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[[File:Railgun Ingame.png|300px|thumb]]
[[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}}
{{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.


A '''Railgun''' is a very powerful electromagnetic projectile weapon. Therefore it deals mixed thermic-kinetic damage. It requires a large amount of power to use it and generates a large amount of heat in the process compared to other weapons, but can cause severe damage to the 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.<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>


== Usage ==
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.
The railgun's exceptional penetration allows it to hit subsystems even when striking through the opposite side of a 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 [[Armour Hardness]] - though 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.


In the right hands, the railgun is a potent weapon, especially on small ships. Both Diamondback ships are great for using this weapons, especially the Scout, due to excellent heat efficiency and maneuverability to stay on target. As the railgun projectile moves so quickly 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.
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.


This weapon is only available in fixed mounts, and in class 1 and 2 hardpoints. Range is 3000m, but damage begins to fall off after 1000m.
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.


==Munition==
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]].
Each shot costs 75 CR. The clip size is only a single shot, which takes 1s to reload. The total capacity is 80 shots which can be altered by engineering.


As of version 2.2, the "Plasma Slug" can be added to the weapon by engineers as an experimental effect. A railgun with this effect does 10% less damage and draws a small but noticeable amount of fuel from the active reservoir (22kg class 1, 25kg class 2) to generate ammunition on demand rather than using the normal magazine. Alternatively, ammunition storage capacity upgrades are also available.
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==
==Specifications==
Damage begins to fall off at 1000m with a total range of 3000m.
{| class="article-table sortable" style="text-align: center; font-size:85%"" border="1"
 
Another variant is the [[Imperial Hammer|Imperial Hammer Railgun]].
{| class="article-table sortable" style="text-align: center;" border="1"
|-
|-
! Class
! Class
! Rating
! Rating
! Mass<br />(T)
! Mass<br />(T)
!Integrity
! Integrity
! Power<br />Draw (MW)
! Power<br />Draw (MW)
! Weapon<br />Mode
! Weapon<br />Mode
! Damage<br />Type
! Damage<br />Type
! Damage
! Damage
! Armor Pierce Rating
! Armor Piercing
! ROF
! ROF
! DPS
! DPS
!Distributor Draw (MW)
! Distributor Draw (MW)
! Thermal<br />Load per shot
! Thermal<br />Load per shot
! Value<br />(CR)
! Value<br />(CR)
|-
|-
| 1 || D || 2.00
|1
|40|| 1.150 || Fixed || Thermic Kinetic || 23.34|| 100|| 1.59 / s|| 37.05
|D
|2.69|| 12|| 51,600
|2.00
|40
|1.150
|Fixed
|Thermic Kinetic
|23.34
|100
|1.59
|14.3
|2.69
|12
|51,600
|-
|-
| 2 || B || 4.00
|2
|51|| 1.630 || Fixed || Thermic Kinetic || 41.53|| 100|| 1.20 / s|| 50.04
|B
|5.11|| 20|| 412,800
|4.00
|51
|1.630
|Fixed
|Thermic Kinetic
|41.53
|100
|1.20
|20.46
|5.11
|20
|412,800
|}
|}


* All railguns divide damage as follows:<ref>[https://forums.frontier.co.uk/showthread.php/240168-Truesilver-s-Tests-No-2-Rail-gun-thermic-kinetic-damage-split Frontier Forums: Truesilver's Tests, No.2: Rail gun thermic-kinetic damage split]
== Engineering ==
</ref>
** Thermal: 66.6%
** Kinetic: 33.3%
 
== Engineers ==
This weapon can be modified by [[Engineers]] to enhance its abilities.
This weapon can be modified by [[Engineers]] to enhance its abilities.


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! Station
! Station
|-
|-
| 1 || D || Borr || Armstrong City
|All
|All
|Shinrarta Dezhra
|Jameson Memorial
|-
|-
|1
|All
|D
|All
|Ngaledi
|Brestla
|Smith Enterprise
|i Sola Prospect
|-
|-
| 1 || D || Witchhaul || Hornby Terminal
|All
|All
|Barnard's Star
|Boston Base
|-
|-
| 1 || D || Aphra || Beckman Terminal
|All
|All
|Duamta
|Polyakov Station
|-
|-
|1
|All
|D
|All
|V1688 Aquilae
|Altair
|Thompson Terminal
|Solo Orbiter
|-
|-
|1
|All
|D
|All
|Negidals
|Colonia
|Dalmas Hub
|Jaques Station
|-
|-
|1
|All
|D
|All
|Eravate
|Delphi
|Cleve Hub
|The Oracle
|-
|1
|D
|LHS 142
|Vo Dock
|-
|1
|D
|BD+19 2511
|Lie Terminal
|-
|1
|D
|Ross 733
|Strekalov Gateway
|-
|-
| 2 || B || Aphra || Beckman Terminal
|All
|All
|Cemiess
|Titius Station
|-
|-
| 2 || B || Negidals || Dalmas Hub
|All
|All
|Atlantis
|Kimura Terminal
|-
|-
| 2 || B || Bhritzameno || Feynman Terminal
|All
|All
|Mizar
|Judson Station
|-
|-
|2
|All
|B
|All
|Liaedin
|Peters Station
|-
|2
|B
|LTT 15278
|Zholobov Enterprise
|-
|2
|B
|Montet
|Seddon Gatewa
|-
|2
|B
|LHS 142
|Vo Dock
|-
|2
|B
|31 Aquilae
|Compton Hub
|-
|2
|B
|Quan Gurus
|Russel Dock
|-
|2
|B
|Olgrea
|Olgrea
|H.G. Wells Terminal
|H. G. Wells Terminal
|-
|2
|B
|BD+19 2511
|Lie Terminal
|-
|2
|B
|Cubeo
|Medupe City
|-
|-
|2
|All
|B
|All
|Wolf 397
|Exioce
|Chelbin Service Station
|Miller Terminal
|-
|2
|B
|Ross 733
|Strekalov Gateway
|}
|}
*  This list requires expansion


== Videos ==
== Videos ==
<gallery>
<gallery>
File:Mango's Manual to the Railgun -Elite-Mango's Manual to the Railgun
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>


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[[ru:Электромагнитная пушка]]
[[ru:Электромагнитная пушка]]
[[zh:Railgun]]
[[Category:Weapons]]
[[Category:Weapons]]