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Railgun: Difference between revisions

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corrected charge time estimate.
ROF 0.5/s = 2 seconds between shots and ROF 0.6/s = 1.67 seconds between shots, not half a second.
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A '''Railgun''' is a 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.  
A '''Railgun''' is a 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.  


Railguns are available as fixed mounted only weapons and they take about half of a second to charge and fire, thus it can be very difficult to hit specific ship subsystems. However, their exceptional penetration allows them to hit subsystems even if punching through the wrong side of a hull in most cases. The effective damage of this weapon varies considerably based on shot placement, but generally they do either high damage to a ship's subsystem or hull.
Railguns are available as fixed mounted only weapons and they take 1.67 (C1) and 2 (C2) seconds to charge and fire, thus it can be very difficult to hit specific ship subsystems. However, their exceptional penetration allows them to hit subsystems even if punching through the wrong side of a hull in most cases. The effective damage of this weapon varies considerably based on shot placement, but generally they do either high damage to a ship's subsystem or hull.


==Munitions==
==Munitions==

Revision as of 18:15, 19 May 2016

File:Railgun Ingame.png

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A Railgun is a 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.

Railguns are available as fixed mounted only weapons and they take 1.67 (C1) and 2 (C2) seconds to charge and fire, thus it can be very difficult to hit specific ship subsystems. However, their exceptional penetration allows them to hit subsystems even if punching through the wrong side of a hull in most cases. The effective damage of this weapon varies considerably based on shot placement, but generally they do either high damage to a ship's subsystem or hull.

Munitions

Spent ammunition must be replenished once used. Any station equipped with a "Re-arm" service will be able to replenish ammunition. Once docked at the station, ammunition can be purchased from the Munitions menu in the Starport Services. Each shot costs 200 CR per unit.

Specifications

Class Rating Mass
(T)
Integrity Power
Draw
Weapon
Mode
Damage
Type
Damage Armor
Pen
ROF DPS Thermal
Load
Ammo
Clip Size
Ammo
Maximum
Value
(CR)
1 D 2.00 A 1.150 Fixed Thermic Kinetic 6 A 0.6 /s 4 3 1 30 51,600
2 B 4.00 A 1.630 Fixed Thermic Kinetic 7 A 0.5 /s 4 5 1 30 412,800
  • Damage, DPS, and Thermal Load are all based upon the in-game display which is basically an "out of 10" scale thus the values for these sections should be assumed as approximations.

Purchase Locations

Class Rating System Station
1 D Borr Armstrong City
1 D Witchhaul Hornby Terminal
1 D Aphra Beckman Terminal
1 D V1688 Aquilae Thompson Terminal
1 D Negidals Dalmas Hub
1 D Eravate Cleve Hub
1 D LHS 142 Vo Dock
2 B Aphra Beckman Terminal
2 B Negidals Dalmas Hub
2 B Bhritzameno Feynman Terminal
2 B 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 H.G. Wells Terminal
  • This list requires expansion

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