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When fully charged, the magnetized barrel of the Velocitus accelerates a metal slug to tremendous speeds, piercing hulls and obliterating armor.

The Velocitus is an Archgun chargeable gauss rifle that inflicts high damage, equally split between DmgImpactSmall64 Impact, DmgPunctureSmall64 Puncture, DmgSlashSmall64 Slash, and DmgMagneticSmall64 Magnetic damage.

Characteristics[]

  • This weapon deals equal physical and DmgMagneticSmall64 Magnetic damage.

Advantages over other Archgun (Atmosphere) weapons (excluding modular weapons):

  • Highest base damage of Archguns.
  • Fully charged shots have the highest critical multiplier of all Archguns.
  • Innate punch through:
    • Infinite against bodies in Archwing Mode.
    • 5 meters in Atmospheric Mode.
  • Projectiles ricochet off of walls in Archwing Mode, making it ideal for combat in closed spaces.
  • High accuracy.
  • Good ammo efficiency when used charged, generating relatively small cooldown for the Archgun Deployer for every second fired.
  • No damage falloff in Archwing Mode.
  • Uncharged Shot (wiki attack index 1)
    • Above average crit chance (30.00%)
    • Very high total damage (1,200)
  • Charged Shot (wiki attack index 2)
    • Above average fire rate (5.000 attacks/sec)
    • High crit chance (60.00%)
    • Very high total damage (3,200)
    • Above average crit multiplier (3.60x)

Disadvantages over other Archgun (Atmosphere) weapons (excluding modular weapons):

  • Projectiles have travel time.
  • Shots that are not fully charged will always deal the same damage no matter how close to being fully charged.
  • Atmosphere:
    • Fully charged shots cause a heavy recoiling effect that breaks zoom.
    • Terrible ammo efficiency when spammed uncharged, generating very high cooldown for the Archgun Deployer for every second fired.
  • Uncharged Shot (wiki attack index 1)
    • Low fire rate (5.000 attacks/sec)
    • Very low ammo max (60)
    • Very low magazine (10)
  • Charged Shot (wiki attack index 2)
    • Very low ammo max (60)
    • Very low magazine (10)
    • Below average status chance (25.00%)

Acquisition[]

The Velocitus's blueprint can be researched from the Tenno Lab in the dojo. Its parts can be purchased from various Syndicates. All parts, except for the blueprint, are tradeable.

Item Location
Blueprint Tenno Lab
GenericGunBarrel Barrel CephalonSudaSigil Cephalon Suda Offering
2 - Intriguing ReputationLarge 20,000
GenericGunReceiver Receiver SteelMeridianSigil Steel Meridian Offering
2 - Valiant ReputationLarge 20,000
GenericGunStock Stock RedVeilSigil Red Veil Offering
2 - Honored ReputationLarge 20,000


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
30,000
Barrel
1
Receiver
1
Stock
1
ControlModule
2
Time: 12 Hour(s)
Rush: PlatinumLarge 50
MarketIcon Market Price: PlatinumLarge 200 Blueprint2 Blueprints Price:Credits15,000
Tenno Lab ResearchClanAffinity643,000
Credits
5,000
ControlModule
1
Salvage
500
AlloyPlate
50
PolymerBundle
250
Time: 3 Day(s)
Prereq: N/A
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Notes[]

  • Can be fired instantly without charging, though it will deal less damage.
  • The best viable option for accelerating the firing rate of fully charged shots is Mod TT 20px Shell Rush.
  • Despite operating as a long range rifle, the Velocitus has no scope or magnification. Combined with projectile travel time, this makes sniping difficult.
  • Since Red Veil is opposed to Cephalon Suda, but allies with Steel Meridian (who are neutral to Cephalon Suda), the most efficient way to get all three components may be to just run missions/wear sigils for Steel Meridian until both them and Red Veil are the necessary ranks, then switching to Cephalon Suda for the third piece.
  • For Velocitus in Empyrean missions, the flight speed is ~1500 m/s, the fall-off range is from ? m to 6000 m.[citation needed]

Tips[]

  • As the Velocitus already deals DmgMagneticSmall64 Magnetic innately, it can accept other combination elemental damage types that use DmgElectricitySmall64 Electricity damage as a base. In particular, adding DmgRadiationSmall64 Radiation damage makes the Velocitus highly effective against Corpus spacecraft like the Gox that have both Shields and Robotic health.
  • When strafing fast moving targets, the Velocitus can be fired rapidly akin to a semi-automatic weapon like the Latron Latron. While the resulting shots are less powerful than fully-charged shots, the larger number of shots fired is much more effective at hitting moving targets.
    • Giving the fire key (default LMB ) a secondary binding to the scroll wheel can allow for much faster rates of fire when shooting rapidly.
  • The Velocitus is a good option for Warframes participating in hunting down the Profit-Taker Orb but are not as tough as ChromaIcon272 Chroma, InarosIcon272 Inaros or WispIcon272 Wisp, allowing them to engage the Orb Mother from afar and even providing good sniping of its legs as its shields go down.

Trivia[]

  • The Velocitus is the first Archwing weapon whose blueprint is acquired from Clan Research (Tenno Laboratory).
  • The Velocitus is the first weapon that deals DmgMagneticSmall64 Magnetic as its base damage type.
  • The Velocitus' name is derived from the word "Velocity"; specifically, it is a corruption of the Latin spelling "velocitas". Velocity is the vector measurement of a change in distance over a change in time (). This not to be confused with speed, however, which is the scalar measurement of. In other words, velocity is speed with a particular direction associated with it.
  • When charging the weapon, five hatches emitting flames on the right side of the weapon open up sequentially until the last one is open, denoting a full charge. These hatches close when the weapon is fired.

Media[]

Patch History[]

Update 35.1 (2024-02-20)

  • Fixed Velocitus’ projectile speed being 100 m/s instead of the intended 500 m/s.
    • Changed it to accelerate from 100 m/s to 500 m/s extremely fast, so that enemies within 8m can still be hit.

Hotfix 35.0.3 (2023-12-18)

  • Fixed Velocitus Heavy Gun charged projectiles not being detected as hits if they were too close to terrain.

Update 35.0 (2023-12-13)

ARCHGUN DEPLOYER: HEAVY WEAPON CHANGES

With the various buffs and adjustments we’ve made to Warframe weapons over the years, a common question we see in response is “but what about Archguns?”. These Heavy Weapons are meant to be heavy-hitters, but arguably have been overshadowed by the Primary and Secondary guns in your Arsenal. To address this feedback, we have made the following changes:

ON-DEPLOY OVERGUARD BUFF
Upon using an Archgun Deployer, players will now gain 2000 Overguard.

  • Effect has a 60s cooldown.
  • The Overguard gain is capped at 2000, so re-deploying your Archgun after the cooldown resets will refresh your Overguard up to the 2000 cap.

HEAVY WEAPON BUFFS
Overall, most Heavy Weapons (a.k.a. Archguns when used via the Archgun Deployer) have had their damage doubled. Some of the Archguns have also received buffs to their Archwing version, which we will indicate below.

Archgun Damage Resistance

Before we get into the stats, we have added a 50% Archgun Damage Resistance to the Profit Taker. Since these weapons have had their damage buffed, this resistance keeps these fights to the same difficulty as before.

Heavy Weapon Stat Changes
Note: these apply only to Archgun Deployer versions of these weapons unless otherwise specified.

VELOCITUS

  • Quick Shot: Total Damage increased from 600 to 1200
    • Impact Damage increased from 150 to 300
    • Puncture Damage increased from 150 to 300
    • Slash Damage increased from 150 to 300
    • Magnetic Damage increased from 150 to 300
  • Charged Shot: Total Damage increased from 1600 to 3200
    • Impact Damage increased from 400 to 800
    • Puncture Damage increased from 400 to 800
    • Slash Damage increased from 400 to 800
    • Magnetic Damage increased from 400 to 800
    • Increased Projectile Size
  • Punch Through increased from 0.0m to 5m

Update 32.3 (2023-02-15)

  • (Undocumented) Added new "BATTERY" CompatibilityTag.

Update 27.4 (2020-05-01)

  • Archwing Gun stats normalized - space combat now uses ground “Heavy Weapon” stats.
  • Increased size of Velocitus projectile in space.
  • Quick shot Damage increased from 200 Magnetic to 150 Impact, 150 Puncture, 150 Slash and 150 Magnetic.
  • Quick shot Critical Chance increased from 25 to 30%.
  • Charged shot Damage increased from 1200 Magnetic to 400 Impact, 400 Puncture, 400 Slash and 400 Magnetic.
  • Charged shot Critical Chance increased from 30 to 60%.
  • Charged shot Critical Damage increased from 3 to 3.6x.

Hotfix 24.2.6 (2018-12-20)

  • Shared Affinity gain now applies to Atmosphere Arch-Guns but only while equipped in the main hand.
  • Fixed not having a Arch-Gun equipped by default (if they own an Archwing primary weapon with the Gravimag installed) when changing Loadouts.
  • Fixed an issue where players with Arch-Guns in their loadout couldn't Wall Latch.
  • Fixed Chroma not playing Arch-Gun equip/charged fire animations.

Hotfix 24.2.5 (2018-12-20)

  • Changed the Arch-Gun Deployer cooldown timer to scale based on remaining Atmosphere Arch-Guns Ammo pool upon unequipping.
  • Removed unintentional ability to summon Arch-Gun in Melee Only Sorties.

Hotfix 24.2.4 (2018-12-19)

  • Arch-Gun Ammo pool increased by 2x for all Arch-Guns in Atmosphere mode.
  • Arch-Gun Deployer cooldown has been reduced to 5 minutes instead of 10.
  • Fixed Clients not hearing the Atmosphere Arch-Gun equip sound.

Hotfix 24.2.1 (2018-12-18)

  • Removed the dissolve FX when equipping your Atmosphere Arch-Gun.

Update 24.2 (2018-12-18)
‘ATMOSPHERE’ ARCH-GUN WEAPONS
It’s time we equipped some serious floor firepower! All Arch-Guns can be used on the ground - or as we like to call it ‘Atmosphere’ - with the use of a ‘Gravimag’. Gravimag is obtained from Clan Research, or as a one-time reward from the Orb Heist Phase 3 Bounty, and can be installed on any Arch-Gun (with an Orokin Catalyst installed) via the Upgrade Arsenal - similar to installing a Catalyst.

Comparable to the Archwing and K-Drive Launchers, a respective Gear item known as the Archweapon Deployer is required to activate your Atmosphere Arch-Gun. The Archweapon Deployer can be obtained by completing the Orb Heist Phase 3 Bounty.

Atmosphere Arch-Gun General Changes:

  • Atmosphere Arch-Guns consume Ammo as opposed to unlimited Ammo/Battery in Archwing. Specifically new Heavy Ammo Drops which can be found from Corpus enemies in Orb Heist missions. Heavy Ammo Drops also reset the 10 minute cool-down when picked up, or replenish Ammo if needed.
  • Atmosphere Arch-Gun can be summoned in normal missions with the Archweapon Deployer, but once Ammo has been depleted there is a 10 minute cool-down until you can summon again. The intent here is to allow you moments of beefy damage output, and not become just another Primary/Secondary weapon. 

All stat changes are for Atmosphere Arch-Gun mode, Mastery Rank changes are global:

  • Mastery Rank from 0 to 4.
  • Damage reduced from 1800 to 1200.
  • Critical Chance increased from 25% to 30%.
  • Magazine size decreased from 100 to 10.
  • Ammo Capacity set at 30.
  • Reload speed set at 2 seconds.

Update 15.2 (2014-11-13)

  • Introduced.
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