For the gamemode, see Empyrean.

Edit Tab

Railjack. Sigma Series. Top-of-the-line. Crew. Four-thousand-eight-hundred-and-ninety confirmed kills.

Railjacks are large Orokin-era interceptor spacecraft used by the Tenno. These formidable spacecraft feature a plethora of weaponry and defensive systems that allow them to face even large capital ships head-on in direct combat, as well as a "Void engine" propulsion system that allows them to travel independently of the Solar Rail network. Cephalon Cy serves as the Railjack's navigator and executive officer.

While a Railjack can be controlled by a single Tenno, optimal performance requires the ship to be crewed by a full Squad of four Tenno, each responsible for managing different areas of the ship including the helm, battle stations, security against intruders, repairs, and putting out on-ship fires. Players can fluidly take on any role as needed to keep the Railjack in fighting shape.

Although Railjacks cannot dock directly with enemy vessels, they are equipped with an Archwing Slingshot that allows Tenno to be shot directly at enemy ships to breach the hull and board them. Alternatively, Tenno can also exit into space using their Archwings to fight individually as well as explore areas of interest in space.

A Railjack is constructed during the Rising Tide quest, which requires completion of The Second Dream. Railjacks are managed, researched, and customized in a Clan Dojo's Dry Dock, and each player will only be able to see their own Railjack.

Dry Dock[edit | edit source]

Main article: Interactive Rooms#Dry Dock


The Dry Dock is required to initiate the Rising Tide quest and to build and customize a Railjack. Note that the Dry Dock requires a lot more physical space compared to other rooms and its construction can be blocked by existing rooms above and below the desired level. Prepare enough space for the massive hangar by either building a few floors. For reference, you need 3 elevators to match floors, 4 elevators if you want something over/under your dry dock. Note that elevators are not needed to build your Railjack.


Railjack Build Requirements[edit | edit source]

Main article: Rising Tide

These are personal builds; clan participation is only for the Dry Dock itself and the initial Cephalon Cy research. Hence, Clan multipliers do not apply. Unlike crafting items in the Foundry, the resources needed for repairing Railjack components can be contributed in stages. Each section repair requires 6 hours to complete in the Dry Dock and cannot be rushed with platinum, thus the complete Railjack requires an absolute minimum of 36 hours to build.

When completed, the Railjack can be seen floating above the Orbiter, connected by a large transport tube. Players can board their personal Railjack from the Orbiter's bottom deck, in the middle between the three rooms.

Fuselage[edit | edit source]

The Fuselage repair after retrieval and installation requires:

View Fuselage Build Requirement
Manufacturing Requirements
Credits64.png
100,000
CubicDiodes64.png
30
Plastids64.png
1,000
Rubedo64.png
5,000
NeuralSensor64.png
10
Time: 6 hrs
Rush: N/A
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A

Propulsion Systems[edit | edit source]

The Propulsion Systems repair after retrieval and installation requires:

View Propulsion Systems Build Requirement
Manufacturing Requirements
Credits64.png
100,000
Carbides64.png
20
Cryotic.png
1,000
NanoSpores64.png
6,000
OrokinCell64.png
3
Time: 6 hrs
Rush: N/A
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A

Port Nacelle[edit | edit source]

The Port Nacelle repair after retrieval and installation requires:

View Port Nacelle Build Requirement
Manufacturing Requirements
Credits64.png
100,000
Carbides64.png
20
Circuits64.png
1.500
AlloyPlate64.png
9,000
ControlModule64.png
50
Time: 6 hrs
Rush: N/A
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A

Starboard Nacelle[edit | edit source]

The Starboard Nacelle repair after retrieval and installation requires:

View Starboard Nacelle Build Requirement
Manufacturing Requirements
Credits64.png
100,000
Pustrels64.png
30
FieldronSample64.png
50
Morphics64.png
15
Neurode64.png
10
Time: 6 hrs
Rush: N/A
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A

Tail Section[edit | edit source]

The Tail Section repair after retrieval and installation requires:

View Tail Section Build Requirement
Manufacturing Requirements
Credits64.png
100,000
Copernics64.png
20
Ferrite64.png
3,000
PolymerBundle64.png
1,500
ArgonCrystal64.png
5
Time: 6 hrs
Rush: N/A
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A

Engine Cowling[edit | edit source]

The Engine Cowling repair after retrieval and installation requires:

View Engine Cowling Build Requirement
Manufacturing Requirements
Credits64.png
100,000
Copernics64.png
10
DetoniteAmpule64.png
50
Ferrite64.png
3,000
Salvage64.png
3,500
Time: 6 hrs
Rush: N/A
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A
View Total Cost List

Reliquary Key[edit | edit source]

Once the player has finally completed the construction of the Railjack, they will be able to board it. However at this point a critical component of the ship, the Reliquary Drive, is offline, which prevents it from taking flight. After inspecting the drive, Cephalon Cy directs the Tenno to find a Void Key on Lua. This mission is a simple snatch-and-grab to collect the key and extract, avoiding the Corrupted and Sentient enemies along the way.

With the Void Key recovered, the Tenno inserts it into the Reliquary Drive, making the Railjack fully operational. The player is now finally ready to embark on Empyrean missions through the Railjack's navigation console.

Houses[edit | edit source]

While the Rising Tide Quest reward the player with a standard HouseSigma.png Sigma Series Railjack, different Series were created during the Old War by three Houses, whose Wreckage can be found in battles.

HouseLavan.png House Lavan specialized in engines and shields and focused on delivering rock-solid technology at a lower resource cost. Their components were the backbone of the Orokin fleet but lacked the customization required by elite units.
HouseVidar.png House Vidar were material specialists that made a name for themselves with the shrewd balancing of performance and cost. The ability of their hull and armor components to withstand extreme elements earned them the loyalty of specialized units.
HouseZetki.png House Zetki components were considered the best of the best. However, their exorbitant resource and energy requirements meant that only the fleet's most important vessels could be outfitted with Zetki technology.

Each House produced its own series of Components, Armaments, and Avionics. Hence, several items exist in different versions with their own stats, costs, and benefits.

Salvaged wreckage Components and Armaments need to be repaired in the Dry Dock before use. Unwanted items can be scrapped manually to be converted into Dirac64.png Dirac. Scrapped Wreckage that were already repaired will return 80% of the resources used in the repair.

Note that there is an inventory limit of 30 for Wreckage Components and Armaments. If there are items collected beyond this limit, the player will be prevented from joining or hosting Empyrean missions until they are manually scrapped for Dirac64.png Dirac. Wreckage inventory limit can not be increased by any means.

Built Components and Armaments have their own separate inventory with a base capacity of 8. Two Component and Armament slots can be purchased when this inventory is full for Platinum64.png12.

Salvaged House Avionics do not have inventory limits and can be used directly. Avionics can also be scrapped into Dirac64.png Dirac.

Notes[edit | edit source]

  • If a player leaves the Clan where they got their Railjack built, the player will not lose access to their Railjack. In other words, the Railjack is tied to the player. However, in order to change the Railjack's configurations (Components, Armaments, Avionics, etc.), players will have to join another Clan that has their Dry Dock built.
  • On the upper deck of the Railjack by the rear section, players can find a device called a Reliquary Drive, resembling a cryopod, labeled as "vacant" until the player completes the quest to find its key. The drive contains something that resembles a wrapped body or a large finger, obscured by void energies until the key is inserted. If the player stands next to it, they can hear the sounds of knocking, unintelligible whispers, and the voices from The Man in The Wall speaking lines originally from The War Within:
    • Hey kiddo.
    • Don't forget, kiddo... you're nothing without me.
    • Hey kiddo, what took you so long?
    • Something's out there, kiddo... watching us.
    • You mad at me, kiddo? Did you forget? You owe me.

Trivia[edit | edit source]

  • The player can climb up and walk on top of the Railjack in the drydock, with each piece increasing the walkable area.
    • The player can stand on the barges that the Dry Dock workers use.
  • It appears that Railjacks have the capability to perform long-distance interplanetary travel without having to use the Solar Rail. This is probably a basis for the name 'Railjack'.
  • Like many science-fiction spacecraft, the Railjack uses two separate means of propulsion: a pair of more-or-less conventional thrust engines are housed inside the lateral nacelles, while the faster-than-light Void Engine is mounted axially on top of the fuselage. Concept art shows the thrust engine was originally housed in the Void Engine.
    • Cephalon Cy on two occasions refers to a component of the Propulsion systems known as an "Orgone Accumulator": once during recovery mission and, sometimes, when returning to Dry Dock from missions. Orgone is a pseudo-scientific spiritual energy or life force centered around selfish and primal desires, particularly libido, and so-called Orgone Accumulators would supposedly collect this energy for other uses.
    • The Propulsion Systems' axial tunnel also serves as a barrel for Archwing Slingshot.
  • A Reliquary is the proper term for a container that holds a relic related to a saint, indicating that the Reliquary Drive contains or is meant to contain an object the Orokin, Tenno or Dax consider important to someone.
    • Evidently, as Reliquary Drive seems to contain a large severed finger, the Drive probably utilizes one of the fingers cut from Albrecht Entrati's otherself, or a replication of those fingers, to perform Void jump.
  • When boarding the Railjack, Cephalon Cy will occasionally refer to "cogitators," presumably part of the Railjack's hardware.
    • "Cogitator" is defined as thinking deeply, pondering, or mediating. Since Cy states they have been 'defraged,' the term might refer to storage drives.
    • This might also be a homage to Warhammer 40k as WH40K's Imperium of Man advanced computers are called "cogitators".

See Also[edit | edit source]

  • Rising Tide, the quest that guides the player on building their first Railjack.

Edit Tab

The Railjack has three main components that determine its stats: Shield Arrays for Shield capacity and regeneration rate/delay; Engines for top speed, acceleration, and turning rate; and Reactors for Railjack's Avionics Capacity and Flux Energy Capacity for Battle Avionics and Ability Kinesis.

Sigma versions of armaments can be researched and purchased in the Dry Dock research console, then installed in the Railjack console. These have no build time once all the resources needed to build them are contributed.

House versions can be found as Wreckage in missions, with each House favoring certain attributes over others. Wreckage Components need to be repaired either with resources taking 12 hours to complete (this can be rushed for Platinum64.png20), or instantly without using any resources by expending a single-use Rush Repair Drone. The Wreckage Components stats vary randomly.

With the exception of the Sigma variants, all MK III Components have an additional special unique trait in addition to the base stat increases, and each component from each house comes with 2 different variants of the trait (except Vidar Shield Array that has an extra variant for a total of 3 different unique traits).

Two Component and Armament slots can be purchased when your storage is full (base capacity is 8 built components and armaments) for Platinum64.png12.

Shield Array[edit | edit source]

Base shield amount is 1,000, base shield recharge is 5% per second, and base shield recharge delay is 5 seconds. House Lavan Arrays have the biggest potential Shield Capacity but the worst potential shield recharge, House Zetki Arrays are the reverse with the smallest potential Shield Capacity and the best potential shield recharge, while House Vidar offers the best balance between the two. Uniquely among MK III components, Vidar Shield Array can come with one of 3 different variants of the unique trait (all others can come in one of only 2).

View Shield Tier List
Type Additional Shield Capacity Additional Shield Regeneration Delay Reduction (seconds) Additional Shield Regeneration % per second Total Shield Capacity¹ Total Shield Regeneration Delay (seconds) Total Shield Regeneration % per second¹
HouseSigma.png Sigma 0 0 0 1,000 5.00 5.00
HouseSigma.png Sigma MK I 200 0 0 1,200 5.00 5.00
HouseLavan.png Lavan MK I 100 - 400 0 0 1,100 - 1,400 5.00 5.00
HouseVidar.png Vidar MK I 100 - 300 0 0 1,100 - 1,300 5.00 5.00
HouseZetki.png Zetki MK I 50 - 200 0 0 1,050 - 1,200 5.00 5.00
HouseSigma.png Sigma MK II 350 0.50 0 1,350 4.50 5.00
HouseLavan.png Lavan MK II 200 - 700 0.10 - 0.50 0 1,200 - 1,700 4.50 - 4.90 5.00
HouseVidar.png Vidar MK II 100 - 500 0.50 - 1.00 0 1,100 - 1,500 4.00 - 4.50 5.00
HouseZetki.png Zetki MK II 50 - 350 0.50 - 2.00 0 1,050 - 1,350 3.00 - 4.50 5.00
HouseSigma.png Sigma MK III 500 1.00 2.00 1,500 4.00 7.00
HouseLavan.png Lavan MK III 400 - 1,000 0.10 - 1.00 1.00 - 2.00 1,400 - 2,000 4.00 - 4.90 6.00 - 7.00
HouseVidar.png Vidar MK III 200 - 750 0.50 - 2.00 1.00 - 4.00 1,200 - 1,750 3.00 - 4.50 6.00 - 9.00
HouseZetki.png Zetki MK III 50 - 500 1.00 - 4.00 2.00 - 6.00 1,050 - 1,500 1.00 - 4.00 7.00 - 11.00

¹Without any Shield Capacity or Regeneration avionics equipped.

View Shield Tier with Avionics List
Type Additional Shield Capacity Additional Shield Regeneration Delay Reduction (seconds) Additional Shield Regeneration % per second Total Shield Capacity² Total Shield Regeneration Delay (seconds) Total Shield Regeneration % per second²
HouseSigma.png Sigma 0 0 0 1,720 5.00 9.00
HouseSigma.png Sigma MK I 200 0 0 1,920 5.00 9.00
HouseLavan.png Lavan MK I 100 - 400 0 0 1,820 - 2,120 5.00 9.00
HouseVidar.png Vidar MK I 100 - 300 0 0 1,820 - 2,020 5.00 9.00
HouseZetki.png Zetki MK I 50 - 200 0 0 1,770 - 1,920 5.00 9.00
HouseSigma.png Sigma MK II 350 0.50 0 2,070 4.50 9.00
HouseLavan.png Lavan MK II 200 - 700 0.10 - 0.50 0 1,920 - 2,420 4.50 - 4.90 9.00
HouseVidar.png Vidar MK II 100 - 500 0.50 - 1.00 0 1,820 - 2,220 4.00 - 4.50 9.00
HouseZetki.png Zetki MK II 50 - 350 0.50 - 2.00 0 1,770 - 2,070 3.00 - 4.50 9.00
HouseSigma.png Sigma MK III 500 1.00 2.00 2,220 4.00 12.60
HouseLavan.png Lavan MK III 400 - 1,000 0.10 - 1.00 1.00 - 2.00 2,120 - 2,720 4.00 - 4.90 10.80 - 12.60
HouseVidar.png Vidar MK III 200 - 750 0.50 - 2.00 1.00 - 4.00 1,920 - 2,470 3.00 - 4.50 10.80 - 16.20
HouseZetki.png Zetki MK III 50 - 500 1.00 - 4.00 2.00 - 6.00 1,770 - 2,220 1.00 - 4.00 12.60 - 19.80

²With maxed Grid, Anode Cell, and Maxima equipped.

View MK III Shield Unique Traits List
House Component Trait
HouseLavan.png Lavan Shield Array Convert 100% consumed flux energy to shields
HouseLavan.png Lavan Shield Array Shields replenish 50x faster while cloaked
HouseVidar.png Vidar Shield Array 30% of Shield Damage is diverted to increase Turret Damage by up to 300 for the next shot fired
HouseVidar.png Vidar Shield Array Every 10s, shields apply an Electrical proc to all enemies within 50m
HouseVidar.png Vidar Shield Array Redirect 50 Energy to Shields with every kill
HouseZetki.png Zetki Shield Array +25% Railjack damage while shield depleted
HouseZetki.png Zetki Shield Array +10% Tenno shields on Railjack


Engines[edit | edit source]

Base Railjack Engine speed is 150 m/s, and the bonus from Engines is additive. Total speed can be calculated using the following formula:

Total Base Speed = [150 × (1 + Bonus % from HouseZetki.png Conic Nozzle)] + (Additional Engine Speed)

Base Boost Multiplier is 1.25x, and the bonus from Engines is additive, but at least in the UI, the Boost Multiplier is rounded to the nearest .1. For example, an Engine with +0.17 Boost Speed Multiplier would show an Engine Boost value of 1.4x.

Total Boost Multiplier = [1.25 × (1 + Bonus % from HouseZetki.png Ion Burn)] + (Additional Boost Multiplier)

House Vidar has the highest possible base Engine Speed, while for MK II and MK III versions House Lavan grants both the best possible Boost Speed Multiplier and the best possible maximum Speed while boosting. House Zetki tries to offer a balance between the two, however this translates into the slowest potential Speed while boosting for MK III version.


View Engine Tier List
Type Additional Speed (m/s) Additional Boost Multiplier Total Speed (m/s)¹ Speed while boosting (m/s)¹
HouseSigma.png Sigma 0 0 150 195
HouseSigma.png Sigma MK I 10 0 160 208
HouseLavan.png Lavan MK I 5 - 10 0 155 - 160 202 - 208
HouseVidar.png Vidar MK I 10 - 30 0 160 - 180 208 - 234
HouseZetki.png Zetki MK I 10 - 20 0 160 - 170 208 - 221
HouseSigma.png Sigma MK II 20 0.10 170 238
HouseLavan.png Lavan MK II 5 - 20 0.20 - 0.40 155 - 170 233 - 289
HouseVidar.png Vidar MK II 20 - 40 0.05 - 0.10 170 - 190 221 - 266
HouseZetki.png Zetki MK II 10 - 30 0.10 - 0.20 160 - 180 224 - 270
HouseSigma.png Sigma MK III 30 0.20 180 270
HouseLavan.png Lavan MK III 10 - 30 0.30 - 0.60 160 - 180 256 - 342
HouseVidar.png Vidar MK III 30 - 60 0.05 - 0.20 180 - 210 234 - 315
HouseZetki.png Zetki MK III 20 - 40 0.10 - 0.30 170 - 190 238 - 304

¹Without any speed avionics equipped, and assuming rounded boost multiplier.

View Engine Tier with Avionics List
Type Additional Speed (m/s) Additional Boost Multiplier Total Speed (m/s)² Speed while boosting (m/s)²
HouseSigma.png Sigma 0 0 188 338
HouseSigma.png Sigma MK I 10 0 198 356
HouseLavan.png Lavan MK I 5 - 10 0 193 - 198 347 - 356
HouseVidar.png Vidar MK I 10 - 30 0 198 - 218 356 - 392
HouseZetki.png Zetki MK I 10 - 20 0 198 - 208 356 - 374
HouseSigma.png Sigma MK II 20 0.10 208 395
HouseLavan.png Lavan MK II 5 - 20 0.20 - 0.40 193 - 208 386 - 458
HouseVidar.png Vidar MK II 20 - 40 0.05 - 0.10 208 - 228 374 - 433
HouseZetki.png Zetki MK II 10 - 30 0.10 - 0.20 198 - 218 376 - 436
HouseSigma.png Sigma MK III 30 0.20 218 436
HouseLavan.png Lavan MK III 10 - 30 0.30 - 0.60 198 - 218 416 - 523
HouseVidar.png Vidar MK III 30 - 60 0.05 - 0.20 218 - 248 392 - 496
HouseZetki.png Zetki MK III 20 - 40 0.10 - 0.30 208 - 228 395 - 479

²With maxed Grid, Conic Nozzle, and Ion Burn equipped, and assuming rounded boost multiplier.

View MK III Engines Unique Traits List
House Component Trait
HouseLavan.png Lavan Engines +20% Top Speed while shields are depleted
HouseLavan.png Lavan Engines Tenno gain 500 overshields after being launched from the Slingshot
HouseVidar.png Vidar Engines +50% boost speed while shield depleted
HouseVidar.png Vidar Engines -10% Intruders armor
HouseZetki.png Zetki Engines +50% shield regeneration speed while boost meter is recharging
HouseZetki.png Zetki Engines +20% Tenno weapon damage onboard Railjack

Reactor[edit | edit source]

The base capacity for Avionics is 30 and base capacity for Flux Energy is 350. Flux Energy is needed to activate Battle Avionics and Ability Kinesis. It can be produced in Railjack Payload & Resource Forge.

House Vidar Reactors can provide the highest increase to Avionics Capacity, House Zetki reactors can provide the best increase to Flux Capacity, and House Lavan can provide the best balance between the two.

View Reactor Tier List
Type Additional Avionics Capacity Additional Flux Capacity Total Avionics Capacity Total Flux Capacity¹
HouseSigma.png Sigma 0 0 30 350
HouseSigma.png Sigma MK I 10 0 40 350
HouseLavan.png Lavan MK I 20 - 30 0 50 - 60 350
HouseVidar.png Vidar MK I 30 - 40 0 60 - 70 350
HouseZetki.png Zetki MK I 10 - 20 0 40 - 50 350
HouseSigma.png Sigma MK II 30 50 60 400
HouseLavan.png Lavan MK II 50 - 60 25 - 75 80 - 90 375 - 425
HouseVidar.png Vidar MK II 60 - 70 10 - 50 90 - 100 360 - 400
HouseZetki.png Zetki MK II 40 - 50 25 - 100 70 - 80 375 - 450
HouseSigma.png Sigma MK III 50 100 80 450
HouseLavan.png Lavan MK III 80 - 90 25 - 200 110 - 120 375 - 550
HouseVidar.png Vidar MK III 90 - 100 10 - 100 120 - 130 360 - 450
HouseZetki.png Zetki MK III 70 - 80 50 - 300 100 - 110 400 - 650

¹Without any Flux Capacity avionics equipped.

View Reactor Tier with Avionics List
Type Additional Avionics Capacity Additional Flux Capacity Total Avionics Capacity Total Flux Capacity²
HouseSigma.png Sigma 0 0 30 620
HouseSigma.png Sigma MK I 10 0 40 620
HouseLavan.png Lavan MK I 20 - 30 0 50 - 60 620
HouseVidar.png Vidar MK I 30 - 40 0 60 - 70 620
HouseZetki.png Zetki MK I 10 - 20 0 40 - 50 620
HouseSigma.png Sigma MK II 30 50 60 670
HouseLavan.png Lavan MK II 50 - 60 25 - 75 80 - 90 645 - 695
HouseVidar.png Vidar MK II 60 - 70 10 - 50 90 - 100 630 - 670
HouseZetki.png Zetki MK II 40 - 50 25 - 100 70 - 80 645 - 720
HouseSigma.png Sigma MK III 50 100 80 720
HouseLavan.png Lavan MK III 80 - 90 25 - 200 110 - 120 645 - 820
HouseVidar.png Vidar MK III 90 - 100 10 - 100 120 - 130 630 - 720
HouseZetki.png Zetki MK III 70 - 80 50 - 300 100 - 110 670 - 920

²With maxed Grid and Hyperflux equipped.
NB. Due to a graphics bug, "Railjack Forge" and "Railjack / Payload" pages in game displays an inflated value; the correct usable value is shown in the table above, and can also be found in game in "Railjack / Components" and "Railjack / Armaments" pages available by visiting the Dry Dock.

View MK III Reactor Unique Traits List
House Component Trait
HouseLavan.png Lavan Reactor Increase shields by 50 for each point of unused Avionics Capacity
HouseLavan.png Lavan Reactor Tenno gain 50% Damage increase for 5s after being launched from the Slingshot
HouseVidar.png Vidar Reactor +100% damage immunity duration after a Major Breach is repaired
HouseVidar.png Vidar Reactor Tenno gain 50% Speed Boost for 5s when deploying their Archwing
HouseZetki.png Zetki Reactor +10% Chance to auto-repair a minor breach after 10 seconds
HouseZetki.png Zetki Reactor 50% chance to extinguish fire after 5 seconds

Drop Sources[edit | edit source]

All components of the same Tier and House share the same drop source and chance.

Region Tier House Source Drop Chance
Earth Proxima Mk I HouseLavan.png Lavan Mission Reward 8.00%
HouseVidar.png Vidar Mission Reward 8.00%
HouseZetki.png Zetki Elite Kosma Outrider 12.50%
Saturn Proxima Mk II HouseLavan.png Lavan Mission Reward 8.00%
HouseVidar.png Vidar Mission Reward 8.00%
HouseZetki.png Zetki Elite Gyre Outrider 12.50%
Veil Proxima Mk III HouseLavan.png Lavan Mission Reward 8.00%
HouseVidar.png Vidar Mission Reward 8.00%
HouseZetki.png Zetki Elite Exo Outrider 12.50%

Valence Fusion[edit | edit source]

As of Update 27.4, repaired components can be upgraded by using "Valence Fusion" that allows fusing into them either a duplicate repaired component, or a non-repaired piece of wreckage. In both cases the fused part must be of the same type and house (MK may be different however, as well as the MK III unique trait). Repaired components will require some Dirac for Valence Fusion, while non-repaired wreckage require 40% of its repair cost (including Credits). Valence Fusion is completed instantly.

  • Combining parts of matching tiers will give +10% improvement in each stat up to the maximum possible from the part with the best stat (and will allow the player to choose the unique trait from either part - if they are different).
    • E.g. fusing together two MK III Vidar Reactor parts:
      • One repaired component with 99 avionics capacity, 18 flux capacity and "+100% damage immunity duration after a Major Breach is repaired" unique trait.
      • Another non-repaired wreckage with 91 avionics capacity, 97 flux capacity and "Tenno gain 50% Speed Boost for 5s when deploying their Archwing" unique trait.
    • Will produce a repaired MK III Vidar Reactor with 100 avionics capacity, 100 flux capacity and the unique trait will be chosen by the player from that of either of the 2 parts.
  • Combining one tier removed parts will give +5% improvement in each stat up to the maximum possible from the part with the best stat for each stat present in both parts.
    • E.g. fusing together a repaired MK III Lavan Shield Array and a non-repaired MK II Lavan Shield Array wreckage - this cannot improve shield regeneration per second, as this stat is not present in the MK II part.
  • Combining two tier removed parts will give +2% improvement in each stat up to the maximum possible from the part with the best stat for each stat present in both parts.
    • E.g. fusing together a repaired MK III Zetki Engine and a non-repaired MK I Zetki Engine - this can improve maximum speed, but cannot improve boost multiplier, as this stat is not present in the MK I part.
  • Note that House Sigma components cannot be fused together.

To perform Valence Fusion, players must click on the component desired to be upgraded, and then the part to be used as the donor. If the component has a different MK III unique trait, the player is prompted to select one. If the player does not have enough resources, a failure message will notify the player which resources they are missing. Once the components have been selected and the player has enough resources, a confirmation screen displays the desired component's new bonus values and warns that the transfer will consume the selected donor component along with the required resources. Players are then prompted to type FUSE to confirm the fusion.

Manufacturing Requirements[edit | edit source]

Manufacturing and repair costs are the same for all Shield Arrays, Engines, and Reactors of the same House and tier.

Mk I Shield Arrays, Engines and Reactors

Manufacturing Requirements
Credits64.png
15,000
Nullstones64.png
2
Asterite64.png
75
Titanium64.png
2,500
Pustrels64.png
1,500
Time: 0 hrs
Rush: N/A
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A
Railjack Lab Research
Credits64.png
10,000
Morphics64.png
1
Circuits64.png
2,159
NanoSpores64.png
4,750
Salvage64.png
2,894
Time: 72 hrs
Prereq: N/A
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Mk II Shield Arrays, Engines and Reactors

Manufacturing Requirements
Credits64.png
15,000
AucruxCapacitors64.png
3
Isos64.png
150
Copernics64.png
4,000
Titanium64.png
3,000
Time: 0 hrs
Rush: N/A
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A
Railjack Lab Research
Credits64.png
10,000
Gallium64.png
1
Rubedo64.png
2,622
AlloyPlate64.png
6,510
NanoSpores64.png
5,500
Time: 72 hrs
Prereq: Mk I
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Mk III Shield Arrays, Engines and Reactors

Manufacturing Requirements
Credits64.png
15,000
Nullstones64.png
7
Asterite64.png
300
Titanium64.png
6,000
CubicDiodes64.png
5,000
Time: 0 hrs
Rush: N/A
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A
Railjack Lab Research
Credits64.png
10,000
ControlModule64.png
1
PolymerBundle64.png
2,846
Ferrite64.png
8,138
Salvage64.png
5,157
Time: 72 hrs
Prereq: Mk II
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Mk I Shield Arrays, Engines and Reactors

Manufacturing Requirements
Credits64.png
15,000
Nullstones64.png
5
Isos64.png
120
CubicDiodes64.png
3,600
Pustrels64.png
2,400
Time: 12 hrs
Rush: Platinum64.png 20
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A

Mk II Shield Arrays, Engines and Reactors

Manufacturing Requirements
Credits64.png
15,000
Komms64.png
8
Kesslers64.png
315
Copernics64.png
7,000
Carbides64.png
5,600
Time: 12 hrs
Rush: Platinum64.png 20
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A

Mk III Shield Arrays, Engines and Reactors

Manufacturing Requirements
Credits64.png
15,000
Bracoid64.png
16
Asterite64.png
1,440
Titanium64.png
12,000
Copernics64.png
10,400
Time: 12 hrs
Rush: Platinum64.png 20
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A

Mk I Shield Arrays, Engines and Reactors

Manufacturing Requirements
Credits64.png
15,000
AucruxCapacitors64.png
5
Isos64.png
120
CubicDiodes64.png
3,600
Pustrels64.png
2,400
Time: 12 hrs
Rush: Platinum64.png 20
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A

Mk II Shield Arrays, Engines and Reactors

Manufacturing Requirements
Credits64.png
15,000
Komms64.png
8
GallosRods64.png
315
Copernics64.png
7,000
Carbides64.png
5,600
Time: 12 hrs
Rush: Platinum64.png 20
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A

Mk III Shield Arrays, Engines and Reactors

Manufacturing Requirements
Credits64.png
15,000
Fresnels64.png
16
Asterite64.png
1,440
Titanium64.png
12,000
CubicDiodes64.png
10,400
Time: 12 hrs
Rush: Platinum64.png 20
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A

Mk I Shield Arrays, Engines and Reactors

Manufacturing Requirements
Credits64.png
15,000
Nullstones64.png
8
Isos64.png
150
CubicDiodes64.png
4,500
Pustrels64.png
3,000
Time: 12 hrs
Rush: Platinum64.png 20
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A

Mk II Shield Arrays, Engines and Reactors

Manufacturing Requirements
Credits64.png
15,000
Komms64.png
11
Kesslers64.png
390
Copernics64.png
8,750
Carbides64.png
7,000
Time: 12 hrs
Rush: Platinum64.png 20
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A

Mk III Shield Arrays, Engines and Reactors

Manufacturing Requirements
Credits64.png
15,000
Fresnels64.png
20
Trachons64.png
1,800
Titanium64.png
15,000
Pustrels64.png
8,125
Time: 12 hrs
Rush: Platinum64.png 20
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A

Edit Tab

The Railjack comes equipped with a variety of armaments. There is the Nose Turret that is manned by the pilot, two Wing Turrets on the port and starboard sides of the Railjack that can be used by crew members, and Ordnance weapons that are special armaments that consume munitions. Finally, players can use the Tunguska Cannon located in the front of the Railjack to deal heavy damage to ships.

Sigma versions of armaments can be researched and purchased in the Dry Dock research console, then installed in the Railjack console. These have no build time once all the resources needed to build them are contributed.

House versions can be found as Wreckage in missions. Wreckage need to be repaired either with resources taking 12 hours to complete (this can be rushed for Platinum64.png20), or instantly without using any resources by expending a single-use Rush Repair Drone. Ordnances exist solely as Sigma variants however and hence are found exclusively at the Dry Dock.

In-game, they appear as pickups surrounded by a purple aura.

Two Component and Armament slots can be purchased when your storage is full (base capacity is 8 built components and armaments) for Platinum64.png12.

Damage[edit | edit source]

Main article: Damage#Empyrean Damage System

Empyrean uses an altered system of the currently existing damage system. These damage types are exclusive to Railjack armaments. Arch-weapons will have their damage converted to the corresponding Railjack damage analogue during Empyrean missions.

The below list shows the list of Empyrean specific damage types, along with their corresponding status effect. Secondary elemental damage types (Blast b.png Blast, Corrosive b.png Corrosive, Gas b.png Gas, Magnetic b.png Magnetic, Radiation b.png Radiation, and Viral b.png Viral) are not converted and can not proc a status effect on enemies in Empyrean Archwing mode. Secondary elemental types do increase total damage, they are not however, included in the calculation for status proc weightings.

Original Damage Type                 Damage Type Status Effects
Impact b.svg Impact Ballistic b.png Ballistic Concuss
Crew within a gunship have reduced aim and damage for 6 seconds. Additional procs refresh duration.
Puncture b.svg Puncture Plasma b.png Plasma Decompress
Target ship has reduced shields and armor for 20 seconds. Additional procs stack additively.
Slash b.svg Slash Particle b.png Particle Tear
Target ship receives 7.5% increased damage for 20 seconds. Additional procs stack multiplicatively with itself.
Cold b.png Cold Cold b.png Frost Immobilize
Target ship's weapons are disabled and it slows down to a complete stop. Lasts for 6 seconds. Additional procs refresh duration.
Electricity b.png Electricity Ionic b.png Ionic Scramble
Target ship spirals erratically for 6 seconds, being unable to attack while moving in a straight line. Additional procs refresh duration.
Heat b.png Heat Incendiary b.png Incendiary Sear
Target ship receives damage over time for 6 seconds. Additional procs increase damage dealt over time.
Toxin b.png Toxin Chem b.png Chem Intoxicate
Target ship attacks any closest enemy and will be attacked in return for 12 seconds. Additional procs refresh duration.


Turrets[edit | edit source]

Note that the same instance of a turret cannot be equipped to the nose and wing slots at the same time; two instances are necessary. Exceptions to this rule are the starter Apoc and Pulsar turrets, which require only one instance to be applicable to both slots.

Turret Heat[edit | edit source]

Railjack turrets use a heat buildup system in place of ammo. Turrets build up a certain amount of heat per shot fired, with the amount of heat varying between different turrets and turret manufacturers. Heat accretion of all turrets can be reduced by 20% with the Gunnery 6 Intrinsic. Currently, all turrets have 1000 base heat capacity, which can be increased by up to 66% (1660 total) using the Polar Coil Avionic. Turrets cool off while they are not being fired, losing 500 heat per second.

Once a turret has reached its maximum heat capacity, the turret overheats for 3 seconds, during which time heat will not decrease and the turret cannot be fired. This overheat period can be reduced to 1.5 seconds with the Gunnery 7 Intrinsic, or avoided entirely by ceasing fire before the turret reaches its maximum heat capacity.

Stat Variations and Bonuses[edit | edit source]

Turret stats follow the same pattern between Houses within the same tier, i.e. compared to the Sigma variant:

  • Lavan variant has same damage, 1.4x Status Chance, and increased accuracy†
  • Vidar variant has same damage, 1.4x Critical Chance, and reduced accuracy†
  • Zetki variant has 1.5x damage with 1.5x Critical Chance and/or‡ Status Chance and increased accuracy† at the cost of increased Heat Accretion (x2 for most of them)

†Accuracy values of 100% are unchanged between Houses.
‡Critical Chance: Apoc; Status Chance: Carcinnox, Cryophon, Pulsar; both: Photor.

Recovered Mk II and Mk III Turret Wreckages will come with an additional random stat bonus of either Fire Rate or Damage. All turrets of the same tier and House will have the same type of bonus, only the numeric value is randomized. These bonus stats are listed within each individual armament table below.



Apoc[edit | edit source]

TurretApoc.png

Rapid-fire autocannon: launches high-velocity projectiles, puncturing and shredding the armor of enemy ships.

Apoc fires fully-automatic projectiles that deal primarily Plasma b.png Plasma damage and has high critical chance, but suffers from rather slow Projectile Speed and low effective range.

View Apoc Tier List

HouseSigma.png Sigma
In-Game Stats
Accuracy 40.0
Crit Chance 10.0%
Crit Multiplier 2.0x
Damage Falloff 2000 - 4000
Fire Rate 8.33
Heat Accretion 12
Heat Capacity 1000
Reload Time 3.0
Status Chance 5.0%
Damage Particle b.png 15.9
Plasma b.png 37.1
Total Damage 53.0
Derived Stats¹
Average Hit 58.3
Burst DPS 485.6
Sustained DPS 373.6
Damage until Overheat 4858.3

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
In-Game Stats
Accuracy 40 50 28.6 66.7
Crit Chance 10.0% 10.0% 14.0% 15.0%
Crit Multiplier 2.0x 2.0x 2.0x 2.0x
Damage Falloff 2000 - 4000 2000 - 4000 2000 - 4000 2000 - 4000
Fire Rate 8.33 8.33 8.33 8.33
Heat Accretion 12 12 12 20
Heat Capacity 1000 1000 1000 1000
Reload Time 3.0 3.0 3.0 3.0
Status Chance 5.0% 7.0% 5.0% 5.0%
Damage Particle b.png 28.8
Plasma b.png 67.2
Particle b.png 28.8
Plasma b.png 67.2
Particle b.png 28.8
Plasma b.png 67.2
Particle b.png 43.2
Plasma b.png 100.8
Total Damage 96.0 96.0 96.0 144.0
Derived Stats¹
Average Hit 105.6 105.6 109.4 165.6
Burst DPS 879.6 879.6 911.6 1379.4
Sustained DPS 676.7 676.7 701.3 919.8
Damage until Overheat 8800.0 8800.0 9120.0 8280.0

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
In-Game Stats
Accuracy 40.0 50.0 28.6 66.7
Crit Chance 14.0% 14.0% 20.0% 21.0%
Crit Multiplier 2.0x 2.0x 2.0x 2.0x
Damage Falloff 2000 - 4000 2000 - 4000 2000 - 4000 2000 - 4000
Fire Rate 8.33 8.33 8.33 8.33
Heat Accretion 12 12 12 20
Heat Capacity 1000 1000 1000 1000
Reload Time 3.0 3.0 3.0 3.0
Status Chance 7.0% 10.0% 7.0% 7.0%
Damage Particle b.png 49.2
Plasma b.png 114.8
Particle b.png 49.2
Plasma b.png 114.8
Particle b.png 49.2
Plasma b.png 114.8
Particle b.png 73.8
Plasma b.png 172.2
Total Damage 164.0 164.0 164.0 246.0
Stat Bonus 30 - 60%
Fire Rate
30 - 60%
Plasma Damage
30 - 60%
Fire Rate
Derived Stats¹
Average Hit 187.0 187.0 255.8 - 314.9 297.7
Burst DPS 1557.4 2024.6 - 2491.8 2131.1 - 2623.0 3223.4 - 3967.2
Sustained DPS 1198.1 1456.7 - 1683.9 1639.5 - 2017.8 1953.9 - 2204.4
Damage until Overheat 15580.0 15580.0 21320.0 - 26240.0 14883.0

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
In-Game Stats
Accuracy 40.0 50.0 28.6 66.7
Crit Chance 20.0% 20.0% 28.0% 30.0%
Crit Multiplier 2.0x 2.0x 2.0x 2.0x
Damage Falloff 2000 - 4000 2000 - 4000 2000 - 4000 2000 - 4000
Fire Rate 8.33 8.33 8.33 8.33
Heat Accretion 12 12 12 20
Heat Capacity 1000 1000 1000 1000
Reload Time 3.0 3.0 3.0 3.0
Status Chance 10.0% 14.0% 10.0% 10.0%
Damage Particle b.png 78.9
Plasma b.png 184.1
Particle b.png 78.9
Plasma b.png 184.1
Particle b.png 78.9
Plasma b.png 184.1
Particle b.png 118.5
Plasma b.png 276.5
Total Damage 263.0 263.0 263.0 395.0
Stat Bonus 30 - 60%
Fire Rate
30 - 60%
Plasma Damage
30 - 60%
Fire Rate
Derived Stats¹
Average Hit 315.6 315.6 437.6 - 538.6 513.5
Burst DPS 2628.9 3417.6 - 4206.3 3645.5 - 4486.7 5560.7 - 6843.9
Sustained DPS 2022.5 2459.0 - 2842.5 2804.5 - 3451.7 3370.0 - 3802.9
Damage until Overheat 26300.0 26300.0 36469.3 - 44885.3 25675.0

¹Crit and bonus stats included, status procs excluded.


Carcinnox[edit | edit source]

TurretCarcinnox.png

Rapid-fire toxin cannon: damages enemy vessels with a toxic sludge that can penetrate hulls and cause crews to become confused, turning on their allies.

Carcinnox fires fully-automatic projectiles that deal primarily Chem b.png Chem damage and has high status chance, fire rate, and Projectile Speed, at some expense to damage.

NOTE: Accuracy values of 80.0 displayed in-game for Sigma Mk II and Mk III are not coherent with other variants but in-game tests verify they do have significantly less scatter. It is unknown if the accuracy is meant to be so high but it appears to be valid.

View Carcinnox Tier List

HouseSigma.png Sigma
In-Game Stats
Accuracy 28.6
Crit Chance 6.0%
Crit Multiplier 2.0x
Damage Falloff 2000 - 4000
Fire Rate 15.00
Heat Accretion 8
Heat Capacity 1000
Reload Time 3.0
Status Chance 8.0%
Damage Plasma b.png 14.0
Chem b.png 16.0
Total Damage 30.0
Derived Stats¹
Average Hit 31.8
Burst DPS 477.0
Sustained DPS 350.7
Damage until Overheat 3975.0

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
In-Game Stats
Accuracy 28.6 40.0 25.0 50.0
Crit Chance 6.0% 6.0% 9.0% 6.0%
Crit Multiplier 2.0x 2.0x 2.0x 2.0x
Damage Falloff 2000 - 4000 2000 - 4000 2000 - 4000 2000 - 4000
Fire Rate 15.00 15.00 15.00 15.00
Heat Accretion 8 8 8 12
Heat Capacity 1000 1000 1000 1000
Reload Time 3.0 3.0 3.0 3.0
Status Chance 8.0% 12.0% 8.0% 12.0%
Damage Plasma b.png 13.0
Chem b.png 41.0
Plasma b.png 13.0
Chem b.png 41.0
Plasma b.png 13.0
Chem b.png 41.0
Plasma b.png 20.0
Chem b.png 61.0
Total Damage 54.0 54.0 54.0 81.0
Derived Stats¹
Average Hit 57.2 57.2 58.9 85.9
Burst DPS 858.6 858.6 882.9 1287.9
Sustained DPS 631.3 631.3 649.2 836.3
Damage until Overheat 7155.0 7155.0 7357.5 7155.0

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
In-Game Stats
Accuracy 80.0 40.0 25.0 50.0
Crit Chance 9.0% 9.0% 13.0% 9.0%
Crit Multiplier 2.0x 2.0x 2.0x 2.0x
Damage Falloff 2000 - 4000 2000 - 4000 2000 - 4000 2000 - 4000
Fire Rate 15.00 15.00 15.00 15.00
Heat Accretion 8 8 8 12
Heat Capacity 1000 1000 1000 1000
Reload Time 3.0 3.0 3.0 3.0
Status Chance 12.0% 17.0% 12.0% 18.0%
Damage Plasma b.png 23.0
Chem b.png 69.0
Plasma b.png 23.0
Chem b.png 69.0
Plasma b.png 23.0
Chem b.png 69.0
Plasma b.png 34.0
Chem b.png 104.0
Total Damage 92.0 92.0 92.0 138.0
Stat Bonus 30 - 60%
Fire Rate
30 - 60%
Plasma Damage
30 - 60%
Fire Rate
Derived Stats¹
Average Hit 100.3 100.3 135.1 - 166.3 150.4
Burst DPS 1504.2 1955.5 - 2406.7 2027.2 - 2495.0 2933.2 - 3610.1
Sustained DPS 1106.0 1332.1 - 1527.1 1490.6 - 1834.6 1723.4 - 1936.7
Damage until Overheat 12535.0 12535.0 16893.5 - 20792.0 12535.0

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
In-Game Stats
Accuracy 80.0 40.0 25.0 50.0
Crit Chance 13.0% 13.0% 19.0% 13.0%
Crit Multiplier 2.0x 2.0x 2.0x 2.0x
Damage Falloff 2000 - 4000 2000 - 4000 2000 - 4000 2000 - 4000
Fire Rate 15.00 15.00 15.00 15.00
Heat Accretion 8 8 8 12
Heat Capacity 1000 1000 1000 1000
Reload Time 3.0 3.0 3.0 3.0
Status Chance 17.0% 24.0% 17.0% 26.0%
Damage Plasma b.png 37.0
Chem b.png 111.0
Plasma b.png 37.0
Chem b.png 111.0
Plasma b.png 37.0
Chem b.png 111.0
Plasma b.png 55.0
Chem b.png 167.0
Total Damage 148.0 148.0 148.0 222.0
Stat Bonus 30 - 60%
Fire Rate
30 - 60%
Plasma Damage
30 - 60%
Fire Rate
Derived Stats¹
Average Hit 167.2 167.2 229.0 - 281.8 250.9
Burst DPS 2508.6 3261.2 - 4013.8 3434.3 - 4226.9 4891.8 - 6020.6
Sustained DPS 1844.6 2221.5 - 2546.8 2525.3 - 3108.0 2874.1 - 3230.0
Damage until Overheat 20905.0 20905.0 28619.5 - 35224.0 20905.0

¹Crit and bonus stats included, status procs excluded.


Cryophon[edit | edit source]

TurretCryophon.png

Ice wave generator: slams enemy ships with waves of frozen particulate freezing enemy propulsion systems and slowing them to a standstill.

Cryophon fires large CrpShotgun.png Arca Plasmor-like projectiles that deal massive Cold b.png Frost damage complimented by its critical chance and status chance, but has low effective range, low fire rate, and slow Projectile Speed.

View Cryophon Tier List

HouseSigma.png Sigma
In-Game Stats
Accuracy 100
Crit Chance 10.0%
Crit Multiplier 1.5x
Damage Falloff 700 - 1400
Fire Rate 1.00
Heat Accretion 250
Heat Capacity 1000
Reload Time 3.0
Status Chance 15.0%
Total Damage Cold b.png 400.0
Derived Stats¹
Average Hit 420.0
Burst DPS 420.0
Sustained DPS 240.0
Damage until Overheat 1680.0

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
In-Game Stats
Accuracy 100 100 100 100
Crit Chance 10.0% 10.0% 14.0% 10.0%
Crit Multiplier 1.5x 1.5x 1.5x 2.0x
Damage Falloff 700 - 1400 700 - 1400 700 - 1400 700 - 1400
Fire Rate 1.00 1.00 1.00 1.00
Heat Accretion 250 250 250 350
Heat Capacity 1000 1000 1000 1000
Reload Time 3.0 3.0 3.0 3.0
Status Chance 15.0% 21.0% 15.0% 23.0%
Total Damage Cold b.png 720.0 Cold b.png 720.0 Cold b.png 720.0 Cold b.png 1080.0
Derived Stats¹
Average Hit 756.0 756.0 770.4 1188.0
Burst DPS 756.0 756.0 770.4 1188.0
Sustained DPS 432.0 432.0 440.2 579.5
Damage until Overheat 3024.0 3024.0 3081.6 3394.3

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
In-Game Stats
Accuracy 100 100 100 100
Crit Chance 14.0% 14.0% 20.0% 14.0%
Crit Multiplier 1.5x 1.5x 1.5x 2.0x
Damage Falloff 700 - 1400 700 - 1400 700 - 1400 700 - 1400
Fire Rate 1.00 1.00 1.00 1.00
Heat Accretion 250 250 250 350
Heat Capacity 1000 1000 1000 1000
Reload Time 3.0 3.0 3.0 3.0
Status Chance 21.0% 30.0% 21.0% 32.0%
Total Damage Cold b.png 1224.0 Cold b.png 1224.0 Cold b.png 1224.0 Cold b.png 1836.0
Stat Bonus 30 - 60%
Fire Rate
30 - 60%
Frost Damage
30 - 60%
Fire Rate
Derived Stats¹
Average Hit 1309.7 1309.7 1750.3 - 2154.2 2093.0
Burst DPS 1309.7 1702.6 - 2095.5 1750.3 - 2154.2 2721.0 - 3348.9
Sustained DPS 748.4 862.1 - 952.5 1000.2 - 1231.0 1150.5 - 1249.6
Damage until Overheat 5238.7 5238.7 7001.3 - 8617.0 5980.1

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
In-Game Stats
Accuracy 100 100 100 100
Crit Chance 20.0% 20.0% 28.0% 20.0%
Crit Multiplier 1.5x 1.5x 1.5x 2.0x
Damage Falloff 700 - 1400 700 - 1400 700 - 1400 700 - 1400
Fire Rate 1.00 1.00 1.00 1.00
Heat Accretion 250 250 250 350
Heat Capacity 1000 1000 1000 1000
Reload Time 3.0 3.0 3.0 3.0
Status Chance 30.0% 42.0% 30.0% 45.0%
Total Damage Cold b.png 1959.0 Cold b.png 1959.0 Cold b.png 1959.0 Cold b.png 2939.0
Stat Bonus 30 - 60%
Fire Rate
30 - 60%
Frost Damage
30 - 60%
Fire Rate
Derived Stats¹
Average Hit 2154.9 2154.9 2903.2 - 3573.2 3526.8
Burst DPS 2154.9 2801.4 - 3447.8 2903.2 - 3573.2 4584.8 - 5642.9
Sustained DPS 1231.4 1418.4 - 1567.2 1659.0 - 2041.8 1938.6 - 2105.6
Damage until Overheat 8619.6 8619.6 11613.0 - 14292.9 10076.6

¹Crit and bonus stats included, status procs excluded.

Photor[edit | edit source]

TurretPhotor.png

Photon lance: two focused beams instantly sear enemy ships, often engulfing them in flame.

Photor fires a hitscan laser that deals primarily Incendiary b.png Incendiary damage with fast fire rate, good critical chance and status chance, pinpoint accuracy, and high effective range. These lasers have innate punch through.

NOTE: There are some discrepancies in the display of the Heat Accretion stat on Photor armaments:

  • When unequipped, Heat Accretion is always displayed as 0, regardless of House.
  • When equipped, Heat Accretion is displayed as 2 for non-Zetki and 3 for Zetki.
View Photor Tier List

HouseSigma.png Sigma
In-Game Stats
Accuracy 100.0
Crit Chance 7.0%
Crit Multiplier 2.0x
Damage Falloff 2500 - 5000
Fire Rate 12.00
Heat Accretion 8
Heat Capacity 1000
Multishot 2.0
Reload Time 3.0
Status / Projectile 3.5%
Damage / Projectile Plasma b.png 4.0
Incendiary b.png 11.0
Total Damage 30.0
Derived Stats¹
Average Hit 32.1
Burst DPS 385.2
Sustained DPS 299.1
Damage until Overheat 4012.5

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
In-Game Stats
Accuracy 100.0 100.0 100.0 100.0
Crit Chance 7.0% 7.0% 10.0% 11.0%
Crit Multiplier 2.0x 2.0x 2.0x 2.0x
Damage Falloff 2500 - 5000 2500 - 5000 2500 - 5000 2500 - 5000
Fire Rate 12.00 12.00 12.00 12.00
Heat Accretion 8 8 8 12
Heat Capacity 1000 1000 1000 1000
Multishot 2.0 2.0 2.0 2.0
Reload Time 3.0 3.0 3.0 3.0
Status / Projectile 3.5% 5.0% 3.5% 5.5%
Damage / Projectile Plasma b.png 7.0
Incendiary b.png 20.0
Plasma b.png 7.0
Incendiary b.png 20.0
Plasma b.png 7.0
Incendiary b.png 20.0
Plasma b.png 10.0
Incendiary b.png 31.0
Total Damage 54.0 54.0 54.0 82.0
Derived Stats¹
Average Hit 57.8 57.8 59.4 82.8
Burst DPS 693.4 693.4 712.8 993.8
Sustained DPS 538.3 538.3 553.4 694.0
Damage until Overheat 7222.5 7222.5 7425.0 6901.7

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
In-Game Stats
Accuracy 100.0 100.0 100.0 100.0
Crit Chance 9.0% 9.0% 13.0% 14.0%
Crit Multiplier 2.0x 2.0x 2.0x 2.0x
Damage Falloff 2500 - 5000 2500 - 5000 2500 - 5000 2500 - 5000
Fire Rate 12.00 12.00 12.00 12.00
Heat Accretion 8 8 8 12
Heat Capacity 1000 1000 1000 1000
Multishot 2.0 2.0 2.0 2.0
Reload Time 3.0 3.0 3.0 3.0
Status / Projectile 4.5% 6.5% 4.5% 7.0%
Damage / Projectile Plasma b.png 11.0
Incendiary b.png 35.0
Plasma b.png 11.0
Incendiary b.png 35.0
Plasma b.png 11.0
Incendiary b.png 35.0
Plasma b.png 17.0
Incendiary b.png 52.0
Total Damage 92.0 92.0 92.0 138.0
Stat Bonus 30 - 60%
Incendiary Damage
30 - 60%
Incendiary Damage
30 - 60%
Incendiary Damage
Derived Stats¹
Average Hit 100.3 130.4 - 160.4 135.1 - 166.3 204.5 - 251.7
Burst DPS 1203.4 1564.4 - 1925.4 1621.8 - 1996.0 2454.2 - 3020.5
Sustained DPS 934.3 1214.6 - 1494.9 1259.1 - 1549.7 1713.8 - 2109.3
Damage until Overheat 12535.0 16295.5 - 20056.0 16893.5 - 20792.0 17043.0 - 20976.0

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
In-Game Stats
Accuracy 100.0 100.0 100.0 100.0
Crit Chance 12.0% 12.0% 17.0% 18.0%
Crit Multiplier 2.0x 2.0x 2.0x 2.0x
Damage Falloff 2500 - 5000 2500 - 5000 2500 - 5000 2500 - 5000
Fire Rate 12.00 12.00 12.00 12.00
Heat Accretion 8 8 8 12
Heat Capacity 1000 1000 1000 1000
Multishot 2.0 2.0 2.0 2.0
Reload Time 3.0 3.0 3.0 3.0
Status / Projectile 6.0% 8.5% 6.0% 9.0%
Damage / Projectile Plasma b.png 18.0
Incendiary b.png 56.0
Plasma b.png 18.0
Incendiary b.png 56.0
Plasma b.png 18.0
Incendiary b.png 56.0
Plasma b.png 28.0
Incendiary b.png 83.0
Total Damage 148.0 148.0 148.0 222.0
Stat Bonus 30 - 60%
Incendiary Damage
30 - 60%
Incendiary Damage
30 - 60%
Incendiary Damage
Derived Stats¹
Average Hit 165.8 215.5 - 265.2 225.1 - 277.1 340.5 - 419.1
Burst DPS 1989.1 2585.9 - 3182.6 2701.3 - 3324.7 4086.6 - 5029.6
Sustained DPS 1544.3 2007.7 - 2471.0 2097.3 - 2581.3 2853.8 - 3512.3
Damage until Overheat 20720.0 26936.0 - 33152.0 28138.5 - 34632.0 28379.0 - 34928.0

¹Crit and bonus stats included, status procs excluded.


Pulsar[edit | edit source]

TurretPulsar.png

Electron pulse cannon: deadly accurate electrical pulses fry ships and occupants alike. Can wreak havoc on flight control systems.

Pulsar auto-bursts hitscan shots that deals primarily Ionic b.png Ionic damage with high status chance, pinpoint accuracy, and extreme range, but has somewhat low fire rate.

View Pulsar Tier List

HouseSigma.png Sigma
In-Game Stats
Accuracy 100.0
Crit Chance 8.0%
Crit Multiplier 2.0x
Damage Falloff 3000 - 6000
Fire Rate 7.41
Heat Accretion 10
Heat Capacity 1000
Reload Time 3.0
Status Chance 9.0%
Damage Plasma b.png 14.0
Ionic b.png 29.0
Total Damage 52.0
Derived Stats¹
Average Hit 56.2
Burst DPS 416.1
Sustained DPS 340.5
Damage until Overheat 5616.0

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
In-Game Stats
Accuracy 100.0 100.0 100.0 100.0
Crit Chance 8.0% 8.0% 11.0% 8.0%
Crit Multiplier 2.0x 2.0x 2.0x 2.0x
Damage Falloff 3000 - 6000 3000 - 6000 3000 - 6000 3000 - 6000
Fire Rate 7.41 7.41 7.41 7.41
Heat Accretion 10 10 10 20
Heat Capacity 1000 1000 1000 1000
Reload Time 3.0 3.0 3.0 3.0
Status Chance 9.0% 13.0% 9.0% 14.0%
Damage Plasma b.png 21.0
Ionic b.png 57.0
Plasma b.png 21.0
Ionic b.png 57.0
Plasma b.png 21.0
Ionic b.png 57.0
Plasma b.png 31.0
Ionic b.png 86.0
Total Damage 94.0 94.0 94.0 141.0
Derived Stats¹
Average Hit 101.5 101.5 104.3 152.3
Burst DPS 752.3 752.3 773.2 1128.4
Sustained DPS 615.4 615.4 632.5 781.1
Damage until Overheat 10152.0 10152.0 10434.0 7614.0

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
In-Game Stats
Accuracy 100.0 100.0 100.0 100.0
Crit Chance 12.0% 12.0% 17.0% 12.0%
Crit Multiplier 2.0x 2.0x 2.0x 2.0x
Damage Falloff 3000 - 6000 3000 - 6000 3000 - 6000 3000 - 6000
Fire Rate 7.41 7.41 7.41 7.41
Heat Accretion 10 10 10 20
Heat Capacity 1000 1000 1000 1000
Reload Time 3.0 3.0 3.0 3.0
Status Chance 13.0% 19.0% 13.0% 20.0%
Damage Plasma b.png 45.0
Ionic b.png 88.0
Plasma b.png 45.0
Ionic b.png 88.0
Plasma b.png 45.0
Ionic b.png 88.0
Plasma b.png 59.0
Ionic b.png 141.0
Total Damage 160.0 160.0 160.0 240.0
Stat Bonus 30 - 60%
Fire Rate
30 - 60%
Plasma Damage
30 - 60%
Fire Rate
Derived Stats¹
Average Hit 179.2 179.2 243.4 - 299.5 268.8
Burst DPS 1327.9 1726.2 - 2124.6 1803.3 - 2219.4 2589.4 - 3186.9
Sustained DPS 1086.4 1339.2 - 1567.2 1475.3 - 1815.8 1640.9 - 1862.2
Damage until Overheat 17920.0 17920.0 24336.0 - 29952.0 13440.0

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
In-Game Stats
Accuracy 100.0 100.0 100.0 100.0
Crit Chance 17.0% 17.0% 24.0% 17.0%
Crit Multiplier 2.0x 2.0x 2.0x 2.0x
Damage Falloff 3000 - 6000 3000 - 6000 3000 - 6000 3000 - 6000
Fire Rate 7.41 7.41 7.41 7.41
Heat Accretion 10 10 10 20
Heat Capacity 1000 1000 1000 1000
Reload Time 3.0 3.0 3.0 3.0
Status Chance 19.0% 27.0% 19.0% 29.0%
Damage Plasma b.png 81.0
Ionic b.png 132.0
Plasma b.png 81.0
Ionic b.png 132.0
Plasma b.png 81.0
Ionic b.png 132.0
Plasma b.png 100.0
Ionic b.png 220.0
Total Damage 256.0 256.0 256.0 384.0
Stat Bonus 30 - 60%
Fire Rate
30 - 60%
Plasma Damage
30 - 60%
Fire Rate
Derived Stats¹
Average Hit 299.5 299.5 412.7 - 507.9 449.3
Burst DPS 2219.4 2885.3 - 3551.1 3057.9 - 3763.6 4327.9 - 5326.7
Sustained DPS 1815.8 2238.4 - 2619.4 2501.8 - 3079.1 2742.7 - 3112.5
Damage until Overheat 29952.0 29952.0 41267.2 - 50790.4 22464.0

¹Crit and bonus stats included, status procs excluded.

Drop Sources[edit | edit source]

All Turrets Wreckage of the same Tier and House share the same drop source and chance.

Region Tier House Source Drop Chance
Earth Proxima Mk I HouseLavan.png Lavan Kosma Gokstad Crewship 2.00%
HouseVidar.png Vidar Kosma Gokstad Crewship 2.00%
HouseZetki.png Zetki Elite Kosma Outrider 12.50%
Saturn Proxima Mk II HouseLavan.png Lavan Gyre Gokstad Crewship 2.00%
HouseVidar.png Vidar Gyre Gokstad Crewship 2.00%
HouseZetki.png Zetki Elite Gyre Outrider 12.50%
Veil Proxima Mk III HouseLavan.png Lavan Exo Skold Crewship 2.00%
Exo Gokstad Crewship 2.00%
HouseVidar.png Vidar Exo Skold Crewship 2.00%
Exo Gokstad Crewship 2.00%
Elite Exo Gokstad Crewship 2.00%
HouseZetki.png Zetki Elite Exo Gokstad Crewship 2.00%
Elite Exo Outrider 12.50%

Ordnances[edit | edit source]

The amount of Munitions available to be taken on a mission is determined by the type and tier of the equipped Ordnance, with higher tiers having larger ammo pools. For example, a base Tycho Seeker is limited to a maximum capacity of 13 Munitions, while a Tycho Seeker Mk III can carry 31.

Galvarc[edit | edit source]

OrdnanceGalvarc.png

Arc Weapon: discharges a massive stream of Incendiary energy, latching and frying up to 3 enemy vessels.

Galvarc fires a continuous arcing hitscan laser that deals Incendiary b.png Incendiary damage and can chain up to three nearby targets. The beam has high status chance, but completely lacks any critical chance and deals low overall damage.

View Galvarc Tier List
Type Accuracy Crit Chance Crit Multi Fire Rate Magazine Reload Status Trigger Range Damage Total Damage
Galvarc 100 0.0% 2.0x 12.00 1 5 10.0% Chains up to 3 Enemies Incendiary b.png 375 375
Galvarc Mk I 100 0.0% 2.0x 12.00 1 5 20.0% Chains up to 3 Enemies Incendiary b.png 675 675
Galvarc Mk II 100 0.0% 2.0x 12.00 1 5 26.0% Chains up to 3 Enemies Incendiary b.png 1188 1188
Galvarc Mk III 100 0.0% 2.0x 12.00 1 5 30.0% Chains up to 3 Enemies Incendiary b.png 1901 1901


Milati[edit | edit source]

OrdnanceMilati.png

Missiles: launches a swarm of dumbfire rockets.

Milati fires 12 non-seeking rockets that deal high Blast b.png Blast damage, complemented by a high critical chance, but completely lacking any status chance.

View Milati Tier List
Type Accuracy Crit Chance Crit Multi Fire Rate Magazine Multishot Reload Status/Projectile Trigger Range Damage Total Damage
Milati 10 10.0% 2.0x 0.500 1 12.0 2 0.0% Semi 10.00 Blast b.png 10800 10800
Milati Mk I 10 20.0% 2.0x 1.00 1 12.0 2 0.0% Semi 10.00 Blast b.png 19440 19440
Milati Mk II 10 26.0% 2.0x 1.00 1 12.0 2 0.0% Semi 10.00 Blast b.png 33048 33048
Milati Mk III 10 30.0% 2.0x 1.00 1 12.0 2 0.0% Semi 10.00 Blast b.png 52884 52884

Tycho Seeker[edit | edit source]

OrdnanceTychoSeeker.png

Seeker Missile: strikes targets with a massive blast.

Tycho Seeker fires a single heat-seeking missile that deals massive Blast b.png Blast damage, complemented by a massive critical chance, but completely lacking any status chance.

Lock-on indicator, target is not locked-on

These missiles must lock-on to targets first before homing onto them (unlocked at Gunnery 1), indicated by four small triangles that align with enemy target, otherwise it will fire like a dumbfire missile. When a target is locked on, the triangles will be positioned at the corners of the square (enemy health bar).

View Tycho Seeker Tier List
Type Accuracy Crit Chance Crit Multi Fire Rate Magazine Reload Status Trigger Range Damage Total Damage
Tycho Seeker 100 20.0% 2.0x 1.00 1 5 0.0% Semi 15.00 Blast b.png 8000 8000
Tycho Seeker Mk I 100 30.0% 2.0x 1.00 1 5 0.0% Semi 15.00 Blast b.png 14400 14400
Tycho Seeker Mk II 100 40.0% 2.0x 1.00 1 5 0.0% Semi 15.00 Blast b.png 24480 24480
Tycho Seeker Mk III 100 50.0% 2.0x 1.00 1 5 0.0% Semi 15.00 Blast b.png 39168 39168

Tunguska Cannon (Front Artillery Cannon)[edit | edit source]

The Tunguska Cannon is located on the bridge behind the pilot controls and the navigation menu. Only players with Intrinsics Gunnery 5+ are able to man the cannon and fire it. Each shot from the cannon consumes one Dome Charge unless HouseZetki.png Artillery Cheap Shot is equipped. Dome Charges can be replenished in Railjack Payload & Resource Forge, with Intrinsics Engineering 5+ required to replenish them during a mission. Each shot takes 5 seconds to fully charge, and cannot be delivered until fully charged. A fully charged cannon will auto-fire after 3 seconds of holding the full charge.

The Tunguska Cannon is primarily used to quickly dispatch of Grineer crew ships, as it causes crew ship reactor to detonate if the damage dealt exceeds the remaining crew ship health. Each shot deals 27,800 base damage, but only if the target is not protected by shields (which if present are shown in golden glow around the target ship, and must first be removed by firing Ordnance at the target). Targeting any of the 3 nacelles of a Grineer crewship with no shields will greatly increase the damage fired, and as such a direct hit to a vulnerable engine nacelle is guaranteed to destroy the crew ship. Additionally, having HouseZetki.png Forward Artillery equipped, and/or stacking Plasma b.png Plasma and Particle b.png Particle procs on the crewship prior to firing the cannon will further increase the outgoing damage.

If out of Dome Charges, or when no squad member has Gunnery 5+ Intrinsics - a crew ship can still be killed by manually boarding it from Archwing mode and then destroying its reactor from within.

Valence Fusion[edit | edit source]

As of Update 27.4, repaired components can be upgraded by using "Valence Fusion" that allows fusing into them either a duplicate repaired component, or a non-repaired piece of wreckage. In both cases the fused part must be of the same type and house (MK may be different however). Repaired components will require some Dirac64.png Dirac for Valence Fusion, while non-repaired wreckage require 40% of its repair cost (including Credits64.png Credits). Valence Fusion is completed instantly.

  • Combining parts of matching tiers will give +10% improvement in stat bonus up to the maximum possible from the part with the best stat bonus.
    • E.g. fusing together Vidar Photor MKIII with +40% bonus damage with another Vidar Photor MK III with +35% bonus damage, results in one Vidar Photor MK III with +44% bonus damage.
  • Combining one tier removed part will give +5% improvement in stat bonus up to the maximum possible from the part with the best stat.
    • E.g. fusing together Vidar Photor MK III with +40% bonus damage with a Vidar Photor MK II with +35% bonus damage, results in one Vidar Photor MK III with +42% bonus damage.
  • Combining two tier removed parts will give +2% improvement in MK III's part stat bonus up to the maximum possible.
    • E.g. fusing together Vidar Photor MK III with +40% bonus damage with a Vidar Photor MK I, results in one Vidar Photor MK III with +40.8% bonus damage.
  • Note that House Sigma parts cannot be fused together.

To perform Valence Fusion, players must click on the component desired to be upgraded, and then the part to be used as the donor. If the player does not have enough resources, a failure message will notify the player which resources they are missing. Once the components have been selected and the player has enough resources, a confirmation screen displays the desired component's new bonus values and warns that the transfer will consume the selected donor component along with the required resources. Players are then prompted to type FUSE to confirm the fusion, after which the fusion completes instantly.

Manufacturing Costs[edit | edit source]

Turrets[edit | edit source]

Manufacturing and repair costs are the same for all Turrets of the same House and tier.

Base Carcinnox, Cryophon and Photor (Apoc and Pulsar are installed by default)

Manufacturing Requirements
Credits64.png
15,000
AucruxCapacitors64.png
1
Isos64.png
10
Carbides64.png
500
CubicDiodes64.png
250
Time: 0 hrs
Rush: N/A
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A

Mk I Apoc, Carcinnox, Cryophon, Photor and Pulsar

Manufacturing Requirements
Credits64.png
15,000
Nullstones64.png
2
Asterite64.png
75
Titanium64.png
2,500
Pustrels64.png
1,500
Time: 0 hrs
Rush: N/A
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A
Railjack Lab Research
Credits64.png
10,000
Morphics64.png
1
Circuits64.png
2,159
NanoSpores64.png
4,750
Salvage64.png
2,894
Time: 72 hrs
Prereq: N/A
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Mk II Apoc, Carcinnox, Cryophon, Photor and Pulsar

Manufacturing Requirements
Credits64.png
15,000
AucruxCapacitors64.png
3
Isos64.png
150
Copernics64.png
4,000
Titanium64.png
3,000
Time: 0 hrs
Rush: N/A
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A
Railjack Lab Research
Credits64.png
10,000
Gallium64.png
1
Rubedo64.png
2,622
AlloyPlate64.png
6,510
NanoSpores64.png
5,500
Time: 72 hrs
Prereq: Mk I
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Mk III Apoc, Carcinnox, Cryophon, Photor and Pulsar

Manufacturing Requirements
Credits64.png
15,000
Nullstones64.png
7
Asterite64.png
300
Titanium64.png
6,000
CubicDiodes64.png
5,000
Time: 0 hrs
Rush: N/A
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A
Railjack Lab Research
Credits64.png
10,000
ControlModule64.png
1
PolymerBundle64.png
2,846
Ferrite64.png
8,138
Salvage64.png
5,157
Time: 72 hrs
Prereq: Mk II
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Mk I Apoc, Carcinnox, Cryophon, Photor and Pulsar

Manufacturing Requirements
Credits64.png
15,000
Nullstones64.png
5
Isos64.png
120
CubicDiodes64.png
3,600
Pustrels64.png
2,400
Time: 12 hrs
Rush: Platinum64.png 20
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A

Mk II Apoc, Carcinnox, Cryophon, Photor and Pulsar

Manufacturing Requirements
Credits64.png
15,000
Komms64.png
8
Kesslers64.png
315
Copernics64.png
7,000
Carbides64.png
5,600
Time: 12 hrs
Rush: Platinum64.png 20
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A

Mk III Apoc, Carcinnox, Cryophon, Photor and Pulsar

Manufacturing Requirements
Credits64.png
15,000
Bracoid64.png
16
Asterite64.png
1,440
Titanium64.png
12,000
Copernics64.png
10,400
Time: 12 hrs
Rush: Platinum64.png 20
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A

Mk I Apoc, Carcinnox, Cryophon, Photor and Pulsar

Manufacturing Requirements
Credits64.png
15,000
AucruxCapacitors64.png
5
Isos64.png
120
CubicDiodes64.png
3,600
Pustrels64.png
2,400
Time: 12 hrs
Rush: Platinum64.png 20
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A

Mk II Apoc, Carcinnox, Cryophon, Photor and Pulsar

Manufacturing Requirements
Credits64.png
15,000
Komms64.png
8
GallosRods64.png
315
Copernics64.png
7,000
Carbides64.png
5,600
Time: 12 hrs
Rush: Platinum64.png 20
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A

Mk III Apoc, Carcinnox, Cryophon, Photor and Pulsar

Manufacturing Requirements
Credits64.png
15,000
Fresnels64.png
16
Asterite64.png
1,440
Titanium64.png
12,000
CubicDiodes64.png
10,400
Time: 12 hrs
Rush: Platinum64.png 20
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A

Mk I Apoc, Carcinnox, Cryophon, Photor and Pulsar

Manufacturing Requirements
Credits64.png
15,000
Nullstones64.png
8
Isos64.png
150
CubicDiodes64.png
4,500
Pustrels64.png
3,000
Time: 12 hrs
Rush: Platinum64.png 20
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A

Mk II Apoc, Carcinnox, Cryophon, Photor and Pulsar

Manufacturing Requirements
Credits64.png
15,000
Komms64.png
11
Kesslers64.png
390
Copernics64.png
8,750
Carbides64.png
7,000
Time: 12 hrs
Rush: Platinum64.png 20
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A

Mk III Apoc, Carcinnox, Cryophon, Photor and Pulsar

Manufacturing Requirements
Credits64.png
15,000
Fresnels64.png
20
Trachons64.png
1,800
Titanium64.png
15,000
Pustrels64.png
8,125
Time: 12 hrs
Rush: Platinum64.png 20
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A

Ordnances[edit | edit source]

As mentioned above, Ordnances exist only in Sigma series. Ordnances of the same tier have the same manufacturing requirements.

Base Galvarc and Milati (Tycho Seeker is installed by default)

Manufacturing Requirements
Credits64.png
15,000
AucruxCapacitors64.png
1
Isos64.png
10
Carbides64.png
500
CubicDiodes64.png
250
Time: 0 hrs
Rush: N/A
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A


Mk I Galvarc, Milati and Tycho Seeker

Manufacturing Requirements
Credits64.png
15,000
Nullstones64.png
2
Asterite64.png
75
Titanium64.png
2,500
Pustrels64.png
1,500
Time: 0 hrs
Rush: N/A
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A
Railjack Lab Research
Credits64.png
10,000
Morphics64.png
1
Circuits64.png
2,159
NanoSpores64.png
4,750
Salvage64.png
2,894
Time: 72 hrs
Prereq: N/A
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100


Mk II Galvarc, Milati and Tycho Seeker

Manufacturing Requirements
Credits64.png
15,000
AucruxCapacitors64.png
3
Isos64.png
150
Copernics64.png
4,000
Titanium64.png
3,000
Time: 0 hrs
Rush: N/A
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A
Railjack Lab Research
Credits64.png
10,000
Gallium64.png
1
Rubedo64.png
2,622
AlloyPlate64.png
6,510
NanoSpores64.png
5,500
Time: 72 hrs
Prereq: Mk I
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100


Mk III Galvarc, Milati and Tycho Seeker

Manufacturing Requirements
Credits64.png
15,000
Nullstones64.png
7
Asterite64.png
300
Titanium64.png
6,000
CubicDiodes64.png
5,000
Time: 0 hrs
Rush: N/A
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A
Railjack Lab Research
Credits64.png
10,000
ControlModule64.png
1
PolymerBundle64.png
2,846
Ferrite64.png
8,138
Salvage64.png
5,157
Time: 72 hrs
Prereq: Mk II
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Edit Tab

Avionics comprise the modular subsystem components of a Railjack, analogous to Mods for Warframes or weapons. In-game, they appear as pickups surrounded by a yellow aura.

Mechanics[edit | edit source]

Avionic Grid that is over Avionics Capacity. Notice how Avionics that are over capacity are locked from use.

Avionics can be installed into the Railjack's 15 Grid Sockets: 9 Integrated, 3 Tactical, and 3 Battle. Integrated, Tactical, and Battle Avionics can only be installed into their respective slots, with the additional requirement that Battle Avionics each have a specific Battle Grid Socket into which they must be installed (for example, Seeker Volley, a slot three Battle Avionic, can only be installed into the third Battle Grid Socket).

The Railjack has a limited Avionics Capacity, which can be increased by the Railjack's Reactor. Each installed Avionic will reduce the Railjack's available Capacity by its Drain value. If an Avionic's Drain exceeds the current available capacity, it cannot be installed without first removing another Avionic or installing a Reactor with more Avionics Capacity. Also, just like Mods, the same Avionic cannot be installed twice regardless of its rarity.

Currently, all available Avionics can be traded amongst players.

Dirac[edit | edit source]

Main article: Dirac

Avionics can be upgraded with Dirac64.png Dirac to increase their potency, also increasing their Avionics Capacity Drain. Any given Avionic can be upgraded a maximum of one, four, or seven times. The upgrade process expends Dirac64.png Dirac, but does not cost credits.

Dirac to rank Rank
1 2 3 4 5 6 7
Common From Previous 10 20 40 80 160 320 640
From Rank 0 10 30 70 150 310 630 1270
Uncommon From Previous 20 40 80 160 320 640 1280
From Rank 0 20 60 140 300 620 1260 2540
Rare From Previous 30 60 120 240 480 960 1920
From Rank 0 30 90 210 450 930 1890 3810

Additionally, Grid Sockets can be upgraded up to three times each, further increasing the potency of any Avionic slotted into them by one level per upgrade without incurring any additional drain for the slotted Avionic. Upgrading Grid Sockets expends successively more Dirac64.png Dirac each time: first 200, then 600, then 1800 Dirac for a total of 2600 per Grid Socket.

Spare Avionics can be scrapped to gain Dirac64.png Dirac. The amount received depends on the rank and rarity of the scrapped avionic. Scrapping ranked Avionics refund 75% of the invested Dirac plus the base scrapping Dirac.

Dirac from scrap Rank
0 1 2 3 4 5 6 7
Common 5 13 28 58 118 238 478 958
Uncommon 10 25 55 115 235 475 955 1915
Rare 15 38 83 173 353 713 1433 2873

Integrated Avionics[edit | edit source]

These modules provide a passive bonus to the stats of the Railjack. Each Sigma Railjack comes with three unique "starter" Integrated Avionics (Houseless versions of HouseVidar.png Hyperstrike, HouseVidar.png Bulkhead, and HouseVidar.png Hull Weave) pre-installed.

View Integrated Avionics List
Icon Name Description
AblativeShellAvi.png HouseLavan.png Ablative Shell Reduces Chem damage taken by Railjack
AnodeCellAvi.png HouseZetki.png Anode Cell Increases Railjack shield recharge rate
ArtilleryCheapShotAvi.png HouseZetki.png Artillery Cheap Shot Gives Forward Artillery a chance not to consume Dome Charges
BreachAdrenalineAvi.png HouseLavan.png Breach Adrenaline Increases Railjack shield recharge rate during a hull breach
BulkheadAvi.png HouseVidar.png Bulkhead Increases Railjack health
ConicNozzleAvi.png HouseZetki.png Conic Nozzle Increases Railjack base speed
CruisingSpeedAvi.png HouseZetki.png Cruising Speed Increases Railjack base speed when no enemies are nearby
DeepHoldAvi.png HouseLavan.png Deep Hold Increases Resource Forge maximum capacity
ForwardArtilleryAvi.png HouseZetki.png Forward Artillery Increases Forward Artillery damage
HardenedCasingAvi.png HouseLavan.png Hardened Casing Reduces the chance of a hull breach
HeatSinkAvi.png HouseLavan.png Heat Sink Reduces Incendiary damage taken by Railjack
HullWeaveAvi.png HouseVidar.png Hull Weave Increases Railjack armor
HyperfluxAvi.png HouseLavan.png Hyperflux Increases Railjack Flux Energy capacity
HyperstrikeAvi.png HouseVidar.png Hyperstrike Increases turret damage
IonBurnAvi.png HouseZetki.png Ion Burn Increases Railjack boost speed
LastStandAvi.png HouseZetki.png Last Stand Increases turret damage when Railjack health is low
MaximaAvi.png HouseZetki.png Maxima Increases Railjack shield
OrdnanceCheapShotAvi.png HouseLavan.png Ordnance Cheap Shot Gives Ordnance a chance not to consume Munitions when used
OrdnanceVelocityAvi.png HouseLavan.png Ordnance Velocity Increases Ordnance projectile speed
OverloaderAvi.png HouseLavan.png Overloader Increases maximum Munitions capacity
PhasicWeaveAvi.png HouseLavan.png Phasic Weave Reduces Ionic damage taken by Railjack
PolarCoilAvi.png HouseVidar.png Polar Coil Increases turret heat capacity
PredatorAvi.png HouseVidar.png Predator Increases turret critical chance
QuicklockAvi.png HouseLavan.png Quicklock Decreases Ordnance lock-on time
RevoReducerAvi.png HouseLavan.png Revo Reducer Reduces Revolite usage
RiploadAvi.png HouseLavan.png Ripload Decreases Ordnance reload time
SectionDensityAvi.png HouseVidar.png Section Density Increases turret critical damage
SentientFortitudeAvi.png HouseLavan.png Sentient Fortitude Reduces damage done to Railjack shields by Sentient enemies
SentientScalpelAvi.png HouseVidar.png Sentient Scalpel Increases turret damage against Sentient enemies
ThermaticAvi.png HouseLavan.png Thermatic Reduces Frost damage taken by Railjack
TurretVelocityAvi.png HouseVidar.png Turret Velocity Increases turret range and projectile speed
WarheadAvi.png HouseLavan.png Warhead Increases Ordnance damage
WingedCycloneAvi.png HouseZetki.png Winged Cyclone Increases nearby Archwings' speed
WingedForceAvi.png HouseZetki.png Winged Force Increases nearby Archwings' shields
WingedSteelAvi.png HouseZetki.png Winged Steel Increases nearby Archwings' armor
WingedStormAvi.png HouseZetki.png Winged Storm Increases nearby Archwings' damage

Tactical Avionics[edit | edit source]

These modules provide special abilities that can be deployed through the tactical map screen.

View Tactical Avionics List
Icon Name Description
BattleForgeAvi.png Avionics dark.png Battle Forge Reduces Resource Forge cooldown time
BattleStationsAvi.png Avionics dark.png Battle Stations Temporarily boosts turret damage
BreachQuantaAvi.png Avionics dark.png Breach Quanta Temporarily stalls a hull breach
DeathBlossomAvi.png Avionics dark.png Death Blossom Temporarily prevents turrets from overheating
FireSuppressionAvi.png Avionics dark.png Fire Suppression Fixes a single fire hazard
FlowBurnAvi.png Avionics dark.png Flow Burn Temporarily increases Railjack speed and boost speed
FormUpAvi.png Avionics dark.png Form Up Recalls all teammates to the Railjack and heals them
IntruderStasisAvi.png Avionics dark.png Intruder Stasis Temporarily freezes all enemy boarding parties
SquadRenewAvi.png Avionics dark.png Squad Renew Heals all Railjack squad members
VoidCloakAvi.png Avionics dark.png Void Cloak Makes the Railjack invisible at the expense of engine speed

Battle Avionics[edit | edit source]

These modules provide powerful abilities that are used similarly to Warframe abilities. Unlike Tactical and Integrated avionics, however, they cannot be slotted freely into any of the available slots. Each Battle Avionic fits into a specific one of the three available spots and no others, and will not show up in as an option in the other two.

Activating any Battle Avionic consumes Flux Energy that can be produced in Railjack Payload & Resource Forge.

View Battle Avionics List
Slot Icon Name Description
Defense
BlackoutPulseAvi.png Avionics dark.png Blackout Pulse Emit a pulse that disables and damages ships
CountermeasuresAvi.png Avionics dark.png Countermeasures Deploys flares to destract enemy projectiles
MunitionsVortexAvi.png Avionics dark.png Munitions Vortex Deploys a bubble that absorbs damage and projectiles
Offense
ParticleRamAvi.png Avionics dark.png Particle Ram Creates a damaging shield-like projection
ShatterBurstAvi.png Avionics dark.png Shatter Burst Deploys an explosive area of effect
TetherAvi.png Avionics dark.png Tether Emits a field that restricts movement of nearby ships
Super
FieryPhoenixAvi.png Avionics dark.png Fiery Phoenix Enhances the Railjack, leaving a trail of damaging fire
SeekerVolleyAvi.png Avionics dark.png Seeker Volley Deploys a volley of homing missiles
VoidHoleAvi.png Avionics dark.png Void Hole Creates a field that draws enemies to its center

Patch History[edit | edit source]

Update 28.0

  • Scrapping ranked Avionics refund more of the invested Dirac (75% just like Mods).

Update 27.4

Avionics Changes:

When it comes to Avionics changes, there’s an overarching goal: Simplify Avionic management.

  • Each Integrated Avionic Type will now only exist with a single Manufacturer rather than three Manufacturer flavors. What this means is that there won’t be 3x variants of the same Avionic.
  • Consolidated Avionics have had their Avionic Capacity Drain altered so that on average the Integrated Avionics now consume 20% less. This ensures players can more comfortably fit the builds they want in the new consolidated system based on Feedback from the Public Test Cluster.
  • The ‘retired’ Integrated Avionics will be removed from players inventory via a script on login.
  • The remaining Integrated Avionic for each Type will take on the values of the previously highest valued Avionic of its Type.
  • ALL Dirac used to upgrade Integrated Avionics will be refunded. This applies to both retired and remaining Avionics.
  • ALL remaining Integrated Avionics will have their Upgrades drained.
  • Added ‘Incomplete’ tab/category to the Avionics screen in the ‘Configure Railjack’ panel, Mods Segment screen, and the Codex.
    • Avionics, Mods, and Arcanes that are not owned are marked as ‘preview’ in this category and those that you own but have not ranked to Max are also in this category.
  • You can now Chat Link Avionics!

Hotfix 27.0.11

  • Changed base Avionics so they all have at least one rank to address difficulty knowing which ones you can scrap and which ones you can't, due to the ‘no ranks’ Avionics stacking with all other unrankeds:
    • Lavan Ablative Shell
    • Lavan Heat Sink
    • Lavan Last Stand
    • Lavan Thermatic
    • Lavan Phasic Weave
    • Lavan Predator
    • Lavan Winged Force
    • Lavan Winged Steel
    • Vidar Last Stand
  • To accomodate for the base Avionic change above, other Avionics have been changed:
    • Vidar Predator: Higher base stat and higher drain
    • Vidar Winged Steel: Lower drain
    • Vidar Winged Force: Lower drain
  • Increased the Range of Winged Cyclone, Winged Force, Winged Steel, and Winged Storm to 1000m.
    • This also fixes these Archwing based Avionics for Railjack also affecting the Railjack itself.
  • Toned down the FX for both the Particle Ram and Fiery Phoenix Battle Avionic when aboard the Railjack.
    • This change is being made due to plenty of feedback requesting less visibility-inhibiting FX.

Hotfix 27.0.6

  • You can now trade Avionics in your Dojo or Maroo’s Bazaar!

Update 27.0

  • Introduced.

Edit Tab

Intrinsics is a skill point based system that determines how adept the player is in utilizing all the systems aboard their Railjack. Unlike other Railjack-related systems, Intrinsics affect the player rather than the Railjack, and thus players can use any abilities unlocked by Intrinsics even when they are aboard another player's Railjack.

Players can access their Intrinsics via the Dry Dock console or from the Orbiter's menu, Esc  → Profile → Intrinsics.

General[edit | edit source]

There are four main Intrinsic classes that the player can invest in, with each class having a max rank of 10: Tactical, Piloting, Gunnery, and Engineering.

Rank Intrinsic Points needed Cumulative total
1 1 1
2 2 3
3 4 7
4 8 15
5 16 31
6 32 63
7 64 127
8 128 255
9 256 511
10 512 1023

Intrinsic Points are earned by gaining Affinity from completing Empyrean missions and performing actions that aid in the mission's success, such as repairing hull damage, killing boarding parties, etc. The rate at which these points are earned is affected by Affinity Boosters and the relevant Mod TT 20px.pngCharm buff.

Each Intrinsic rank gained rewards the player with 1,500 Mastery points. There is currently no way to respec points, although staff members at Digital Extremes have talked about plans to implement this when the Command Intrinsic is added at a later date. Whether this will be through a craftable item or available as standard is currently unknown. Ranking all four classes to rank 10 costs a total of 4092 Intrinsics and awards 60,000 Mastery Rank experience.

As of Hotfix 27.0.9, players cannot gain more points than needed to max all Intrinsics, though excess points acquired prior to this Hotfix will remain untouched.

Mechanics[edit | edit source]

Each Intrinsic point requires 20,000[citation needed] Affinity which can be earned through a variety of activities during Empyrean missions, and unlike regular missions Affinity Range is infinite so all Squad members benefit regardless of their locations.

Activity Affinity Gain/Conversion
Fixing hull breaches
(dark orange icon)
2,400
Fixing hull ruptures
(orange icon)
4,000
Putting out fires
(yellow icon)
2,400
Grounding electrical faults
(blue icon)
2,400
Thawing frozen doors
2,400
Killing boarding party enemies
(red icons)
2x Affinity from enemies
Crafting supplies at the Forge 600
Destroying ships 2x Affinity from ships
Killing crew within crewships/bases 2x Affinity from enemies

Note that Stealth Kill Affinity Bonus and Scanning contributes to the Affinity pool for an Intrinsic point.

Upon Death and reviving, progress towards Intrinsic points will not be lost.

Intrinsic Classes[edit | edit source]

TacticalIntrinsic.png

Increase your focus on the big picture of battle. Improved Tactical Avionics, Archwing Catapult maneuvers and powerful Tactical deployment abilities.

—In-Game Description
Rank Ability Description Notes
1 Tactical System Deploy Tactical Avionics. Crew tracking system.
  • Allows opening of the Tactical Menu by pressing L  while in a Railjack. This menu shows a map of the Railjack, the position of teammates, and their Health and Shield bars. The Tactical Menu also allows the usage of Tactical Avionics that provide various benefits to the Railjack's interior systems.
  • Pressing RMB  on the map places a waypoint at the location of the cursor.
2 Ability Kinesis Warframe abilities can be deployed as tactical support.
  • Unlocks remote Warframe Abilities while in the Tactical Menu. Players can select a Warframe ability from among the players present, which can then be cast by left-clicking on the desired location on the Tactical Map.
  • Only one pre-selected ability can be used per player, with the available ability depending on the selected Warframe.
  • These abilities use Flux Energy in varying amounts depending on the Warframe ability.
3 Command Link Fast Travel within vessel. Coordinate squad members with command interface.
  • Allows fast-travelling to specific locations within the Railjack from the Tactical Menu. Destinations are the Bridge, the lower deck Archwing exits, the turrets, the Archwing Slingshot at the top of the ship, and the Forge.
  • Also enables the player to send basic pre-scripted mission commands to squad members from the Tactical Menu. The command will be issued to the selected squad member by a voice line from Cephalon Cy.
4 Recall Warp Omni gear can be used to warp aboard the ship from anywhere.
  • Equipping the Omni outside of the Railjack will teleport the user back inside after 5 seconds.
  • This teleport cannot be cancelled after activation.
  • If the player is killed during the timer they appear in the Railjack but will revive back at their previous location. (bug?)
5 Overseer Crew chase camera.
  • Allows the player to use the Tactical Menu to see from other player's perspectives. This includes the ability to see the other player's current Tactical Map by pressing Tab  from within the Tactical Menu, allowing for the deployment of Warframe abilities via Ability Kinesis into places outside of the Railjack.
6 Tactical Efficiency Reduces Flux Energy Consumption by 25%.
  • The cost reduction for Ability Kinesis is applied separately after all modifiers from Warframe mods have been accounted for.
  • Currently only affects Ability Kinesis; does not alter the cost of Battle Avionics (this has been verified by DE as a bug to be fixed in the near future).
7 Tactical Response Reduces Tactical Avionics cooldown by 20%.
  • Stacks multiplicatively with other cooldown reductions.
8 Archwing Tactical Blink Reduces Archwing Blink cooldown by 25%.
9 Swift Tactics Further reduces Tactical Avionics cooldown by 20%.
  • Stacks multiplicatively with other cooldown reductions.
    • Stacks with the Rank 7 Tactical Response ability for a combined 36% reduction in Tactical Avionics cooldown.
10 Join Warp Warp from ship to crew member.
  • Teleport to the target crew member's last location after 5 seconds.

PilotingIntrinsic.png

Forge a bond with the vessel. Improved Pilot Avionics with advanced speed and agile maneuvering capabilities.

—In-Game Description
Rank Ability Description Notes
1 Boost Hold LShift  to boost Engine Speed for a short time.
2 Vector Maneuver Tap LShift  to burst Directional Thrusters.
3 Vectored Evasion Near-by enemy projectiles lose lock-on during Vector Maneuver.
4 Safe Flight Damage due to Collisions reduced by 50%.
5 Drift Maneuver During Vector, press & hold LShift  to drift. Drifting consumes Boost to charge launch speed. Release LShift  launches out of the drift.
  • Drifting can be done in any direction, including sidewards and backwards. However, the launch when releasing the LShift  key will always propel the Railjack forward regardless of which direction it was traveling before.
  • This key sequence can be thought of as double-tapping and holding the boost key.
6 Slipstream Boost Time increased by 25%.
7 Enhanced Maneuvers Vector and Drift Maneuvers consume 25% less boost.
8 Aeronaut Archwing Speed increased by 20%.
  • Applies to the use of Archwings outside of Empyrean missions.
  • The bonus will not be visible in the Arsenal but will be active during gameplay.
  • The bonus is additive with any speed boost from mods.
9 Evasion Reduce Incoming Damage by 10% while boosting.
10 Ramming Speed Ramming into enemies while Boosting will deal 2,000 Particle Damage

GunneryIntrinsic.png

Unlock the deadly power of your arsenal. Improved Gunnery Avionics, advanced targeting modes and devastating artillery.

—In-Game Description
Rank Ability Description Notes
1 Target Sync Target lead indicators and ordnance lock-on.
  • Also causes Grineer Crewship projectiles to lock onto targets.
  • Lock-on is acquired when the triangles at the edge of the main target indicator diamond reach the corners of the diamond.
  • Lead Indicator is indicated by a small, white targeting reticle, which determines the best place for the player to offset their aim to hit their current target.
2 Phantom Eye Augmented reprojection and turret suspensors allows full 360 degree combat engagement.
  • When active, players using the side turret guns will have all visual and turret movement restrictions removed.
  • Does not apply to the forward turrets or the forward artillery.
3 Archwing Slingshot High velocity Archwing deployment into the combat zone.
  • The Archwing Slingshot is located at the top of the Railjack and can be fast-traveled to using the Command Link Tactical skill.
  • It has a range of 1,850 meters.
  • The Slingshot normally requires a short charge time to fire when launched at empty space. However, if the Slingshot is locked on to an enemy target (indicated by a yellow bracket on an enemy), the Slingshot fires immediately without charging.
  • Aiming the Slingshot beyond the width of its bore will "curve" the trajectory of the shot, allowing the Slingshot to fire the Archwing outside of the Railjack's centerline.
4 Archwing Warhead Slingshot Archwing damages fighters and penetrates enemy crewship hulls.
  • When fired at a crewship, the Archwing Slingshot will make the Tenno "phase" through the hull, depositing them directly inside the ship's rear cargo hold without the player needing to manually enter the ship. The player will always be deposited in the rear cargo hold regardless of which part of the ship the Archwing hits on impact.
5 Artillery Command Control of forward-mounted Artillery cannon.
  • Unlocks the ability to use the Railjack's Tunguska Cannon, which can be controlled from the bridge on the station by the rear of the Navigation console.
6 Cold Trigger Reduce Turret Heat Accretion by 20%.
7 Advanced Gunnery Reduce overheat recovery time by 50%. Extends slingshot range by 50%.
8 Vengeful Archwing Increases Archwing power: Damage +25%, Ability Strength +20%, Ability Range +20%, and Ability Efficiency +20%.
  • The damage bonus is additive with weapon mods such as Rubedo-Lined Barrel.
  • Applies to the use of Archwings outside of Empyrean missions.
  • Bonuses are not visible in the Arsenal but are active during gameplay.
9 Combat Drift Drifting reduces weapon heat buildup by 50% while increasing weapon damage by 50%.
  • Requires the Drift Maneuver Piloting skill in order to use.
10 Reflex Aim Aim snaps turrets to the nearest lead indicator.
  • Aim will only snap to targets for 0.5s, after which it will resume manual aim.

EngineeringIntrinsic.png

Mend the scars of battle and feed the war machine. Improved Engineering Avionics, bolster resource yields, forge armaments in realtime.

—In-Game Description
Rank Ability Description Notes
1 Applied Omni Accelerated hazard suppression and hull repair.
  • Increases the speed at which the Omni can repair various internal hazards, including fires, electrical faults, hull ruptures, and freezing.
2 Flux Forge Forge Flux Energy in realtime to power vessel Battle Avionics.
  • Unlocks the ability to craft Flux Energy at the Railjack's Forge during a mission.
3 Ordnance Forge Replenish combat Ordnance while deployed.
  • Unlocks the ability to craft Ordnance at the Railjack's Forge during a mission.
4 Optimization Pass Increase Forge yields by 25%.
  • Increases the amount of consumables – namely Revolite, Flux Energy, and Ordnance – crafted per use of the Forge.
  • Dome Charges are not affected by this ability and can still only be crafted one at a time.
5 Dome Charge Forge Resupply forward Artillery cannon during combat.
  • Unlocks the ability to craft Dome Charges at the Railjack's Forge during a mission.
6 Forge Accelerator Increase Forge processing speed by 25%.
  • Decreases Forge Cooldown to 2.25 minutes, or 2 minutes and 15 seconds.
7 Full Optimization Further increase Forge yields by 25%.
  • Stacks with the previous Optimization Pass upgrade, increasing yields to a total of 50%.
  • Allows crafting two Dome Charges at once instead of one.
8 Vigilant Archwing Increase Archwing defense. Health +30%, Shield +30%, and Armor +30%.
  • Applies to the use of Archwings outside of Empyrean missions.
  • The bonus will not be visible in the Arsenal but is active during gameplay.
9 Surplus Yield Increase Refinement yields by 10%.
10 Anastasis Remotely repair onboard hazards.
  • Remote repair is performed by clicking on the hazard in the Tactical Menu. This spawns a repair drone on the hazard, turning the hazard icon to white, and takes 5 seconds to repair.
  • Cannot use Command Link (Tactical Intrinsic Rank 3) to teleport around the ship while your repair drone is on a hazard.

CommandIntrinsic.png
The Command intrinsic is a planned intrinsic category, although it is displayed on the Intrinsics page in-game there is no current way to interact with or upgrade it like other branches of Intrinsics. It has been stated by Digital Extremes staff members that the Command Intrinsic will allow players to control friendly NPC crew members, notably converted Kuva Liches, and is designed more around facilitating solo play at harder difficulties. However, the details on a release date for such a feature or a more expanded explanation have not been announced as of the current day.

Notes[edit | edit source]

  • Some Intrinsics can apply outside of Empyrean missions, most notably those that affect Archwings.
  • The Intrinsics Archwing bonuses have no effect on TitaniaIcon272.png Titania's Razorwing130xDark.png Razorwing, which uses Archwing controls.
  • Gaining an Intrinsic Point makes a rank-up sound effect.

Patch History[edit | edit source]

Hotfix 27.4.1

  • Quadrupled the XP gain from removing Railjack Hazards:
    • Fire Hazard: From 600 to 2400
    • Electricity Hazard: From 600 to 2400
    • Ice Hazard: From 600 to 2400
    • Hull Breach: From 600 to 2400
    • Hull Rupture: From 1000 to 4000

Update 27.4

  • Doubled Affinity-to-Intrinsic Point conversion. You will now gain Intrinsics 2x faster.

Hotfix 27.0.9

  • Intrinsic points can no longer be gained once all available Intrinsics are maxed out. If you are already above the maximum, your additional points have not been lost.
  • Fixed railjack engineering 10 intrinsic not working for clients.
  • Fixed bug where Intrinsics could be kept on mission abort, which was never intended.

Edit Tab

EmpyreanPoster1.jpg

The Railjack is the key warship in Empyrean missions. The crew must adapt to many roles, such as piloting, turrets, repairs, and resource forging, as well as make use of the many exits to transition into Archwing combat, to master the Railjack, and succeed in the mission.

Pilot[edit | edit source]

Located at the front of the Railjack, the pilot seat allows the Tenno to steer and maneuver the ship. The pilot seat also includes forward turrets (default LMB ) and Ordnance (default MMB ). The turrets are prone to overheating after extensive use, while Ordnance uses Munitions which can be replenished from the Resource Forge. The pilot can also activate Battle Avionics to assist in battles.

Higher ranks of Intrinsics Piloting allows for additional maneuvers:

  • Rank 1: Allows Boosting.
  • Rank 2: Allows Vector Maneuvers to burst movement in a direction.
  • Rank 3: Nearby enemy projectiles lose lock-on during Vector Maneuver.
  • Rank 4: Collision damage is reduced by 50%.
  • Rank 5: Allows Drift Maneuvers to extend Vector Maneuvers.
  • Rank 6: Boost time is increased by 25%.
  • Rank 7: Vector and Drift Maneuvers consume 25% less boost.
  • Rank 9: Reduces damage received by 10% while boosting.
  • Rank 10: Ramming into enemies while boosting deals 2000 Particle b.png Particle damage.

Boost, Vector, and Drift Maneuvers use the boost gauge, which will recover gradually when not in use.

Side Turrets[edit | edit source]

Located in the room behind the pilot seat, the port, and starboard turrets are used to repel enemies from both sides. Crew members operating the side turrets can also use Ordnance and Battle Avionics.

Higher ranks of Intrinsics Gunnery allows for additional maneuvers:

  • Rank 1: Target lead indicators are shown.
  • Rank 2: Allows full 360-degree combat engagement.
  • Rank 6: Reduces heat accretion by 20%
  • Rank 7: Reduces overheat recovery time by 50%
  • Rank 9: Drifting reduces weapon heat buildup by 50% while increasing weapon damage by 50%. (Requires pilot with Piloting 5)
  • Rank 10: Aim snaps turrets to the nearest lead indicator for 0.5s.

Exits[edit | edit source]

The Railjack has multiple exits to transition into Archwing combat. When exiting, the player gains 3 seconds of invulnerability.

The locations of the exits are as follows:

  • One in the central rear of the side turret room.
  • Two on the sides of the lower central deck.
  • Two on the sides of the Reliquary Drive room.
  • One at the front of the Resource Forge room.

Tactical Menu[edit | edit source]

Requiring Intrinsics Rank 1 Tactical, this menu (default L ) tracks events occurring on the ship and the status of crew members. Higher ranks allow for additional systems:

  • Rank 2: Allows remote deployment of certain Warframe abilities anywhere on the ship by clicking on the ability icon and placing them on the minimap. This uses Flux Energy, which can be replenished in the Resource Forge.
  • Rank 3: Allows fast travel within the ship by clicking on white arrows. Can fast travel to the bridge, side turrets, each exit, the Archwing Slingshot, and the Resource Forge.
  • Rank 5: Allows crew chase camera (default Tab ).
  • Rank 10: Allows the player to warp directly to a crew member.

Omni[edit | edit source]

The Omni Gear item is a multipurpose tool mainly used to repair hazards that occur whenever the ship takes damage. It is automatically given after completing The Archwing and can be slotted into the gear wheel, but if the player neglects to equip the Omni it will appear on the first empty slot of the wheel when starting an Empyrean mission.

The types of hazards are as follows:

  • Hull Rupture: Reduces ship max health by 5%. Caused by Plasma b.png Plasma procs. Repairing heals the ship by 20% of its max health.
  • Fire Hazard: Deals damage over time to the ship. Caused by Incendiary b.png Incendiary procs. Repairing heals the ship by 15% of its max health.
  • Electricity Hazard: Reduces ship max shields by 10%. Caused by Ionic b.png Ionic procs. Repairing heals the ship by 15% of its max health.
  • Ice Hazard: Seals a ship door shut with ice. Caused by Cold b.png Frost procs.
  • Hull Breach: Reduces ship damage and speed and threatens catastrophic failure, occurring only when the ship loses all its health; the crew has one minute to repair or the mission will fail and automatically return the ship to the Dry Dock. Repairing heals the ship by 30% of its max health and grants the ship 5-15 seconds of invulnerability depending on how long the breach lasted for.

With the Omni equipped, all hazards will be marked. While aiming the Omni at the hazard, a ring of unlit colored lights with white brackets will appear. Hull ruptures and breaches are repaired by aiming and firing the Omni (default LMB ) while tracing the breach. Fires, electrical faults, and coolant are repaired by firing the Omni at the hazard and releasing while within the white bracket.

Each use of the Omni uses 25 Revolite, across all players, which can be replenished using the Resource Forge. A hull breach instead requires 100 Revolite to patch.

If the player has Intrinsics Tactical Rank 4, using the Omni from anywhere outside the Railjack will teleport them directly to it after 5 seconds. The user gains 2 seconds of invulnerability after a successful recall.

If one were to use the Omni against enemy intruders, it will deal low Cold b.png Cold damage with a high Status Chance and a low Critical Chance and Multiplier.

Archwing Slingshot[edit | edit source]

Requiring Intrinsics Rank 3 Gunnery, this slingshot located at the top of the Railjack allow the Tenno to launch themselves at high speeds. Only one person can use the slingshot at a time.

Inside the Railjack, the Archwing Slingshot exit pad is located at the top level, in the room behind the rotating reactor. Outside the Railjack, Tenno in Archwing mode can access the slingshot directly by pressing the interact hotkey (default X ), while hovering in front of the tail section and inside the stream of Void energy; press the hotkey again to abort the launch and return to Archwing mode.

At Intrinsics Rank 4 Gunnery, the slingshot will be able to damage enemy ships and board crewships. The user gains 4 seconds of invulnerability after boarding a crewship from the slingshot. In addition, at Gunnery 7, slingshot range is increased by 50%

Forward Artillery[edit | edit source]

Requiring Intrinsics Rank 5 Gunnery, this chin-mounted artillery cannon located just behind the pilot seat charges a massive laser. This uses Dome Charges, which can be replenished at the Resource Forge.

The artillery cannon takes 5 seconds to fully charge, and cannot be fired from a partial charge. It will also auto-fire after 3 seconds of holding the full charge.

For more information, see the Armaments tab.

Payload & Resource Forge[edit | edit source]

Resource Forge

Before starting a mission, players can stock up on Railjack specific resources from the payload screen.

These resources can be restocked mid-mission, using the four orange panels located at the back of the Railjack. The forge uses materials obtained during the mission. Only one item can be forged per terminal, which has a cooldown of 3 minutes.

The forge can hold up to 200 Carbides64.png Carbides, Copernics64.png Copernics, CubicDiodes64.png Cubic Diodes, and Pustrels64.png Pustrels. This capacity can be increased with the Deep Hold Avionic. Any unused resources will be sent into the player's inventory on mission completion; alternatively, resources held by the forge can be refined, sending them directly into the player's inventory mid-mission with a 20% refinement bonus (i.e. if the forge currently holds 200 Copernics64.png Copernics, refining will give all squad members 240 Copernics64.png Copernics instead). Intrinsics Engineering Rank 9 further increases refined yields by 10%.

Revolite[edit | edit source]

The Omni gear item requires Revolite to carry out repairs, such as fire and electrical hazards and hull breaches, to the Railjack. It costs 5 CubicDiodes64.png Cubic Diodes and 5 Pustrels64.png Pustrels to make 100/125/150 Revolite.

Flux Energy[edit | edit source]

Battle Avionics and Ability Kinesis consume Flux Energy. It costs 15 Copernics64.png Copernics and 15 CubicDiodes64.png Cubic Diodes to craft 100/125/150 Flux Energy.

While Flux Energy can be crafted freely at the Dry Dock, Intrinsics Rank 2 Engineering is required to craft them mid-mission.

Maximum Flux Energy Capacity starts at 350, and can be increased up to a maximum 920 capacity, by equipping certain Railjack Reactors, and also Hyperflux integrated avionic.

Munitions[edit | edit source]

Munitions are required to launch Ordnance. It costs 10 Carbides64.png Carbides and 10 Copernics64.png Copernics to craft 5/6/8 Munitions.

While Munitions can be crafted freely at the Dry Dock, Intrinsics Rank 3 Engineering is required to craft them mid-mission.

Dome Charge[edit | edit source]

Dome charges are consumed by Forward Artillery. It costs 20 Carbides64.png Carbides and 25 Pustrels64.png Pustrels to craft 1/1/2 Dome Charge(s).

While Dome Charges can be crafted freely at the Dry Dock, Intrinsics Rank 5 Engineering is required to craft them mid-mission.

Forging Efficiency[edit | edit source]

With at least Rank 9 Engineering, it is more efficient to refill the Railjack's payload mid-mission, refining the leftovers, and then returning to the Dry Dock.

For example, to refill 300 Revolite, 350 Flux Energy, 31 Munitions, and 5 Dome Charges,

refining a full Forge nets 260 of each material, after taking into account the bonus from Surplus Yield. Then, after fully refilling the Payload at the Dry Dock, you would be left with

90 Carbides64.png Carbides, 130 Copernics64.png Copernics, 185 CubicDiodes64.png Cubic Diodes, and 120 Pustrels64.png Pustrels.

Whereas, to take advantage of the 50% total yield bonus from Optimization Pass, and Full Optimization, fully refilling the Payload would leave you with

110 Carbides64.png Carbides, 125 Copernics64.png Copernics, 145 CubicDiodes64.png Cubic Diodes, and 115 Pustrels64.png Pustrels.

These, then refine (rounded up) into

143 Carbides64.png Carbides, 163 Copernics64.png Copernics, 189 CubicDiodes64.png Cubic Diodes, and 150 Pustrels64.png Pustrels.

Notes[edit | edit source]

  • Railjack has a base 1000 health, 1000 shields, and 1000 armor.
    • The Railjack uses Tenno Flesh, Tenno Armor, and Tenno Shield as its health, armor, and shield types respectively.
    • Shield recharge rate is 5% per second with a delay of 5 seconds.
  • Railjack has a base speed of 180 m/s.
  • Boosting increases Railjack speed by a 1.5x multiplier.
  • The Railjack's Shield Gating invulnerability period lasts 5 seconds.
  • Archwings that fly within 100 meters of the Railjack will automatically travel with the Railjack as it moves.
  • Archwings have a 250 meter innate loot pick-up radius while Railjacks have a 500 meter radius.
  • All weapons have travel time, including Arch-guns that are normally hitscan.

Edit Tab

Upon reaching Rank 1 in the Tactical Intrinsic, players can gain access to their Railjack's Tactical Menu by pressing L  on PC or holding R1 /RB /R  and pressing Left on the D-Pad with a controller.

Interface[edit | edit source]

Tactical Menu G.png
UI elements from top to bottom, left to right
  1. Railjack's health & shield bar
  2. Railjack's Flux Energy bar
    • This bar is shared with the ones displayed in the Pilot and Gunner heads-up displays.
  3. Current quantities of resources available for Resource Forge crafting
  4. Tactical Avionics (Accessible only in Tactical Menu, free to cast, but have cooldowns)
  5. Tactical map
    • Displays all nearby enemies (relative to the crew member being spectated, who is initially the player that opened the Tactical Menu) using the same icons as on the minimap. If the crew member being spectated is on the Railjack, any active hazards will also be visible.
    • Nearby Turrets (such as Cannon Batteries in Archwing) are marked with turret icons. Icon color indicates the current status of the turret.
      • Red: the Turret is hostile to the Tenno. This is the natural state of the turret.
      • Yellow: the Turret is being hacked (done by clicking on a turret icon on the tactical map). Only one turret hack can be in progress at a time; hack progress is indicated by a curved bar extending around the icon.
      • Green: the Turret has been hacked and will fight for the Tenno. Multiple turrets can be hacked simultaneously; however, the hack on each turret will wear off after a certain duration.
    • Teleportation points onboard Railjack unlocked at Tactical 3
      • These teleportation points can be used as long as they are visible on the tactical map. However, the only way to make the points visible while outside the Railjack is to spectate a crew member who is on the Railjack (which requires Tactical 5).
    • At Engineering 10, hazards can be repaired remotely by clicking on them
  6. Crew health, status, and Warframe abilities
View Status List

Possible statuses are as follows:

  • Railjack
    • Railjack Pilot
    • Railjack Gunner
    • Railjack Cannon
  • Archwing
  • [Kosma/Gyre/Exo] [Gokstad/Skold] Crewship
  • (Shipkiller Platform)
    • Shipkiller Entry
    • Shipkiller Control Room
    • Shipkiller Cavern
    • Shipkiller Reactor
  • (Pulse Turbine)
  • (Missile Platform)
    • Missile Battery Turret Room
    • Missile Battery Cannon Construction
    • Missile Battery Entry Hub
    • Missile Battery Command
    • Missile Battery Reactor Core
    • Missile Battery Observation Deck
    • Missile Battery Ramsled Bay
  • (Asteroid Hangar)
    • Hangar Fighter Launch Bay
    • Hangar Prison
  • (Galleon)
  • (Asteroid Base)
  • (Sentient Anomaly)
    • [blank]
  • Orokin Derelict
  • Warframe Abilities can be deployed anywhere on the visible Tactical Map (Tactical 2)
View Ability Kinesis List

Any crew member with Rank 2 in the Tactical Intrinsic can activate Warframe abilities remotely through the Tactical Menu, consuming Flux Energy to do so. Each Warframe has one signature ability that can be activated aboard the Railjack through Ability Kinesis.

Flux Energy cost is tied with the ability cost of the player's Ability. In other words, it is affected by Ability Efficiency mods. For example, if an ExcaliburIcon272.png Excalibur on the crew is modded such that their RadialBlind130xDark.png Radial Blind costs 20 Energy, the Radial Blind cast through Ability Kinesis will similarly cost 20 Flux Energy. Likewise, any Range, Strength and Duration modifiers on a player will affect the Ability Kinesis similarly.

Progression to Tactical Rank 6 grants "Tactical Response", reducing the cost to activate these abilities by 25%. The reduction is based on the modified energy cost after including Ability Efficiency; for example, the cost of activating the Radial Blind ability specified above would drop from 20 flux energy to 15 flux energy.

Warframe Ability Base Flux Energy Cost Notes
AshIcon272.png Ash SmokeScreen130xDark.png Smoke Screen 35
AtlasIcon272.png Atlas Rumblers130xDark.png Rumblers 100
BansheeIcon272.png Banshee Silence130xDark.png Silence 75
BaruukIcon272.png Baruuk Lull130xDark.png Lull 50
ChromaIcon272.png Chroma ElementalWard130xDark.png Elemental Ward 50
EmberIcon272.png Ember FireBlast130xDark.png Fire Blast 75
EquinoxIcon272.png Equinox RestRage130xDark.png Rest & Rage 25
ExcaliburIcon272.png Excalibur RadialBlind130xDark.png Radial Blind 50
Excalibur UmbraIcon272.png Excalibur Umbra RadialHowl130xDark.png Radial Howl 50
FrostIcon272.png Frost SnowGlobe130xDark.png Snow Globe 50
GaraIcon272.png Gara SplinterStorm130xDark.png Splinter Storm 50
GarudaIcon272.png Garuda BloodAltar130xDark.png Blood Altar 50
GaussIcon272.png Gauss ThermalSunder130xDark.png Thermal Sunder 50 Cold b.png Cold Only. Casting twice in one area will freeze enemies
GrendelIcon272.png Grendel Nourish130xDark.png Nourish 50 Consumes enemy and also provides buff to allies.
HarrowIcon272.png Harrow Covenant130xDark.png Covenant 100
HildrynIcon272.png Hildryn ShieldPillage130xDark.png Pillage 50 Grants overshields to the Hildryn player used for casting.
HydroidIcon272.png Hydroid TempestBarrage130xDark.png Tempest Barrage 25
InarosIcon272.png Inaros Devour130xDark.png Devour 50
IvaraIcon272.png Ivara Quiver130xDark.png Quiver 25 Sleep Arrow only
KhoraIcon272.png Khora Ensnare130xDark.png Ensnare 50
LimboIcon272.png Limbo Cataclysm130xDark.png Cataclysm 100 Can stop timer for hull breach if Cataclysm is casted where it is located.
LokiIcon272.png Loki Decoy130xDark.png Decoy 25
MagIcon272.png Mag Magnetize130xDark.png Magnetize 50 Does not require enemy target
MesaIcon272.png Mesa ShatterShield130xDark.png Shatter Shield 75
MirageIcon272.png Mirage SleightOfHand130xDark.png Sleight Of Hand 50
NekrosIcon272.png Nekros Terrify130xDark.png Terrify 75
NezhaIcon272.png Nezha DivineSpears130xDark.png Divine Spears 100
NidusIcon272.png Nidus Larva130xDark.png Larva 25
NovaIcon272.png Nova NullStar130xDark.png Null Star 25 Can be applied directly on allies
NyxIcon272.png Nyx MindControl130xDark.png Mind Control 25
OberonIcon272.png Oberon Reckoning130xDark.png Reckoning 100
OctaviaIcon272.png Octavia Resonator130xDark.png Resonator 50
ProteaIcon272.png Protea Dispensary130xDark.png Dispensary 75
RevenantIcon272.png Revenant Enthrall130xDark.png Enthrall 25
RhinoIcon272.png Rhino RhinoStomp130xDark.png Rhino Stomp 100
SarynIcon272.png Saryn Molt130xDark.png Molt 50
TitaniaIcon272.png Titania Lantern130xDark.png Lantern 75
TrinityIcon272.png Trinity EnergyVampire130xDark.png Energy Vampire 50
ValkyrIcon272.png Valkyr Warcry130xDark.png Warcry 75
VaubanIcon272.png Vauban PhotonStrike130xDark.png Photon Strike 75
VoltIcon272.png Volt Speed130xDark.png Speed 25
WispIcon272.png Wisp BreachSurge130xDark.png Breach Surge 50
WukongIcon272.png Wukong CelestialTwin130xDark.png Celestial Twin 25 Twin follows closest ally, only one Celestial Twin can be active at a time
XakuIcon272.png Xaku TheLost130xDark.png The Lost 75 Gaze only.
ZephyrIcon272.png Zephyr Tornado130xDark.png Tornado 100
  • Below each crew member's health there are two buttons, used to:
View Command List
TacticalCommB.png

While on Railjack

  1. Pilot
  2. Gunner
  3. Repair
  4. Munition
  5. Artillery
  6. Hurry
TacticalCommA.png

While in Archwing

  1. Attack Fighters
  2. Attack Crewship
  3. Board Ship
  4. Board Objective
  5. Hurry
  6. Loot
  7. Return
TacticalCommC.png

While on platform or Crewship

  1. Capture
  2. Scuttle
  3. Hurry
  4. Loot
  5. Return
  • At Tactical 5, players can access other crew's perspectives (default Tab ).
    • The current crew member being spectated is indicated by an eye symbol beside their ability icon.

Media[edit | edit source]

Warframe_Tactical_Menu_Testing

Warframe Tactical Menu Testing

Edit Tab

Cosmetics[edit | edit source]

Players may customize their Railjack using color palettes, applying Glyphs, switching skins, and changing the name of the ship. The exterior and interior of the ship can be colored separately.

Skins[edit | edit source]

Note that these do not modify the interior of the ship.

Edit Tab

Edit Tab

Update 29.5

  • Disabled the health marker on Grineer Crewships in Railjack missions when the reactor is destroyed.
    • We made this change so that there is less confusion to those outside of the Crewship on whether or not it is still an active/valid target.
  • Fixed a small memory leak that could occur when piloting a Railjack.
  • Fixed simultaneously opening the pause menu and selecting options while boarding the Railjack causing your Warframe to become frozen in the pause menu animation.
  • Fixed Railjack turret handles getting stuck in Client’s arms when they use the Tactical Menu to teleport to another player.
  • Fixed Titania appearing absolutely gigantic when using Omni Tool to return to Railjack in Razorwing after blowing up enemy ship, as reported here: https://www.reddit.com/r/Warframe/comments/ea4m8a/titania_is_so_big_so_i_stuck_inside_a_ship/
  • Fixed a tile not rendering in the Railjack boss room for Kasio's Rest.
  • Fixed Railjack Wreckage being marked as under repair even if you didn’t contribute anything.
  • Fixed squad information not appearing in HUD even if enabled in Options when operating a Railjack turret.
  • Fixed players on Railjack getting pulled into Archwing when others are retreating from a Grineer Crewship.
  • Fixed Enemy Ship indicators showing up in the Options menu in Railjack.
  • Fixed choosing “none” as a companion in the Railjack Arsenal causing the camera to clip into the Arsenal itself. This also fixes the same thing happening when switching back and forth from the companion tab.
  • Fixed issues with text in the Railjack’s Tactical Map when using a Warframe that has Helminth abilities.
  • Fixed Railjack Sungem Akin appearing as the default Railjack skin when viewed from the Orbiter. As reported here: https://forums.warframe.com/topic/1231000-railjack-skins-dont-apply-from-inside-your-railjack/
  • Fixed Kasio’s Rest Railjack Asteroid Base not actually firing missiles at you.

Hotfix 29.3.1

  • Fixed inability to use Navigation after accessing Railjack via the Pause Menu while in Navigation.

Hotfix 29.2.4

  • Optimized a small memory leak that would occur in certain Railjack missions.
  • Fixed a functionality loss when Upgrading the Railjack Grid then going back while looking at the tooltip.

Hotfix 29.1.2

  • Fixed Railjack Avionics not being displayed correctly in the EoM screen.

Update 29.1

  • Fixing a script error with the Railjack Tactical Menu.

Hotfix 29.0.6

  • Xaku’s Gaze ability has been added to the Railjack Tactical Menu.

Hotfix 29.0.1

  • Fixed a script error in the Railjack Navigation screen.

Hotfix 28.3.2

  • Fixed some invalid characters when renaming the Railjack in different languages.

Update 28.3

  • Fixed Projectile Armaments (like Apoc) not gaining the damage bonus from the Hyperstrike Avionic.
  • Fixed Valence Fusion failing between Tier 2 Armaments with a "perfect" stat roll and a Tier 3 Armament with a lesser stat roll.
  • Fixed Client player able to start a Railjack mission after being invited to the Host’s Orbiter.
  • Fixed the "Kill Asteroid Base Commander" POI on Saturn spawning Kosma enemies instead of Gyre enemies.
  • Fixed placeholder text appearing while piloting Railjack with the Tactical Menu open.
  • Fixed Avionics not stacking in the end of mission screen rewards.
  • Fixed being able to open the Orbiter Equipment screen when in the Railjack.
  • Fixed script error you could encounter when returning to Dry Dock from Railjack mission.

Hotfix 28.1.1

  • Fixed inability to use Railjack Battle Avionics when using a controller. The following has been reverted in order to fix:
    • Fixed right-D-pad equipping Omni-tool (or doing nothing in regular Archwing missions) instead of cycling to the next Warframe/Archwing ability.
  • Fixes towards Omni-tool binding sometimes not working correctly when using a controller.
  • Fixed the Railjack HUD sometimes showing "<SECONDARY_FIRE>" on the bottom-left instead of the button that Ordnance is bound to.
  • Fixed an issue reported here where the binding for equipping the Omni-tool was missing when playing with a controller if you had customized your bindings prior to the release of Railjack. Players on PC may have to manually restore the bindings.
  • Fixed simultaneously pressing ESC+Interact action allowing you to Decorate the Railjack.

Update 28.1

  • Fixed Maxima and Hull Weave Avionics missing from respective Earth Proxima and Veil Proxima enemies.
  • Fixed the Archwing Slingshot breaking after the first use if it was used to board a Crewship.
  • Fixed spawning thousands of meters away from your Railjack if you Transfer back into your Warframe after launching a Railjack mission as the Operator.
  • Fixed getting stuck in Orbiter/Railjack walls when entering the Arsenal as the Operator.
  • Fixed viewing Railjack Components/Armaments and switching tabs after making a selection not properly deselecting the selected item, resulting in the Valence Fusion and Scrap buttons disappearing.
  • Fixed the Avionics screen showing the incorrect callout for "remove" when using a controller.
  • Fixed right-D-pad equipping Omni-tool (or doing nothing in regular Archwing missions) instead of cycling to the next Warframe/Archwing ability.

Hotfix 28.0.6

  • Fixed opening any kind of Chat link while on the Railjack Configure screen causing UI overlaps.

Hotfix 28.0.5

  • General stability changes towards Railjack missions when a Host migration occurs. This touches on issues related to Crewships not spawning after a Host migration, and crashing when a Crewship spawning triggers a Host migration.
  • Fixed a crash that could occur when destroying Fighters.
  • Fixed Railjack doors sometimes preventing you from moving through unless you move back and approach them again.
  • Fixed a script error related to Scrapping Railjack Wreckage.

Hotfix 28.0.2

  • Fixes towards incorrect fog rendering when viewing skyboxes from your Railjack.

Update 28.0

  • Increased the amount of invested currency that is refunded for the following:
    • Scrapping ranked Avionics refund more of the invested Dirac (75% just like Mods).
  • Added “Join Any Crew” option to search for Open Squads in active Railjack missions that you can join in a given Proxima. If there are no open squads, a pop-up will prompt you to try again or launch a new session from your personal Railjack.
    • We’ve added this feature to save time and keep you from needing to hover over node by node to see if there are active squads on them.
  • Added a ‘Scrap Wreckage’ button to the Railjack Components/ Armaments screens. This removes the step of having to manually go into your Inventory in order view a complete list of Wreckage to Scrap when over the Wreckage limit.
  • Fire hazards that spawn on the Railjack will now directly damage the Ship/Hull directly, instead of getting split between Hull and Shields. This means that even if you have full Shields you'll start taking damage directly to your Railjack if you leave a fire unattended.
  • Fixed loss of functionality when performing a Finisher while inside a Crewship when it explodes.
  • Fixes towards inability to use the Archwing Slingshot if two Client players spam the interaction at the same time during a Railjack mission.
  • Fixed a case where the End of Mission screen would pop in for a split second when transitioning from a Railjack mission to Dojo.
  • Fixed being able to launch Railjack missions from an incomplete Dry Dock (still in construction through Rising Tide) after Host migrating from a mission joined as Clients.
    • This also fixes a related issue of infinite loading tunnels when returning to Dojo after host migration.
  • Fixed Wreckage Capacity not immediately being updated until after exiting and then coming back after using Valence Fusion with Wreckage as one of the components.
  • Fixed Railjack Armament stats not displaying properly when viewing the full Railjack stats.
  • Fixed a loss of functionality when viewing the Nightwave screen when a squad member returns the Railjack to the Dry Dock.
  • Fixed some Railjack POIs having a delayed reaction to your presence (i.e not firing Super Weapon, firing Ram Sleds, etc),
  • Fixed being placed next to a POI (if there is one) when skipping the Crewship Archwing exit cutscene.
  • Fixed Railjack mesh collapsing when loading into Dry Dock after mission in the “Configure Railjack” panel.
  • Fixed a crash when aborting a Railjack mission after another player had also aborted.

Hotfix 27.5.6

  • Fixed inability to Pilot the Railjack downwards if you're Piloting using your Operator with a controller.
  • Fixed the End of Mission screen popping in for a split second when transitioning from a Railjack mission to the Dry Dock.

Hotfix 27.5.3

  • Fixed some Railjack Battle Avionics not firing where the reticle is aimed for Clients.
  • Fixed the default Railjack Skin not being first in the Railjack Skin list.

Hotfix 27.5.2

  • Fixed inability to exit the Railjack for a while after returning to the Dry Dock from a Railjack mission.

Update 27.5.0

  • Fixed inability to tag items in Chat when using the Chat window while on a Railjack Turret.

Hotfix 27.4.4

  • Changed the Valence Fusion popup if you have no compatible Fusion items but you do have Wreckage partially funded, this popup will indicate that you cannot use partially funded Wreckage for Valence Fusion (you can of course get refunded for cancelling the repair and then Valence Fusion will work).
  • Void Mode will now be disabled when Operators use a Railjack Turret.
  • Fixed Scrapping unrepaired Wreckage displaying that you gained the wrong Resources. When Scrapping unrepaired Wreckage the UI should only show you that you obtained Dirac.
  • Fixed another case of Fire Malfunctions not damaging the Railjack in higher level missions.
  • Fixed Radial explosions from weapons (Penta, etc) not doing damage to Crewship Reactors.
  • Fixed the Join Warp feature not bringing your Pet Companion with you.
  • Fixed (for real this time) Cruising Speed Avionic not applying its 80% increase for Railjack speed when more than 3000m away from any enemy ships.
  • Fixed using a Forging Bay as the Operator not correctly tracking which Forge you were trying to use, causing Forges to appear “Busy” when they really weren’t.
  • Fixed weird Operator animations when using the Forward Artillery on the Railjack.
  • Fixed ‘Countermeasures’ and ‘Fiery Phoenix’ Avionics descriptions not matching their updated functionality.
  • Fixed a script error when launching a Railjack mission from the Dojo Navigation.

Hotfix 27.4.3

  • Your Pet Companions will now teleport alongside you when transitioning between different regions in a Railjack mission (ie Omni Recall, Archwing Slingshot, boarding a Crewship via Archwing, etc).
    • This addresses feedback that Pet Companions could take many seconds to catch up, or if it's bleeding out, won't catch up at all, thus dying frequently. This also fixes Pet Companions sometimes dying on an exploding Crewship that you’ve already departed from.
    • A lingering issue we’re chasing is the Join Warp feature not bringing your Pet Companion with you.
  • Fixed a functionality loss when Recalling back to the Railjack while performing a finisher.
  • Fixed Cruising Speed Avionic not applying its 80% increase for Railjack speed when more than 3000m away from any enemy ships.
  • Fixed base of the Railjack Wing Turret appearing to float in front of the Client player when mounting said Wing Turret.

Hotfix 27.4.2

  • Fixed Clients using Join Warp (Rank 10 Tactical) teleporting ten-thousands of meters away instead of next to the squad member they are trying to teleport to.
  • Fixed Particle Ram FX flickering if you weren’t the person flying the ship.
  • Fixed a script error that could occur if you were viewing the Railjack Tactical Menu while en route to the Dry Dock.
  • Fixed Seeker Volley having no drop location - it now drops from Kosma Taktis.
  • Fixed killing Crewship Engines not affecting crew count before the ship has been boarded.
  • Fixed a crash associated with Crewships.
  • Fixed Garuda not being able to Melee after leaving and re-entering Railjacks.

Hotfix 27.4.1

  • Quadrupled the XP gain from removing Railjack Hazards:
    • Fire Hazard: From 600 to 2400
    • Electricity Hazard: From 600 to 2400
    • Ice Hazard: From 600 to 2400
    • Hull Breach: From 600 to 2400
    • Hull Rupture: From 1000 to 4000
  • Changed confirmation text when Valence Fusing Railjack components to be clearer.
    • It now reads ‘Choose a stat’ instead of ‘Choose which stat to fuse’.
  • Fixed Railjack Fire Hazards not causing correct damage to the Railjack. You should feel Fire Hazards (max 1 at a time) hitting a lot harder to your Railjack now as intended.
  • Fixed Cruising Speed Avionic stacking its effect if you equip/unequip it repeatedly in the Loadout screen.
  • Fixed sometimes crashing when casting the Void Hole Battle Avionic.
  • Fixed a script error when using Valence Fusion in the Railjack Configure panel.
  • Fixed a script error when initiating a Railjack mission right when someone else is Contributing in the Dojo.
  • Fixed a script error when Upgrading Avionics.

Update 27.4

Railjack Revisited (Part 1)

Tenno! We are continuing our Warframe Revised update pattern - this time with a focus on Railjack. Earlier this year we released ‘Warframe Revised’ which touched a lot of Warframe, but also included a big batch of bug fixes for Railjack. Now it’s time to dive deeper into key areas: Pacing, Balance, and Tools of the Trade. Not included in this Revisit: Intrinsics, Missions, and other areas. These are bigger undertakings for later Parts, but expect more revisions to come (to Malfunctions too)!

In Part 1, we are revising Pacing, Balance, and Tools because these 3 make up the foundation of all Railjack gameplay: what’s the pace of Railjack missions? How hard are you hitting enemies (and vice versa)? What are your tools for the trade? This update provides new answers to all of these questions in a new foundation to the Railjack you’ve known since launch. The key intention behind this Railjack Revisited update is to make Railjack better paced and more fun, while also being more rewarding for your time.

You may notice some items listed below are striked-through! Over the weekend, we posted a Dev Workshop of these changes, also ran our first ever Public Test Cluster, where Tenno could playtest these Railjack changes before they went live. As we iterated on the feedback gathered, we wanted to show this in our update notes: if we iterated on a change following feedback, we have listed the original planned change with strike-through for the sake of comparison! The notes that follow are the Dev implementation of that feedback, which are now live! Whether you participated in the Public Test Cluster or shared your thoughts on the Dev Workshop, thank you again for providing thoughtful feedback on these Railjack changes prior to release, we look forward to more opportunities to do the same.

General Changes:
  • Doubled the Railjack’s innate loot-pickup (Vacuum) Range.
    • We’ve also improved the way that Vacuums pull items towards the player and the Railjack. The maximum amount of time it takes for the pick-up to reach the player should be a little more consistent now (about 0.75 seconds in most cases).
  • The Sentient Anomaly in the Veil Proxima now has no downtime - it rotates every 30 minutes to a different node with no downtime in between.
  • Changing the pacing and general feel of all Railjack Piloting and movement to be less reliant on the optimal strategy of “Single strafe Boost then Repeat”:
    • Doubled the Railjack’s base Speed.
    • Lowered Boost Speed by 75%
    • Increased the Boost Speed cost of dodge.
    • Increased Boost Drain
  • Made scale a factor in damage reduction and bonuses. This means Archwings and their weapons will do more damage to ships, while also taking less damage from them.
  • Fixed inconsistencies with the sensitivities of the emplacement positions (side turrets now match the pilot turret)
  • Doubled Revolite crafting yield from 50 to 100.
  • Tripled values of Titanium and Asterite resource drops.
  • Grineer on-foot enemies now drop Archwing Mods, and Captains drop Operation and Dual Stat Archwing Mods.
  • Added an Omni Tool binding when using a controller! The default binding is RB + Right Directional-Pad button, to customize go into your Options > Controls > Customize Controller > Ability Menu > Bind ‘Equip Omni’.
    • The Omni Tool will only be equipped using this shortcut option if it is in the Gear Wheel!
  • The Omni tool will now slot into the first available slot in the Gear Wheel when given to players instead of being appended to the end.
  • Removed unnecessary ability to use the Omni tool outside of Railjack missions.
  • Railjack sessions now lock after 5 minutes or if 50% of the Fighters have died - similar to normal sessions.
  • Removed the whirly spin move of one of the Sentient fighters. He was having just a little bit too much fun and the other Sentients were just not having any of his funny business.
  • Updated the look of the Taktis Grineer Fighter ships.
  • Made slight visual updates to the search bar in the Avionics screen.
  • When transitioning between Railjack missions, your Warframe/Operator Health/Shields will be restored as well as any Vazarin instant Revives.
  • Railjack Missions now reward more Credits at End of Mission to tie some of the main currencies into the reward structure more heavily.
    • Earth Proxima Missions reward 30,000 - 45,000 Credits depending on the node.
    • Saturn Proxima Missions reward 50,000 - 75,000 Credits depending on the node.
    • Veil Proxima Missions reward 80,000 - 150,000 Credits depending on the node.
Ship Combat Changes:
  • Changed all Health, Shield and Armour to use the new Tenno versions introduced in Warframe Revised.
  • Halved the Health and Armour of all Grineer Fighters.
  • Randomized the amount of Fighters required to be killed during the Extermination portion of the Skirmish mission so it’s not always the same.
  • Decreased the amount of time between landing the killing shot to the enemy explosion on Fighters (0.1 - 1 sec) down from (1-3) seconds. The effect of this will be not only a quicker pace, but also a quicker time to spawn any drops.
  • Decreased Railjack Shield Recharge delay from 5 to 3 seconds. Shield Recharge delay remains at 5 second based on Public Test results.
    • Railjack Weapon heat build up changes:
    • Apoc - Sigma/Lavan/Vidar heat build up reduced from 20 to 12. Zetki from 40 to 20
    • Carcinoxx - Sigma/Lavan/Vidar heat build up reduced from 10 to 8. Zetki from 20 to 12
    • Cryophon - Zetki from 400 to 350
    • Photor - Sigma/Lavan/Vidar heat build up reduced from 10 to 8. Zetki from 20 to 12
  • Railjack Weapon changes:
    • Milati Multi Missile
      • Reload speed increased from 5 secs to 2 secs
      • Projectile speed increased from 250 to 400
    • Pulsar damage increased:
      • Sigma/Lavan/Vidar
        • MK 0 - 43 to 52
        • MK 1 - 78 to 94
        • MK 2 - 133 to 160
        • MK 3 - 213 to 256
      • Zetki
        • MK 1 - 117 to 141
        • MK 2 - 200 to 240
        • MK 3 - 320 to 384
On-Foot Combat Changes:
  • Reduced the Health of all on-foot Grineer Railjack enemies by half.
  • Removed scaled damage controllers from all on-foot Grineer Railjack enemies.
RAILJACK BALANCE FEEDBACK MEGATHREAD
https://forums.warframe.com/topic/1189069-railjack-revisited-part-1-railjack-balance-feedback-megathread/
Pacing Changes:
  • Added Caps for the amount of simultaneous Railjack Hazards (Fire, Electric, and Breaches). Your Railjack can only have 1 of each Hazard active at a time.
  • Made each RJ Hazard type more harmful to the ship. Made each RJ Hazard type even more, MORE harmful to the Railjack based on Public Test results.
  • Reduce Railjack Speed and Damage when Railjack is in “Catastrophic Failure” mode.
  • Increased the amount of Omni Revolite required to remove hazard events, but increased the XP gained.
  • Increased the number of fighters in all alert stages.
  • Enemies now spawn much closer to the Railjack vs. 1000+ km away.
  • Destroying all engines on a Crewship now disables weapons.
  • Destroying all engines on a Crewship kills half the crew on board.
RAILJACK PACING FEEDBACK MEGATHREADS
https://forums.warframe.com/topic/1189067-railjack-revisited-part-1-railjack-pacing-feedback-megathread/
Archwing Changes / Fixes:
  • Longstanding issues with the usability of Archwing Melee has been fixed.
  • Made numerous changes here based on Public Test results, including further Melee weapon rebalancing.
    • Increased base Melee magnetism range from 100 to 140m
    • Decreased chance of Enemy Fighters performing a maneuver to break away from Melee attacks from 100% to 10%.
    • Increased camera offset from Enemy Fighters from 25 to 30m to help show action.
  • Archwing Melee Range Mods now affect aim assist lock-on range.
  • Archwing Gun stats normalized - space combat now uses ground “Heavy Weapon” stats.
  • UI Lead indicator has been added to relevant Archwing Guns.
Systemic Changes:
  • The Kuva Lich ‘Valence Fusion’ has been added for built Armaments and Components. Introducing RAILJACK VALENCE FUSION - players can now fuse duplicate built or unbuilt stats to their favorite built parts, boosting them. Based on Public Test Cluster feedback, this no longer requires built Armaments and Components to Valence Fuse: Wreckage can be used, with a resource cost (Max 40%!). Built Armaments and Components can also be used and consumed, with a Dirac cost.
    • Requires Dirac to perform if VALENCE FUSION occurs for built Armaments and Components.
    • Requires Resources and Credits if VALENCE FUSION occurs for Wreckage of Armaments and Components.
    • Combining matching tiers gives 10% boost in stats
    • Combining lower tiers gives 5% boost in stats.
    • Two tiers removed (MK3 with MK1) is 2% boost
    • You can only VALENCE FUSE the same House and type of Armaments and Components across all MKs - much like Kuva Lich Weapons. Also Sigma equipment (your starting equipment or purchased from the Dojo) cannot be upgraded in this way.
Affinity and Intrinsic Gain Changes:
  • Doubled Affinity-to-Intrinsic Point conversion. You will now gain Intrinsics 2x faster.
  • Increased the earned Affinity on killing Elite Fighters and Outriders.
Avionics Changes:

When it comes to Avionics changes, there’s an overarching goal: Simplify Avionic management.

  • Each Integrated Avionic Type will now only exist with a single Manufacturer rather than three Manufacturer flavors. What this means is that there won’t be 3x variants of the same Avionic.
  • Consolidated Avionics have had their Avionic Capacity Drain altered so that on average the Integrated Avionics now consume 20% less. This ensures players can more comfortably fit the builds they want in the new consolidated system based on Feedback from the Public Test Cluster.
  • The ‘retired’ Integrated Avionics will be removed from players inventory via a script on login.
  • The remaining Integrated Avionic for each Type will take on the values of the previously highest valued Avionic of its Type.
  • ALL Dirac used to upgrade Integrated Avionics will be refunded. This applies to both retired and remaining Avionics.
  • ALL remaining Integrated Avionics will have their Upgrades drained.
  • Added ‘Incomplete’ tab/category to the Avionics screen in the ‘Configure Railjack’ panel, Mods Segment screen, and the Codex.
    • Avionics, Mods, and Arcanes that are not owned are marked as ‘preview’ in this category and those that you own but have not ranked to Max are also in this category.
  • You can now Chat Link Avionics!
Battle Avionic Refresh:
Munitions Vortex
  • Reverted to ‘as is’ based on Public Test results, albeit with brand new FX for understanding scale / effect of Avionic.
  • Vortex is now attached to the front of your Railjack
  • Increased Vortex radius from 30 to 60
  • Increased radius from 150 to 200
Countermeasures
  • Initial use cost of 5 Flux Energy, double cost if used again within 4 secs up to a cap of 40 energy (5/10/20/40)
Blackout Pulse
  • Display range stat on all marked targets while projectile is in flight
  • Increased radius from 100 to 200
  • Increased damage from 250 to 500
Particle Ram
  • Requires forward velocity to be active
  • Increased speed of projectile when its launched
  • Increased length of projectile so targets stay within the damage field as long as they did before with slower projectile
  • 50% more Damage during a Vector Maneuver
  • 100% more damage when launching the Particle Ram
  • Now accepts Energy colour.
Shatter Burst
  • Display range stat on all marked targets while projectile is in flight
  • Range increased from 120 to 200
  • Damage increased from 500 to 1000
  • Radius increased from 60 to 80
  • Fall off decreased from 100% to 50%
Void Hole
  • Decreased duration from 25 to 12 secs
  • Increased attraction strength
Fiery Phoenix
  • Decreased energy drain from 5 to 2.5 per sec
Seeker Volley
  • Increased damage from 1000 to 1600
  • Increased Critical Chance from 20 to 40%
  • Increased speed from 120 to 260
Tactical Avionic:
Fire Suppression
  • Changed the Fire Suppression Tactical Avionic to always fix only one Hazard, and upgrading the rank reduces the cooldown.
    • Previously the only reason you would have upgraded this avionic was to handle more Hazards at once, but now your Railjack can only have 1 Hazard at a time. Reducing the cooldown instead still gives you a reason to rank it up.
NEW AVIONICS!

Find these new Avionics from Earth, Saturn, or Veil Proximia Grineer Fighters to enhance your Railjack (these values are with Max Rank Avionic and Max Grid Rank):

Deep Hold (Lavan)

Increase Forge Capacity by 60%.

Cruising Speed (Zetki)

Increase Speed by 80% when no enemies within 3000m.

Quicklock (Lavan)

Decrease Ordnance Lock-on time by 75%.

Artillery Cheap Shot (Zetki)

Forward Artillery has a 50% chance to not consume Dome Charges.

Ordnance Cheap Shot (Lavan)

Ordnance weapons have a 50% chance to not consume Munitions.

Turret Velocity (Vidar)

Increase Turret Range by 25.3%. Increase Turret Projectile Speed by 55%.

RAILJACK TOOLS FEEDBACK MEGATHREAD
https://forums.warframe.com/topic/1189071-railjack-revisited-part-1-railjack-tools-feedback-megathread/
Railjack Fixes
  • Fixed attempting to exit the Railjack right when the Host selects another mission to warp to resulting in the left-behind player dying and sometimes unable to Revive.
  • Fixed lingering Revo Reducer buff after equipping and unequipping the Revo Reducer Avionic until they complete a mission or leave their Dojo.
  • Fixed cases where the doors in the Railjack would have collision and prevent players from passing through them.
  • Fixed inability to load into the Dojo via Railjack Navigation.
  • Fixed Railjack Reactors that have the “50 Shield per unused Avionics Capacity” perk not applying the perk when first loading into a Railjack mission.
  • Fixed Clients having a 5 minute Arch-Gun Deployer cooldown if you were outside the Railjack when a Host migration occurred.
  • Fixes towards an inescapable black screen if you were inside a Crewship as the Operator when it exploded.
  • Fixed Client's inability to destroy a Grineer Crewship with the Forward Artillery if the Crewship was near disabled.
  • Fixed ‘Reflex Aim’s’ snap aiming not properly targeting the ships from a split Gyrex.
    • The target lead indicators will now follow the ships split from the Gyrex, but since radial damage does not hurt them, ‘Target Sync’ will not lock-on to them. This was set this way so that players do not waste their Munitions.
  • Fixed Chroma Elemental Ward issue where casting it on yourself through the Railjack Tactical Map, then overriding it with your own cast causing the bonuses from the Tactical Map cast to never expire.
  • Fixed a functionality loss when using Transference while transitioning through a loading tunnel (Void tunnel).
  • Fixed Clients out in space that experience a Host migration, resulting in an ability to take your Heavy Weapon into the Railjack and POIs as a regular ground weapon (Primary).
  • Fixed being placed inside an Artillery and falling through the level to escape if you used Join Warp on a player on said Artillery.
  • Fixed your Warframe’s body not moving with camera aim when using the Railjack’s Forward Artillery.
  • Fixed using Transference when Piloting or using side Turrets in Railack as Operator causing it to cast the first slotted Battle Avionic.
  • Fixed Clients loading into an untextured level when sitting in the Archwing Slingshot during a Host Migration.
  • Fixed Focus Convergence Orb markers appearing in Space instead of inside the ship when piloting Railjack.
  • Fixed starting a second Railjack mission preventing Melee Finishers from working until respawned.
  • Made multiple fixes for jittery and weird cloth physics when hanging out in the Railjack. This also fixes issues of rigid cloth after dismounting from the Pilot seat.
  • Fixed Clients loading into Railjack missions from Dry Dock after accepting an invitation from Host getting stuck in infinite loading.
  • Fixed issue where Clients would get stuck in the Forward Artillery and above the intended area in the Railjack when entering and exiting the Forward Artillery back to back.
  • More fixes towards players finding themselves in all kinds of brokenness when using Archwing Slingshot on a Crewship that had just been destroyed.
  • Fixed elements of the Tactical Menu map disappearing in certain aspect ratios.
  • Fixed Clients getting left behind when starting a second Railjack mission from the Dry Dock and Hosts getting stuck in infinite load.
  • Fixed objective markers sometimes not showing after subsequent Railjack runs as Host.
  • Fixed fighter/Crewship objective markers reappearing after migration when they had already been completed.
  • Fixed Operator faces getting all messed up when piloting Railjack. Space fighters are thankful they no longer have to witness that horror anymore.
  • Fixed meltdown projector showing for players that are still inside the Crewship.
  • Fixed multiple issues related to Railjack for Clients invited to someone’s Orbiter including:
    • Fixed an issue where using "Board Railjack" / "Return to Orbiter" from the top menu while not close to the action itself would fail to execute it.
    • Fixed an issue where Clients would spawn in a "random" spot on the Railjack instead of in the bridge like the Host does if they were still in the Orbiter.
  • Fixed the Railjack Sungem and Caballero skins having the Ordnance and Nose Turret weapons clipping with parts of the Railjack/Skin.
  • Fixed the waypoints for Commanders in Railjack missions not having distance information.
  • Fixed Dragon Key debuff indicator appearing as a red dot in the HUD when Piloting the Railjack.
  • Fixed purchasing a Glyph to equip on your Railjack only applying the icon, but not setting the selected item. This resulted in the Glyph slot name not updating and selecting to equip a new Glyph would auto focus the old Glyph you had before the purchase.
  • Fixed teammate buttons in the Railjack Tactical Menu overlapping the location text.
  • Fixed super long Railjack names overwhelming the Railjack HUD.
  • Fixed UI becoming unresponsive after opening the Nightwave screen as the Operator when returning to the Dry Dock from a Railjack mission.
  • Fixed Elemental Resistance Avionics not Ranking up properly.
  • Fixed accessing the Railjack Arsenal from the Orbiter leading to camera placement issues.

Hotfix 27.3.16