Alrighty, here we go!
The faction symbols side-by-side. I reworked the VDF Symbol to include a leaf/crown motif, and to the right of that is the initial concept for Claw. I tried to make it as sharptooth-like as possible while maintaining a futuristic and diabolical edge.
My initial concept for the VDF Flier Armour. As described earlier in the repository, it is fixed-winged. I feel that this image is best seen as a picture of a "scout", explaining why there aren't any visible weapons.
Ducky's Railsniper armour during her time in the Swimmer Corps. Note the partially-concealed propulsion devices on the backs of her legs, her chestplate and Railsniper weapon. I tried to sufficiently upgrade the armour so that it is a proper "update" - you can see that her hands and feet are protected with armour that joins together the fingers and toes for added efficiency when swimming. Of course, the joining is controlled by the onboard computer and the appendages can easily be separated again for extra manoeuvrability.
And finally, my initial concept for the Railsniper rifle:
What follows is a description of how the weapon works.
The
Circuit-Breaker (#1 on the diagram) is a miniature lever, through which a swimmer's thumb can fit, that activates the weapon's electric charge. It is activated by "clutching" the lever and weapon handle together. When a swimmer is not holding the weapon in this way, the Circuit-Breaker is deactivated, and in turn electricity stops flowing through the weapon; thus, it is safe to carry normally and prevents misfiring.
The
Charge Slider (#3) controls the amount of charge the weapon is recieving. Once a swimmer has activated the Circuit-Breaker, he/she the grips the Charge Slider handle with his/her free hand and slowly moves it forward to increase the charge. The amount forward that the lever is pushed depends on the state of the reactor in the Singularity backpack; if most of the reactor's power is being used for other purposes, the lever will have to be pushed further forward - the opposite is true for when the nuclear energy is in abundant supply. If the lever is pushed forward too fast, the weapon's charge can be overloaded. Once the charge has reached its optimum level (communicated to the handler via a display in their helmet visor), the weapon can then be fired.
The purpose of the
Wire (#8) is obvious: connecting the gun to the backpack so that it may recieve more energy. The wire is not as fragile as one may think: it is armoured in the same way as the main Singularity armour suit.
The
Main Charge Housing and Counterweight (#9) do exactly as their names say: they provide storage for spare charge, should the need arise, and they balance the gun so that it doesn't feel lugged around.
The
Reloading Housing (#10) works in a unique way: it is magnetically-controlled. Instead of opening a housing and inserting a cartridge, the swimmer simply gets one of the metal slugs (thinner and sharper than the original railgun ammo used by Ducky herself) and holds it underneath the opening at the bottom of the weapon. The magnetism then sucks the ammo into the gun, and a small computer linked to the one located in the armour moves it into the barrel, ready for firing.
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Anyways, that's all I have for now. Again, feel free to comment and suggest revisions, etc....