Railgun: Difference between revisions

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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 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 ==
== Usage ==
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.
The Railgun's exceptional penetration allows it to hit ship 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]], 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/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]</ref>
 
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.
 
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.
 
==Munition==
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.
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.


Finally, just as all munition-based weapons, Railguns can have their ammo synthesized at any time. This makes the 80 ammo capacity less of an issue, particulaly because the Basic synthesis is among the cheapest of all, and allows the user to push the limits of their damage output by using above-Basic synthesis options. See [[Synthesis#High_Velocity_Munitions]] for details.  
This weapon is only available in fixed mounts, and in class 1 and 2 hardpoints. It has a range of 3000m, but damage begins to fall off after 1000m. Railgun ammunition, ranging from basic slugs to high velocity munitions, can be [[Synthesis|Synthesized]].


==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
|37.05
|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
|50.04
|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
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|Ngaledi
|Smith Enterprise
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| 1 || D || Witchhaul || Hornby Terminal
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| 1 || D || Aphra || Beckman Terminal
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|i Sola Prospect
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|Strekalov Gateway
|Titius Station
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| 2 || B || Negidals || Dalmas Hub
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*  This list requires expansion


== Videos ==
== Videos ==