03-01-2017, 12:02 PM
Gauss Cannon (600 Om, Ranged and AoE proficiency)
The Gauss Cannon was designed an an encamped anti-vehicle support weapon, able to pierce through heavy plates typical of tanks. So naturally, that makes the massive railgun the perfect weapon for Doomguy to use as an anti-personal rifle. So large that it's impossible to use without both hands even for the marine, it can eject steel flechettes with enough force to reduce what (or who) ever is hit by a direct shot into its base components at an effective distance of 1000 feet. However, because of it's slow firing rate at 3 seconds a shot, it requires a greater deal of accuracy to be effective than Doomguy's usual run and gun tactics. The built-in scope facilitates this, but using it slows the marine down.
And then there's the Siege Mode. A mod build into the weapon itself which allows quickly switching between this and Precision Bolt mode. When the trigger is held it charges up the magnetic field, reaching max at 4 seconds. Once released, the flechette can pierce through multiple bodies and lay low even behemoth monsters. the kinetic force is so great that it creates a pressure wave in its wake, and when it hits something that it doesn't kill outright it causes the energy to be dispersed in the area around it like a small explosion. It will even destroy personal shields on a hit. making it a dangerous weapon for slower and more defensive enemies to be on the other side off. However, Doomguy cannot move the weapon while it is charging, and requires 6 seconds before it recharges the magnectic field and loads a new shot.
Like all of DG's weapons, it seems to lack a need to reload.
The Gauss Cannon was designed an an encamped anti-vehicle support weapon, able to pierce through heavy plates typical of tanks. So naturally, that makes the massive railgun the perfect weapon for Doomguy to use as an anti-personal rifle. So large that it's impossible to use without both hands even for the marine, it can eject steel flechettes with enough force to reduce what (or who) ever is hit by a direct shot into its base components at an effective distance of 1000 feet. However, because of it's slow firing rate at 3 seconds a shot, it requires a greater deal of accuracy to be effective than Doomguy's usual run and gun tactics. The built-in scope facilitates this, but using it slows the marine down.
And then there's the Siege Mode. A mod build into the weapon itself which allows quickly switching between this and Precision Bolt mode. When the trigger is held it charges up the magnetic field, reaching max at 4 seconds. Once released, the flechette can pierce through multiple bodies and lay low even behemoth monsters. the kinetic force is so great that it creates a pressure wave in its wake, and when it hits something that it doesn't kill outright it causes the energy to be dispersed in the area around it like a small explosion. It will even destroy personal shields on a hit. making it a dangerous weapon for slower and more defensive enemies to be on the other side off. However, Doomguy cannot move the weapon while it is charging, and requires 6 seconds before it recharges the magnectic field and loads a new shot.
Like all of DG's weapons, it seems to lack a need to reload.


![[Image: oGzCtPC.png]](http://i.imgur.com/oGzCtPC.png)