single Rocket Impact (wiki attack index 1)
    • Very low reload speed (2.50 s)
    • Very low magazine (3)
    • Very low ammo max (18)
    • Very low fire rate (2.000 attacks/sec)
  • Single Rocket Explosion (wiki attack index 2)
    • Low active falloff slope (9.0m/%)
    • Below average crit chance (16.00%)
    • Low maximum falloff distance (3.6 m)
    • Very low reload speed (2.50 s)
    • Very low magazine (3)
    • Below average fire rate (2.000 attacks/sec)
    • Very low ammo max (18)
  • Incarnon Form (wiki attack index 3)
    • Very low reload speed (2.50 s)
    • Low magazine (3)
    • Very low total damage (30)
    • Very low ammo max (18)
    • Very low status chance (18.00%)
    • Below average crit multiplier (1.80x)

Comparisons:

Acquisition[]

The Angstrum's blueprint can be purchased from the Market.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
25,000
AlloyPlate
600
Circuits
400
Salvage
900
ArgonCrystal
2
Time: 1 Day(s)
Rush: PlatinumLarge 25
MarketIcon Market Price: PlatinumLarge 190 Blueprint2 Blueprints Price:Credits25,000

Notes[]

  • The UI damage value of 1350 refers to the total impact and explosion damage from all three rockets.
    • In other words, the damage that is shown in the Arsenal refers to the total damage that can be dealt from a single magazine.
      • If you increase the magazine size, the damage would also increase.
  • The UI status chance value of 52.5% refers to the status chance from all three rockets. The actual status chance per rocket is 22%.
  • Tapping the fire button will let out a single, very accurate rocket which can be used to pick off targets from long or medium range; or be held halfway or fully to release half or the entire magazine respectively, which will cause a wide spread of rockets to cover large groups at closer ranges.
  • The Angstrum must reach a given level of charge in order to fire a single shot or volley. Use Fire Rate mods such as Mod TT 20px Gunslinger to reduce the time required to charge.
  • Use the reload button or change weapon to cancel charge to avoid unwanted shots.
  • Keep in mind that Multishot will eliminate the dead-on accuracy of the single shot, as it will cause 2 or 3 rockets to skew outwards, with none of the rockets going right where the reticle is.
  • The Angstrum's charge cannot be held. The weapon fires as soon as it is fully charged.
  • Constantly tapping the fire button will not cause this weapon to stall like the Ogris. If you accidentally begin charging the weapon, without meaning to, you can stop the shot simply by spamming your charge button and hitting reload while you prevent the weapon from releasing a rocket.
    • There is a delay between pressing the fire button, and the rocket actually being ejected. pressing the fire button again before it is ejected will cancel the ejection-jamming like the Ogris.
  • Unlike a shotgun which shoots a completely random spread, the Angstrum is shown to form a geometrical structure (depending on the grenade quantity) of:
    • One - A single accurate shot.
    • Two - Two separate horizontal shots.
    • Three - A triangle.
    • Four - Diagonal square.
    • Five - Pentagon.
    • Six - Triangle with an offset center triangle.
    • Seven - Diagonal square with a center triangle.
    • Eight - Pentagon with an offset center triangle.
    • Nine - Hexagon with a center triangle.
    • Ten - Heptagon with a center triangle.
    • Eleven - Octagon with a center triangle
    • Twelve - Outer diagonal square, middle pentagon, center triangle
    • Thirteen - Outer pentagon, middle pentagon, center triangle
    • Fourteen - Outer hexagon, middle pentagon, center triangle
    • Fifteen - Outer heptagon, middle pentagon, center triangle
    • Sixteen - Outer octagon, middle pentagon, center triangle
    • Seventeen - Outer enneagon, middle pentagon, center triangle
    • Eighteen - Outer decagon, middle pentagon, center triangle
    • Nineteen - Outer hendecagon, middle pentagon, center triangle
    • Twenty - Outer dodecagon, middle pentagon, center triangle
  • Angstrum's shots bounce off Nullifiers' barriers rather than exploding, and will detonate upon hitting another solid object. Beware as this includes the player who fired it.

Incarnon Genesis[]

Evolution[]

  • Installing the Angstrum Incarnon Genesis requires 20 PathosClamp Pathos Clamps, 70 Ueymag Ueymag, and 80 Lamentus Lamentus.
  • When installed, the first Evolution tier is unlocked. The following Evolution tiers, their requirements for unlocking them, and their related perks, are shown below;

Evolution I[]

  • Direct hits charge Incarnon Transmutation; Alt Fire transmutes. Switching back will expend any remaining charge.
  • Launches target-seeking fireballs that ricochet towards enemies.
    • Incarnon Form becomes fully automatic and shoots small fireballs that deal pure DmgFireSmall64 Heat damage. Upon hitting an enemy, the projectile will ricochet toward 1 enemy within 20 meters of the initial target. This ricochet has no homing capability and can miss. Projectiles that hit a surface can bounce up to 2 times before dissipating on the third impact, but these ricochets do not automatically aim towards enemies.
  • Mode switching is not instantaneous and has an animation equal to the weapon's reload speed.
  • Incarnon Form is activated by filling the Incarnon Transmutation gauge that appears under the reticule by achieving direct shots and then pressing the Alternate Fire button. 3 direct hits will completely fill the gauge. A full gauge is not required to activate Incarnon Form.
    • Individual Multishot bullets can build charges.
  • Instead of drawing ammunition from its reserves, the Angstrum's Incarnon Form uses a separate "magazine" with each charge producing 40 rounds to a maximum of 120. Once all ammunition is expended, the Angstrum reverts to its normal form.
    • Incarnon Form's magazine is not affected by mods.
    • Incarnon Form is not affected by Ammo Efficiency (such as EnergizedMunitions130xWhite Energized Munitions).
    • Charges and Incarnon Form persists through all activities, such as holstering, bleedout, or being disarmed. However, charges and Incarnon Form are removed upon death.
  • Swapping to and from Incarnon Form will fully reload the normal form's magazine.

Evolution II[]

  • Unlock Challenge: Complete a solo mission with this weapon equipped.
  • Perk 1: Haven Foray:
    • Increase Damage by +50.
    • With Overshields: Increase Damage by +50.
  • Perk 2: Paladin Virtue:
    • Increase Damage by +75.
    • With Energy Max Over 700: Increase Critical Damage Multiplier by +0.5x.

Evolution III[]

  • Unlock Challenge: Kill 100 enemies with this weapon's Incarnon Form.
  • Perk 1: Swift Deliverance:
    • +30% Projectile Speed
  • Perk 2: Rapid Reinforcement:
    • +50% Reload Speed
  • Perk 3: Hitman's Hoard:
    • Increase ammo maximum by +9.

Evolution IV[]

  • Unlock Challenge: Kill 30 enemies afflicted with 4 or more status effects.
  • Perk 1: Critical Parallel:
    • Increase Critical Chance by +14% (Angstrum) / +10% (Prisma).
    • Increase Critical Damage Multiplier by +0.2x.
  • Perk 2: Survivor's Edge:
    • Increase Critical Chance by +9% (Angstrum) / +6% (Prisma).
    • Increase Status Chance by +9% (Angstrum) / +6% (Prisma).
  • Perk 3: Fatal Affliction:
    • +40% Direct Damage per Status Type affecting the target.

Tips[]

  • Use Mod TT 20px Magnum Force if you wish to cover a greater area, as the damage bonus granted by this mod can help counteract any loss of damage due to the accuracy penalty. Bear in mind this is at the expense of the Angstrum's charged shots at long range.
  • Mod TT 20px Fulmination can also be used to fill a target area more completely as the increased blast radius provided by it will counteract the empty spaces in between spread out charged shots.
  • To more accurately hit a group of targets, Bullet Jump straight up and aim glide at the targeted area and then fully charging up your shot so all of the individual rockets will connect and explode on contact with the ground. This way, the explosion will do much more damage spread out over a consistent area rather than just shooting on the floor.
  • If charged and/or a Multishot mod is equipped (Mod TT 20px Barrel Diffusion, Mod TT 20px Lethal Torrent), the rockets will fire in a precise shape based on how many rockets are fired, making it easier to aim.
  • Increasing the magazine size will result in a higher projectile count when firing a totally charged shot. Bear in mind that increasing the magazine size will also increase the time it takes to charge the shot.
    • Using Mod TT 20px Slip Magazine, Mod TT 20px Ice Storm, and Mod TT 20px Tainted Clip will increase the Angstrum's magazine to 7 (rounded from 6.9).
    • Combining the magazine build with Mod TT 20px Barrel Diffusion and/or Lethal Torrent will yield the chance of a totally charged shot firing 21 projectiles.
      • With the above primed mod, it can reach 24.
    • Using the previous combination with MirageIcon272 Mirage's HallOfMirrors130xWhite Hall of Mirrors can yield a total of 63 projectiles in one salvo. This is obviously not recommended for low configs.
      • Can reach 72 if chances play out.
  • Mod TT 20px Gunslinger and/or Lethal Torrent speeds up the charge time, allowing for faster firing rates. This is especially important if one is maximizing magazine capacity, as the charge time for a large magazine can be long.
  • MagIcon272 Mag's Magnetize130xWhite Magnetize synergizes well with this weapon, as it allows all the rockets fired to be redirected unto a single target, dealing massive amounts of damage. This is most useful against heavy units like Napalms, and against bosses that have no weak spots like Ambulas.
  • It is highly recommended to equip a Mod TT 20px Pistol Ammo Mutation mod to remove practically all ammunition problems.
  • Mod TT 20px Lethal Momentum can increase rocket velocity by up to 40%, significantly reducing the amount of lead time required for distant targets.
  • The innate Vazarin Pol polarity can somewhat limit elemental modding potential, thus making it a less desirable polarity for elemental modding. If you wish to focus more on elemental damage, then it is recommended to either ignore the polarity or use Forma to turn it into a more suitable polarity.
    • Putting Mod TT 20px Deep Freeze and making use of the secondary elemental damages that use Cold damage can make use of this polarity.

Trivia[]

  • The Angstrum's name is derived from Angstrom, which is a unit of measurement that is 0.1 nanometers in length.
  • This weapon appears to be of Corpus design, making it their second explosive weapon following the Penta Penta.
  • When charging, the rockets in the chamber lower into the gun itself.
  • The Angstrum's concept of a conventional-appearing weapon (pistol in this case) firing rockets is similar to that of the Gyrojet from the 1960s.
  • Its boxy design is similar to the IMI Uzi MP-2 machine pistol, including the way the weapon can be held.

Media[]

 

Angstrum Skins

Edit

Patch History[]

Update 32.0 (2022-09-07)

Ammo Changes

We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up.

Ammo Pickup Overrides
The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category.

Secondary Weapon Ammo Pick Up Overrides

3 Ammo per Pick Up:

  • Angstrum
Headshot Damage Changes

During playtesting, the ammo changes alone weren’t enough to significantly change things for AoE weapons. So instead of tightening these values to be overly restrictive, we chose to address other factors that make these weapons so strong, such as headshot damage.

Our approach here is two-fold, to reduce the impact of headshots for AOE weapons, but to also make precision headshots pack a larger punch overall.

  • Radial damage no longer gains extra headshot damage or triggers headshot conditions.
    • This is primarily targeted at the Ignis Wraith - as a “flamethrower” weapon, it’s hard to imagine a blanket of elements being precise enough to target weak points specifically. Explosive projectiles themselves can still land headshots, so there is still a reason to aim with most weapons for maximum damage.

Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

  • Angstrum: 40%

Update 27.2 (2020-03-05)

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.

Greater than 100% Status having meaning

Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain - why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case.

Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet.

Hotfix 23.0.3 (2018-06-19)

  • Fixed Angstrum not having any shooting sounds.

Update 22.12 (2018-02-09)

  • Direct Impact damage increased from 175 to 200.
  • Status chance increased from 10 to 22%.
  • Critical chance increased from 5% to 16%.
  • Ammo capacity decreased from 30 to 18.

Update 22.0 (2017-10-12)

  • Improved the mesh quality of the Angstrum to avoid blocky textures.
  • Fixed Clients not seeing the Host's Angstrum ammo magazine cycle correctly.

Update 21.6 (2017-08-29)

  • Improved the Angstrum's explosion FX.

Update 21.0 (2017-06-29)

  • Fixed the Angstrum generating infinite spread for its first shot.
  • Fixed Angstrum's charge animation not loading bullets into the weapon chamber.

Update 20.0 (2017-03-24)

  • Fixed a visual bug for Clients where the charged shots of the Angstrum would appear to fire twice.

Update: The Silver Grove (2016-08-19)

  • Angstrum damage and projectile speed increased in Conclave.

Update: Lunaro (2016-06-15)

  • Fixed hearing fully charged sounds when firing the Angstrums last shot.

Hotfix 18.6.2 (2016-03-22)

  • Fixed the Angstrum not playing the proper audio FX when charging up.

Update 18.6 (2016-03-16)

  • Fixed Angstrum displaying incorrect noise level in the Arsenal.

Update 18.5 (2016-03-04)

  • Angstrum Conclave skin now available.
  • Increased the damage of the Angstrum in Conclave.

Hotfix 18.4.10 (2016-02-11)

  • Removed the headshot multiplier from the Angstrum in Conclave.
  • Increased the Angstrum's initial projectile speed in Conclave.
  • Reduced the Angstrum's ammo pool in Conclave.
  • The Angstrum's explosive damage no longer ignores cover in Conclave.

Update 17.9 (2015-10-28)

  • Angstrum Day of the Dead Skin is now available.

Update 17.5 (2015-10-01)

  • Angstrum damage increased in PvP.
  • The Angstrum has received the PBR treatment!

Update 16.11 (2015-07-07)

  • Fixed the Angstrum always showing as having 0 magazine capacity.

Update 16.4 (2015-04-23)

  • The Angstrum has been balanced for use in PvP.

Update 14.2 (2014-08-13)

    • Base ammo increased to 30 (from proposed 21) considering the volume of projectiles launched.

Hotfix 14.0.5 (2014-07-21)

  • Performance Improvements for Mirage + Hall of Mirrors and Angstrum.

Hotfix 13.3.1 (2014-05-15)

  • Fixed multishot mods not allowing for random chance of extra rocket when applied to Angstrum.

Update 13.3 (2014-05-14)

  • Introduced.

Last updated: Hotfix 24.1.5 (2018-12-13)

See also[]

  • Comba and Scrambus, corpus enemies who often wield modified versions of the weapon.
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