Jump to content

Railgun: Difference between revisions

From Elite Dangerous Wiki
No edit summary
mNo edit summary
 
(105 intermediate revisions by 64 users not shown)
Line 1: Line 1:
A Railgun is an very powerful electromagnetic projectile weapon. It requires a large amount of power to use it, compared to other weapons, but can cause a devastating amount of damage to the target. This weapon has a high heat signature when used.
[[File:Railgun Ingame.png|300px|thumb|right|Railgun (Class 1)]]
{{quote|Railguns require the trigger to be held to charge the weapon before firing. The weapon will fire automatically when the charge is complete, but fail to fire if the trigger is released early. Rail slugs are effective at ship hull penetration.|In-Game Description}}
A '''Railgun''' is a powerful electromagnetic projectile [[:Category:Weapons|weapon]] that inflicts both thermal and kinetic damage. Railguns consume a large amount of power and generate significant [[heat]] with each shot, but can severely damage a target.


Railguns are available as fixed mounted only weapons.
== Usage ==
The Railgun's exceptional penetration allows it to hit a ship's subsystems even when striking through the opposite side of its hull in most cases. The effective damage of this weapon varies considerably based on shot placement. The Railgun has an armour piercing value of 100, meaning it always does full damage to hull regardless of the target ship's [[Armour Hardness]], but it is still affected by kinetic and thermal resistances. It is also an impulse attack, causing the target to be physically pushed out of its previous trajectory. The dual kinetic and thermal damage inflicted by a Railgun slug is split, and a successful strike will deal 66.6% of its damage as thermal and 33.3% as kinetic.<ref>[https://forums.frontier.co.uk/threads/truesilvers-tests-no-2-rail-gun-thermic-kinetic-damage-split.240168/ Frontier Forums: Truesilver's Tests, No.2: Rail gun thermic-kinetic damage split]</ref>
 
Notably, this weapon is relatively ineffective at dealing armor damage, because of its high breach damage and deep armour piercing capabilities. It will almost always hit a module, instead, which will absorb any damage and prevent it from being applied to the hull. While this can be a good thing if hitting a critical module like the [[Power Plant]], this can become a hindrance if instead hitting a relatively unimportant module like [[Life Support]]. Also, much of the damage it deals will often be absorbed by any [[Module Reinforcement Package|Module Reinforcements]], resulting in little apparent damage being dealt until they can be neutralized. However, if the target is effectively using an [[Auto Field-Maintenance Unit|AFMU]], this may take a significant amount of time.
 
In the right hands, the Railgun is a potent weapon, especially on small ships. The [[Diamondback Scout]] and [[Diamondback Explorer]] are ideal vehicles for the Railgun due to their excellent heat efficiency and agility, allowing them to easily keep a target in sight. The Railgun projectile moves fast enough that it effectively acts like a laser, with no measurable travel time; this makes it easier to use than many other fixed hardpoint weapons which would require leading the target and estimating its movement.
 
Due to its high armour piercing value, charge up time, and hitscan properties, the Railgun is also good on slower ships that cannot maintain a target lock as the weapon can take full advantage of brief opportunities of fire.  The Railgun's extensive range also helps with kiting strategies that less mobile ships generally employ.
 
This weapon is only available in class 1 and 2 as fixed mounts. It has a range of 3000m with damage falloff starting at 1000m. Railgun ammunition, ranging from basic slugs to high velocity munitions, can be [[Synthesis|Synthesized]].
 
A variation of the Railgun, named the [[Imperial Hammer]], is available as a [[Powerplay]] [[merits]] unlock. The Imperial Hammer fires a three-shot burst instead of a single shot, with a proportionate increase in power draw and thermal load. Commanders pledged to [[Arissa Lavigny-Duval]] gain the earliest access to the module, at Rank 37, with access granted to commanders pledged to other Powers at higher ranks.
 
==Specifications==
{| class="article-table sortable" style="text-align: center; font-size:85%"" border="1"
|-
! Class
! Rating
! Mass<br />(T)
! Integrity
! Power<br />Draw (MW)
! Weapon<br />Mode
! Damage<br />Type
! Damage
! Armor Piercing
! ROF
! DPS
! Distributor Draw (MW)
! Thermal<br />Load per shot
! Value<br />(CR)
|-
|1
|D
|2.00
|40
|1.150
|Fixed
|Thermic Kinetic
|23.34
|100
|1.59
|14.3
|2.69
|12
|51,600
|-
|2
|B
|4.00
|51
|1.630
|Fixed
|Thermic Kinetic
|41.53
|100
|1.20
|20.46
|5.11
|20
|412,800
|}
 
== Engineering ==
This weapon can be modified by [[Engineers]] to enhance its abilities.
 
=== Modifications ===
The following modifications can be applied to this module:
* [[High Capacity Weapon|High capacity]]
* [[Lightweight Weapon|Lightweight]]
* [[Long Range Weapon|Long range]]
* [[Short Range Weapon|Short range]]
* [[Sturdy Weapon|Sturdy]]
 
=== Experimental Effects ===
The following [[Experimental Effect]]s can be applied to this module:
* [[Double Braced]]
* [[Feedback Cascade]]
* [[Flow Control]]
* [[Multi-Servos]]
* [[Oversized]]
* [[Plasma Slug]]
* [[Stripped Down]]
* [[Super Penetrator]]
 
==Purchase Locations==
{| class="article-table sortable" style="text-align: center; display: inline-table;" border="1"
! Class
! Rating
! System
! Station
|-
|All
|All
|Shinrarta Dezhra
|Jameson Memorial
|-
|All
|All
|Brestla
|i Sola Prospect
|-
|All
|All
|Barnard's Star
|Boston Base
|-
|All
|All
|Duamta
|Polyakov Station
|-
|All
|All
|Altair
|Solo Orbiter
|-
|All
|All
|Colonia
|Jaques Station
|-
|All
|All
|Delphi
|The Oracle
|-
|All
|All
|Cemiess
|Titius Station
|-
|All
|All
|Atlantis
|Kimura Terminal
|-
|All
|All
|Mizar
|Judson Station
|-
|All
|All
|Olgrea
|H. G. Wells Terminal
|-
|All
|All
|Exioce
|Miller Terminal
|}
 
== Videos ==
<gallery>
File:Mango's Manual to the Railgun -Elite-Mango's Manual to the Railgun
File:Sidewinder Bounty Hunter - No Engineering - Gameplay - Elite Dangerous
</gallery>
 
==Gallery==
<gallery>
File:Railgun1sheet_copy.JPG|Concept Art
wpn_c1_rail.png|Class 1 Railgun
wpn_c2_rail.png|Class 2 Railgun
</gallery>
 
== References ==
<references />
 
{{WeaponNavbox}}
 
[[ru:Электромагнитная пушка]]
[[zh:Railgun]]
[[Category:Weapons]]
[[Category:Weapons]]

Latest revision as of 15:10, 24 January 2026

File:Railgun Ingame.png
Railgun (Class 1)

Template:Quote A Railgun is a powerful electromagnetic projectile weapon that inflicts both thermal and kinetic damage. Railguns consume a large amount of power and generate significant heat with each shot, but can severely damage a target.

Usage

The Railgun's exceptional penetration allows it to hit a ship's subsystems even when striking through the opposite side of its hull in most cases. The effective damage of this weapon varies considerably based on shot placement. The Railgun has an armour piercing value of 100, meaning it always does full damage to hull regardless of the target ship's Armour Hardness, but it is still affected by kinetic and thermal resistances. It is also an impulse attack, causing the target to be physically pushed out of its previous trajectory. The dual kinetic and thermal damage inflicted by a Railgun slug is split, and a successful strike will deal 66.6% of its damage as thermal and 33.3% as kinetic.[1]

Notably, this weapon is relatively ineffective at dealing armor damage, because of its high breach damage and deep armour piercing capabilities. It will almost always hit a module, instead, which will absorb any damage and prevent it from being applied to the hull. While this can be a good thing if hitting a critical module like the Power Plant, this can become a hindrance if instead hitting a relatively unimportant module like Life Support. Also, much of the damage it deals will often be absorbed by any Module Reinforcements, resulting in little apparent damage being dealt until they can be neutralized. However, if the target is effectively using an AFMU, this may take a significant amount of time.

In the right hands, the Railgun is a potent weapon, especially on small ships. The Diamondback Scout and Diamondback Explorer are ideal vehicles for the Railgun due to their excellent heat efficiency and agility, allowing them to easily keep a target in sight. The Railgun projectile moves fast enough that it effectively acts like a laser, with no measurable travel time; this makes it easier to use than many other fixed hardpoint weapons which would require leading the target and estimating its movement.

Due to its high armour piercing value, charge up time, and hitscan properties, the Railgun is also good on slower ships that cannot maintain a target lock as the weapon can take full advantage of brief opportunities of fire. The Railgun's extensive range also helps with kiting strategies that less mobile ships generally employ.

This weapon is only available in class 1 and 2 as fixed mounts. It has a range of 3000m with damage falloff starting at 1000m. Railgun ammunition, ranging from basic slugs to high velocity munitions, can be Synthesized.

A variation of the Railgun, named the Imperial Hammer, is available as a Powerplay merits unlock. The Imperial Hammer fires a three-shot burst instead of a single shot, with a proportionate increase in power draw and thermal load. Commanders pledged to Arissa Lavigny-Duval gain the earliest access to the module, at Rank 37, with access granted to commanders pledged to other Powers at higher ranks.

Specifications

Class Rating Mass
(T)
Integrity Power
Draw (MW)
Weapon
Mode
Damage
Type
Damage Armor Piercing ROF DPS Distributor Draw (MW) Thermal
Load per shot
Value
(CR)
1 D 2.00 40 1.150 Fixed Thermic Kinetic 23.34 100 1.59 14.3 2.69 12 51,600
2 B 4.00 51 1.630 Fixed Thermic Kinetic 41.53 100 1.20 20.46 5.11 20 412,800

Engineering

This weapon can be modified by Engineers to enhance its abilities.

Modifications

The following modifications can be applied to this module:

Experimental Effects

The following Experimental Effects can be applied to this module:

Purchase Locations

Class Rating System Station
All All Shinrarta Dezhra Jameson Memorial
All All Brestla i Sola Prospect
All All Barnard's Star Boston Base
All All Duamta Polyakov Station
All All Altair Solo Orbiter
All All Colonia Jaques Station
All All Delphi The Oracle
All All Cemiess Titius Station
All All Atlantis Kimura Terminal
All All Mizar Judson Station
All All Olgrea H. G. Wells Terminal
All All Exioce Miller Terminal

Videos

References

Template:WeaponNavbox

ru:Электромагнитная пушка zh:Railgun