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Multifunctional gun take 2

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Allright. This is a drawing done on the thought of this beeing a weapon for a game. Its a pure fictional game for my history The Signs of Telepathy and probably never will ever get in production. However it still is fun to do consept art. This is one out of many hundreds of weapons you can get in the game. And this is only a little part of it. Still I have plans to expand it a bit more.

-MULTIFUNCTIOANL GUN
-UTA MNM-1-

-Description
The multifunctial gun UTA MNM-1 (UTA= United Terran Alliance, MNM-1= Multifunctional Nanite Morph-1) is a prototype weapon designed by scientists located in the "ring" (A part of my story involve a global space station around the Earth as a ring). The weapon has its pros and cons. The prototype is designed so that the carrier may carry the main module. Which is the handle itself, 1 primary weapon module, and 2 secondary weapon modules. As well as 4 additional addons. All this is carried on a specialised belt.
It works like a puzzle. Whereas you put together the pieces that fits, naturally. If done efficiently andcorrect it will have little, or no difference from normal weapons. But i is always smart to previusly have put together the weapon.
The modules I have drawn on this image are as follows:

-1 Main module
This is the main module of the weapon. The handle where all other modles are connected to. It contains varius moving parts (moving by mechanics) and a small module battery. It also has a basic computer to comprehend the information about the different parts and the aligment of the moving parts of this module. It also include advanced nanotechnology for further improvements.

-2 Basic Gun Module
This is the basic gun module. With only it attached to the main module you have a laser gun. The basic gun module have a digital connection to the main computer as well as an aditional connection to the battery model (Currently not drawn, but goes on the back of the Main Module). This type of laser cannon is weak, but effective. The type of laser is cut laser (meaning one steady beam for a given time). Due to heatup, the beam stays stabile for 1 second before a 250 miliseconds are required to the Basic gun models cooldown system to get it cooled down. Secondary weapon module.

-3 Advanced Gun Module
The advanced gun module is a material based gun module. Meaning it needs bullet, and ammo. You can attach aditional extras on this module (getting to that). This module does not need a link to the computer. It has 3 different ways of shooting. Single, Auto and Semi Auto. And there are tons of different ammo types as well. Long barrel is to give better accuracy, or... well, I drew it because it looks cool. Secondary weapon module.

-4 Advanced Laser Gun
A more advanced laser gun than the one above. This has the ability to fire a 2 second long steady beam of laser untill 250 millisecond cooldown, as well as pulse laser option. Making it able to shoot rapid laser beams at an adjustable 0-10% spreading radius. It also has a more advanced cooling system as well as possible software upgrades for improved preformance. Secondary weapon module.

-5 Rifle Module
The rifle module. This rifle module is not so powerful that you can use it as a sniper rifle, however powerful enough to inflict some damage. To attach the rifle model you need the heavy weapon addon (getting to that). It has 3 shooting options, single, burst and semi auto. It uses material based ammo. This is a primary weapon module. I might have to make a laser rifle sometime...

-6 Grenade launcher addon
As a weapon of its own I choose to start with it here. It can be attached only when the rifle module is attached, if any other module is attached to the heavy weapon addon it would be in the way, or not fit. The grenade launcher is attached to the heavy weapon addon ofcourse. It also adds some stability to the weapon since you get a nice handle to hold on (for RPG elements... you know, add 10% accuracy blah blah...). I dont think that much explanation is required... it shoots grenades...

-7 Vulcan module
Ok, no multifunctional weapons are complete without the good old rotating multi-barrel system. Uses solid ammo. And rotates of course. Didnt take me long to draw it, so it explains why it dont write so much about it either... Primary Weapon module.

-8 Plasma based flame thrower
Wohoo. Works on the basis of a plasma engine. By heating up gass to the point of creating plasma you get a very hot and very effective weapon. Has a range up to 50 meters and a huge kickback. Its ammo type naturally is gas, however I have no clue on what gas, perhaps hydrogen. When heated, it turns into super hot plasma. This module is attached to the heavy weapon addon.

-9 LAM
Laser aiming module. Dont need to say much about this I simply a laser sight. Uses its own battery, lasts relativelly a lifeage. (hence no energy meter appears on the HUD) Addon to #3 ad 4

-10 UTL
Utilty Tactical Light. Very strong flashlight. Uses battery. Addon to #3 and 4

-11 MFM
Multi Functional Module. #9 and 10 put together. Addon.

-12 Silencer
(yay, got the correct name this time) 2 different kinds, wereas the lower one makes the gun even more silent, and eliminates the "flame". Addon.

-13 Foreward Grip
RPG element is back. This is to give a more steady shooting. More accuracy% than #14. Attached to the heavy weapons addon. Addon.

-14 Grip thingy
Same as above, only less accuracy is gained when attached to heavy weapons addon. Addon.

-15 Heawy weapons addon
This is the addon you require to attach any primary weapon modules. It has room for a lot of different ammo types with its movable interior, and even carries its own computer system, but no battery.

The older one: [link]

Baddabing... Comments\critics\ideas for addons\modules\favs\spam\flaming and other stuff apreshiated... xept for flaming and spam that is...
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ive got to get me one of those it would really help with the rats.......big rats