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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.

Acquisition[edit | edit source]

A Railjack is constructed during the Rising Tide quest, which requires completion of The Second Dream. The building can alternatively be bypassed by purchasing a fully built Railjack in the Market for Platinum64.png400; obtaining the Railjack this way will count the Rising Tide quest as completed.

Dry Dock[edit | edit source]

Main article: Interactive Rooms#Dry Dock

Dry Docks can be found on Tier 2 or 3 Relays (Saturn, Europa, Eris, or Pluto). They can also be built in Clan Dojos. Each player will only be able to see their own Railjack.


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 1 hour to complete in the Dry Dock and cannot be rushed with platinum, thus the complete Railjack requires an absolute minimum of 6 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
25,000
CubicDiodes64.png
5
Plastids64.png
250
Rubedo64.png
1,250
NeuralSensor64.png
3
Time: 1 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
25,000
Carbides64.png
5
Cryotic64.png
250
OrokinCell64.png
1
NanoSpores64.png
1,250
Time: 1 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
25,000
Carbides64.png
5
Circuits64.png
400
AlloyPlate64.png
2,000
ControlModule64.png
10
Time: 1 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
25,000
Carbides64.png
5
Circuits64.png
400
AlloyPlate64.png
2,000
ControlModule64.png
10
Time: 1 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
25,000
CubicDiodes64.png
5
Ferrite64.png
750
PolymerBundle64.png
300
ArgonCrystal64.png
1
Time: 1 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
25,000
CubicDiodes64.png
5
DetoniteAmpule64.png
10
Ferrite64.png
750
Salvage64.png
1,000
Time: 1 hrs
Rush: N/A
MarketIcon.png Market Price: N/A Blueprint2.svg Blueprints Price: N/A
View Total Cost List
Resource Quantity
Credits64.png Credits 150,000
CubicDiodes64.png Cubic Diodes 15
Carbides64.png Carbides 15
ArgonCrystal64.png Argon Crystal 1
OrokinCell64.png Orokin Cell 1
NeuralSensor64.png Neural Sensors 3
ControlModule64.png Control Module 20
Rubedo64.png Rubedo 1,250
Circuits64.png Circuits 800
PolymerBundle64.png Polymer Bundle 300
Plastids64.png Plastids 250
Cryotic64.png Cryotic 250
AlloyPlate64.png Alloy Plate 4,000
Ferrite64.png Ferrite 1,500
NanoSpores64.png Nano Spores 1,250
Salvage64.png Salvage 1,000
DetoniteAmpule64.png Detonite Ampule 10

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.

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 and Armaments. Hence, several items exist in different versions with their own stats, costs, and benefits. Stronger Sigma Series equipment can only be obtained from Clan Dojo Research, while other Series can be found as Wreckage in battles.

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 Endo. 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 Endo. Wreckage inventory limit cannot 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.

Notes[edit | edit source]

  • Empyrean missions can be joined & completed without a Railjack via a button in the upper right-hand side of the Navigation screen.
  • It is possible to scrap excess component salvage without a Railjack by attempting to join a specific mission while over the cap (not through the Join Any Crew button).
  • Intrinsics can be allocated and the Plexus can be configured at the front of the Orbiter via a terminal located between Navigation and Syndicates.
  • 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 Dry Dock, 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.
    • "Cogitation" is defined as thinking deeply, pondering, or mediating. Since Cy states they have been 'defragged,' 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

Welcome to the Proxima Regions! Here you'll find Railjack missions that combine space and on foot combat.

If you own a Railjack, consider visiting the practice node 'Free Flight' on Earth Proxima to practice Piloting and learning your Railjack's layout. If you do not yet own a Railjack, prepare to assist a squad and work together. We all lift together!

—Upon first interacting with the Railjack Navigation menu

Empyrean is a unique game mode introduced in Update 27.0. These missions take place in the vast expanse of space, utilizing Railjack and Archwings to combat enemy spacecraft.

To host a game in Empyrean, players must go to the navigation console on their Railjack, which can be accessed within their Clan Dojo's Dry Dock, in the middle of their Orbiter, or from the menu by pressing Esc  → Board Railjack. Players must complete the Rising Tide quest in order to pilot their own Railjack. However, any player who has completed The Archwing can join in Empyrean missions by selecting an Empyrean node in their Star Chart. The host's Railjack is used during the mission.

Mechanics[edit | edit source]

Empyrean missions involve the Tenno fighting either Grineer or Corpus in the various proxima regions within the Empyrean star chart. Players utilize their Railjack and Archwing to do a variety of tasks that vary based on faction type and region. Players encounter many different types of enemies including Fighters and Crewships, and players may also have side objectives, such as points of interest or abandoned derelicts, which can grant extra rewards if the mission is completed.

Enemy crewships can be boarded using the Archwing (including being launched from Archwing Slingshot facility within the Railjack). The crewships can be destroyed by either using Forward Artillery from within the Railjack, or by boarding and then destroying its reactor from within. They can alternatively be disabled and/or commandeered by boarding and killing its crew and pilot from within. If destroyed, any Tenno within will automatically be launched back into space on their Archwing. A commandeered crewship will become an active target for enemy gunships.

Both crewships and points of interest will occasionally launch Ramsleds which, if not shot down, will ram into the Railjack and deploy boarding parties of ground Grineer troops. These troops will not only threaten the Tenno aboard the Railjack but also periodically spawn hazards such as fires and hull breaches that if not repaired in time may cause the mission to fail.

Completing the mission will not offer an extraction point that players familiar with ground missions may expect. Instead, once Bonus Rewards above are shown on the screen - the mission is considered complete at that point, and any player in the squad can simply abort the mission (ESC  > Abort Mission), which will display a warning that only progress will be saved, but not any items or resources earned during the mission. However, contrary to the warning, all items and resources will also in fact be added to the player's account. Any one of the remaining players may select another Railjack mission from the Navigation console located in the Railjack's bridge, which includes docking the Railjack back in the hosting player's Dry Dock.

Damage System[edit | edit source]

Main article: Damage#Empyrean

Empyrean gamemode and Railjacks use a slightly altered system of the currently existing damage system. Arch-guns and Arch-melees deal 90.91% (10/11) reduced damage to space enemies (or 9.09% of its arsenal damage) while Railjack Armaments and Tactical mods deal their full listed damage to them before accounting for hit point resistances and vulnerabilities.

Primary physical and elemental damage types have different status effects against space enemies outlined in the chart below. Secondary elemental damage types (DmgBlastSmall64.png Blast, DmgCorrosiveSmall64.png Corrosive, DmgGasSmall64.png Gas, DmgMagneticSmall64.png Magnetic, DmgRadiationSmall64.png Radiation, and DmgViralSmall64.png Viral) do not have altered status effects and cannot proc against space enemies, but Arch-guns and Arch-melees modded for secondary elementals will still increase total damage.

This system does not apply to on-foot enemies, such as Ramsled boarding parties, and Crewship and Point of Interests personnel, who will take damage and status as per normal.

Damage Type Empyrean-only Status Effects
DmgImpactSmall64.png Impact Concuss
Crew within a gunship have reduced aim and damage for 6 seconds. Additional procs refresh duration.
DmgPunctureSmall64.png Puncture Decompress
Temporarily reduces target ship's shields by ?% and current armor by 10% for 20 seconds. Additional procs stack multiplicatively.
DmgSlashSmall64.png Slash Tear
Target ship receives 7.5% increased damage for 20 seconds. Additional procs stack multiplicatively with itself.
DmgColdSmall64.png Cold Immobilize
Target ship's weapons are disabled and it slows down to a complete stop. Lasts for 6 seconds. Additional procs refresh duration.
DmgElectricitySmall64.png Electricity Scramble
Target ship spirals erratically for 6 seconds, being unable to attack while moving in a straight line. Additional procs refresh duration.
DmgHeatSmall64.png Heat Sear
Target ship receives damage over time for 6 seconds. Additional procs increase damage dealt over time.
DmgToxinSmall64.png Toxin Intoxicate
Target ship attacks any closest enemy and will be attacked in return for 12 seconds. Additional procs refresh duration.


Grineer[edit | edit source]

All Grineer missions are Skirmish missions; an Exterminate-like mission where players must kill enemy fighters and Gokstad Crewships.

At higher levels, Skirmishes will have outposts, called "points of interest", that often threaten the Railjack with armaments or buffing enemy fighters. The crew must send an "Away Team" to board the outpost, sometimes coordinating with the Railjack crew, to remove the outpost from play. Additionally, Grineer points of interest may reward components for OberonIcon272.png Oberon.

Corpus[edit | edit source]

Missions involving the Corpus are a combination of Railjack gameplay and normal grounded missions in a Corpus Ship, which consists of Exterminate, Defense, Volatile, or Orphix.

After completing initial Railjack objectives, such as clearing points of interests or destroying a small number of enemy crewships, all players must dock within the Corpus Ship via Archwing. Once half the squad enters, a 30 second countdown will begin, after which all players will be forcibly teleported into the ship to transition into grounded objectives, which behaves identically to normal missions. During these Corpus Ship segments, the Railjack is invulnerable, but players cannot return to space gameplay or Omni teleport back to the Railjack until the grounded objectives are complete and have reached the extraction point from within the ship.

Points of Interest & Abandoned Derelict Caches[edit | edit source]

Most missions have an abandoned derelict-like structure floating adrift in space. Boarding these structures and then hacking a marked terminal will produce a "Cache" reward at the end of the mission. Intrinsics Piloting Rank 5 will reveal the derelict's location via a white waypoint.

Each Corpus Proxima region contains different variants: Orokin Shield Derelicts are present on Venus Proxima, Ice Mines are present on Neptune Proxima, and Derelict Freightlinkers are present on Pluto Proxima and Corpus Veil Proxima nodes. For Grineer missions, only Veil Proxima nodes have a chance of spawning a derelict and it will not spawn in a mission with a Sentient Anomaly present.

Abandoned Derelicts can reward exclusive items, such as Athodai.png Athodai and PentaCarmine.png Carmine Penta blueprint/parts, IgnisWraith.png Ignis Wraith, Void Relics containing Nyx PrimeIcon272.png Nyx Prime, PrimeHikou.png Hikou Prime, PrimeScindo.png Scindo Prime, Valkyr PrimeIcon272.png Valkyr Prime, CernosPrime.png Cernos Prime, and VenkaPrime.png Venka Prime, and exclusive mods: Mod TT 20px.png Votive Onslaught, Mod TT 20px.png Internal Bleeding, and Mod TT 20px.png Hemorrhage.

If the reward is collected before the mission is marked as complete, the reward will appear as the final Bonus Reward. If, however, the reward is collected after the mission is marked as complete, the reward will be shown on the rewards screen after transitioning from the mission to a dry dock or another mission.

Void Storm[edit | edit source]

Void Storms are unique Void Fissure missions that feature randomly appearing hazards called Void Sinks that deal radial damage, but attacking them before they explode will cause them to disappear. Only foot enemies, including Crewship personnel and Ramsled boarders, can become Corrupted and drop Reactant.

Completing Void Storms, even without bringing in or opening a relic, reward a high amount of Void Traces, SevagothIcon272.png Sevagoth and TnWraithSidearmWeapon.png Epitaph parts, or Radiant Void Relics.

View Void Storm Rewards List

Mission Regions[edit | edit source]

Empyrean Region Map

As of Update 29.10, players gained access to six mission regions: Earth, Saturn, Venus, Neptune, Pluto and Veil Proxima. Earth and Venus proxima is unlocked by default. However, Saturn and Neptune Proxima require rank 3 Intrinsic, while Pluto and Veil proxima requires rank 5 and rank 7 Intrinsic in any category respectively to unlock. Each region has its own set of nodes that will be revealed as the player progresses through the region. These nodes progress in a linear fashion and access to regions is not controlled by Junctions.

Note that these nodes do not count towards the progress of unlocking Arbitrations and The Steel Path.

Rewards[edit | edit source]

See Empyrean#Rewards

Notes[edit | edit source]

  • Specters of any kind deployed will persist throughout missions, and even remain upon entering the Dry Dock. However, their level will be limited to the enemy level of the mission they were spawned with, and can only assist in repelling boarders. They can be told to wait in specific locations to fortify areas as well.

Bugs[edit | edit source]

  • When traveling to the Dry Dock after completing a mission, the player may become stuck in an infinite loading screen, where only the tactical menu is functional. The only option is to manually close the game.
  • Weapon skins may become disabled after returning to a Railjack from free flight with the Archwing.
  • A specific destroyable loot spawn will bug if the explosive in the center is destroyed, causing all nearby loot to it to not be siphoned and must be physically touched to pick up (see media). Be sure to get within range and pick up surrounding loot before shooting the explosive.
  • If the mission includes having to disable a ship destroyer asteroid base, the giant laser may continue to fire even after the base is destroyed, and this causes considerable constant damage to nearby Railjacks and at an extended range.
  • Rarely, Gokstad Crewships may be destroyed with normal Railjack weaponry, vanishing without the normal explosion associated with a reactor meltdown.
  • Player arch-guns and arch-melee may become permanently bugged and show up even when the player is on a ship or Railjack, visually blending in with their character and/or normal weapons. The only fix is to return to drydock or leave the mission though this is only visual.
  • Specters created with the CSHeliocor.png Synoid Heliocor can be forced to stay alive permanently by being in a different loading 'zone' than where the Specter was created, specifically loading zone bases that you must infiltrate and the Railjack itself. As long as you are not in the same zone when the timer runs out, they will not die and instead roam around until killed or you create another specter.
    • If you create a Specter out of a Grineer boarding party then leave the ship into another loading zone area (such as a Crewship or base) there is a chance that they will still be alive on your ship as a permanent companion. (see images)
  • Charging Vauban's Tesla Nervos as the player is loading the Dry Dock (from a returning mission) will cause a hard crash to desktop.
  • On the objective to disable a Pulse Turbine, the door to the final console to hack to finish the objective may become bugged and unable to be opened, with debris around the door as if you already exploded the systems by hacking the console. If this happens the entire mission is not completable and you must abort and lose progress.
    • Host migrations may fix the door and allow you to enter, though the objective may still be marked anyways as uncompleted as well as other strange bugs such as giant objective markers or containers marked with huge symbols on the map.
    • Another tactic requires having Loki teleporting at the other side of the door using a specter or an enemy trapped behind. With a specter, the player must stick to the door and launch the "pokeball" so it ends up behind it.
      • Mind that Loki's teleportation can only work if its target can be locked. Meaning it has to stick to the door as well.
      • That makes the Ancient Eximus Specters the best kind of specters to choose as they tend to bend through the door every so often.
    • Occasionally, if a fire starts in the Railjack and is still burning when an Empyrean Mission ends, the fire will remain present, which makes it possible for a player to die in the Clan Dojo. If the player dies in the Clan Dojo, they will be unable to revive or do anything. The only way to fix this is to return to the Orbiter or restart the game.

Media[edit | edit source]


References[edit | edit source]

[[fr:Empyrée}}

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.

Higher ranks of Intrinsics Piloting allows for additional maneuvers:

  • Rank 1: Allows Boosting (default hold LShift ). Firing pilot guns will interrupt boosting.
  • Rank 2: Allows Vector Maneuvers (default tap LShift ) for burst movement in a direction.
  • Rank 3: Nearby enemy projectiles lose lock-on during Vector Maneuver.
  • Rank 4: Allows Drift Maneuvers (default press and hold LShift  during Vector) to extend Vector Maneuvers.
  • Rank 5: Loot pickup radius increased by 3x while Boosting, Vector Maneuver, or Drift Maneuver.
  • Rank 6: 25% chance for Ramsleds to fail to board the Railjack and explode.
  • Rank 9: Reduces damage received by 25% while boosting. Ramming into enemies while boosting deals 2000 DmgImpactSmall64.png Impact damage.
  • Rank 10: Allows Blinking (default double tap Space ), leaving a trail of turbulence that slows enemies.

Turrets[edit | edit source]

The pilot, as well as the swivel dorsal and ventral turrets located in the room behind the pilot seat, the dorsal and ventral turrets are used to repel enemies. All turrets can fire Armaments (default LMB ), Ordnance (default MMB ), and Battle Mods (default 1 , 2 , and 3 ). The turrets are prone to overheating after extensive use, while Ordnance uses Munitions which can be replenished from the Resource Forge, and Battle Mods cost Warframe Energy.

Higher ranks of Intrinsics Gunnery allows for additional maneuvers:

  • Rank 1: Target lead indicators are shown.
  • Rank 2: Allows full 360-degree combat engagement. Only affects the swivel turrets.
  • Rank 6: Reduces heat accretion by 20%.
  • Rank 7: Reduces overheat recovery time by 50%.
  • Rank 9: Manual reloading (default R ) after overheating will cool after 0.5s.
  • Rank 10: Aim snaps turrets to the nearest lead indicator for 3s but weapons overheat 20% faster.

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 center of the turret room.
  • Two on the sides of the lower central deck.

Tactical Menu[edit | edit source]

Requiring Intrinsics Tactical Rank 1, 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. Allows crew chase camera (default Tab ).
  • Rank 3: Allows fast travel within the ship by clicking on white arrows. Can fast travel to the bridge, turrets, lower deck exits, the Archwing Slingshot, and the Resource Forge.
  • Rank 10: Allows the player to warp directly to a crew member.
  • Rank 10 Engineering: Allows remote repair of onboard hazards. This spawns a drone on the hazard and takes five seconds to repair, but disables the use of fast travel while in effect.

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, although 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:

  • Fire Hazard: Causes turrets to overheat faster and cool slower, and ordinance and forward artillery to lock-on at half speed. Caused by DmgHeatSmall64.png Heat procs. Repairing heals the ship by 15% of its max health.
  • Electricity Hazard: Scrambles minimap and disables tactical menu. Caused by DmgElectricitySmall64.png Electricity procs. Repairing heals the ship by 15% of its max health.
  • Ice Hazard: Disables interactive elements within the Railjack, such as the pilot seat, turrets, Archwing Slingshot, doors, and Resource Forge. Caused by DmgColdSmall64.png Cold procs.
  • Catastrophic Hull Breach: Deals damage over time to all players onboard 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 the time taken to repair the breach.

While aiming the Omni at the hazard, a colored ring with white brackets on point hazards will appear. Hull breaches are repaired by aiming and firing the Omni (default LMB ) while tracing the breach, with progress tracked via the outer colored circle. All other hazards are repaired by firing the Omni at the hazard until the circle fills, then releasing while within the white bracket. Each successful repair uses ? Revolite, which can be replenished from the Resource Forge.

The Omni can be used against enemy intruders, dealing low DmgColdSmall64.png Cold damage with a high status chance and a low critical chance and critical multiplier, making it sometimes useful for crowd control and keeping the ship from being damaged further.

At Intrinsics Tactical Rank 4, using the Omni from anywhere outside the Railjack will teleport the player to one of its normal entry points after 5 seconds. The player gains 2 seconds of invulnerability after a successful recall.

Archwing Slingshot[edit | edit source]

Requiring Intrinsics Gunnery Rank 3, this slingshot located at the top of the Railjack allow the Tenno to launch themselves at high speeds, and can target enemy ships by ramming into fighters or boarding crewships with 4 seconds of invulnerability after boarding. 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.

Intrinsics Gunnery Rank 7 increases the slingshot's range by 50%.

Forward Artillery[edit | edit source]

The Tunguska Cannon located just behind the pilot seat charges a laser that 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.

A player in the Forward Artillery can swap weapons (default F ) to equip armaments. This turret has no lead indicators on enemy ships and uses the same turret equipped to the gunnery seats.

Resource Forge[edit | edit source]

Resource Forge

Certain Railjack components consume Railjack-specific resources. The Resource Forge can replenish these resources with materials obtained during the mission, using the four orange panels located at the back of the Railjack. Only one resource can be forged per terminal, which is created immediately upon activation before entering a cooldown of 3 minutes.

Resources are tracked individually per player, meaning each player has their own Revolite, Munitions, and Dome Charges. There is no limit as to how much resources players can carry. Interacting with the forge will restore resources for all players in the squad. These resources will also gradually regenerate over time.

The forge can hold up to 200 CubicDiodes64.png Cubic Diodes (in Corpus missions) or Carbides64.png Carbides (in Grineer missions), TicorPlate64.png Ticor Plate, and Titanium64.png Titanium. Any unused resources will be sent into the player's inventory on mission completion.

Higher ranks of Intrinsics Engineering allows for additional bonuses:

  • Rank 1: Increases the speed of Omni repair.
  • Rank 3: Allows crafting Munitions.
  • Rank 4: Allows crafting Dome Charges.
  • Rank 5: Increases forged yields by 25% (#/#/#). Allows crafting Hull Restores.
  • Rank 6: Reduces forge cooldown by 25% (2 minutes and 15 seconds).
  • Rank 7: Further increases forged yields by 25%. (#/#/#)

Revolite[edit | edit source]

The Omni gear item requires Revolite to carry out repairs to the Railjack. All players start with 100 Revolite. It costs 5 CubicDiodes64.png Cubic Diodes/Carbides64.png Carbides and 5 TicorPlate64.png Ticor Plate to make ?/18/22 Revolite.

Energy[edit | edit source]

Battle Mods and Ability Kinesis consume Warframe Energy. It costs 7 TicorPlate64.png Ticor Plates and 7 Titanium64.png Titanium to craft 400/500/600 Warframe Energy.

Hull Restore[edit | edit source]

Hull Restore consumes 15 CubicDiodes64.png Cubic Diodes/Carbides64.png Carbides and 15 TicorPlate64.png Ticor Plate to restore the Railjack's health by 100/125/150.

Munitions[edit | edit source]

Munitions are required to launch Ordnance. Starting Munitions is tied to the Ordnance being used. It costs 15 CubicDiodes64.png Cubic Diodes/Carbides64.png Carbides and 20 TicorPlate64.png Ticor Plates to craft 1/2/3 Munitions.

Dome Charge[edit | edit source]

Dome Charges are consumed by Forward Artillery. All players start with 2 Dome Charges. It costs 30 TicorPlate64.png Ticor Plates and 20 Titanium64.png Titanium to craft 1/1/1 Dome Charge(s).

Crew[edit | edit source]

Intrinsics Command Rank 1 allows players to hire their own personal NPC Crew. Railjack missions will use the host's crew, appearing when they do not have a full player squad, with queuing players replacing the NPC crew. With higher ranks of Intrinsics Command, players can have up to 3 NPC crew members.

NPC crew can be hired from Ticker. Intrinsics Command Rank 8 allows converted Kuva Liches to be a crew member.

Crew members can be assigned roles which affects their priorities: Defender, who will actively patrol the ship to fight off Ramsled boarders; Pilot, who will pilot the Railjack; Gunner, who will operate Swivel Turrets against enemy fighters; and Engineer, who will prioritize fixing hazards. Gunners and Engineers will still assist to fight off boarders, but will otherwise prioritize their primary directives. Their roles can be changed mid-mission via the Tactical Menu. Crew can also revive the player from bleedout.

Each crew member has five stats that affect their performance: Piloting speed, Gunnery heat accretion and accuracy, Repair efficiency and self-healing, Combat damage, and Endurance maximum health and shields. These stats are randomized before purchase. Competency Points from higher ranks of Intrinsics Command can increase these stats.

Converted Kuva Liches, unlike NPC crew, cannot operate Railjack systems, do not have assignable stats, cannot be given be any role other than the Defender. However, they have significantly higher health and shields than even max Endurance NPC crew, making them ideal for repelling boarders.

Notes[edit | edit source]

  • Railjack has a base 1000 hull (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 1000 meter radius.
  • All weapons have travel time.
  • Operators can use all Railjack equipment, including the Resource Forge despite their lack of a Parazon. However, they cannot use the Omni tool, and any Affinity earned while in Operator form will not go towards any equipment on your Warframe.

Status Effects[edit | edit source]

Enemies in Railjack space flight have different status effects for physical and primary elemental damage types.

Secondary elemental damage types (DmgBlastSmall64.png Blast, DmgCorrosiveSmall64.png Corrosive, DmgGasSmall64.png Gas, DmgMagneticSmall64.png Magnetic, DmgRadiationSmall64.png Radiation, and DmgViralSmall64.png Viral) do not have a Railjack counterpart status effect and thus are not included in the calculation for status proc weightings.

Damage Type Status Effects
DmgImpactSmall64.png Impact Concuss
Crew within a gunship have reduced aim and damage for 6 seconds. Additional procs refresh duration.
DmgPunctureSmall64.png Puncture Decompress
Target ship has reduced shields and armor for 20 seconds. Additional procs stack additively.
DmgSlashSmall64.png Slash Tear
Target ship receives 7.5% increased damage for 20 seconds. Additional procs stack multiplicatively with itself.
DmgColdSmall64.png Cold Immobilize
Target ship's weapons are disabled and it slows down to a complete stop. Lasts for 6 seconds. Additional procs refresh duration.
DmgElectricitySmall64.png Electricity Scramble
Target ship spirals erratically for 6 seconds, being unable to attack while moving in a straight line. Additional procs refresh duration.
DmgHeatSmall64.png Heat Sear
Target ship receives damage over time for 6 seconds. Additional procs increase damage dealt over time.
DmgToxinSmall64.png Toxin Intoxicate
Target ship attacks any closest enemy and will be attacked in return for 12 seconds. Additional procs refresh duration.

Edit Tab
The Railjack has four main components that determine its stats: Shield Arrays for shield capacity and regeneration rate/delay; Engines for top speed, acceleration, and turning rate; Plating for hull (health) and armor, and Reactors for Ability Strength, Ability Range, and Ability Duration for Battle Mods.

Sigma versions of armaments can be researched and purchased in the Clan Dojo 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 and all the Platings, 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).

Players start with 8 Component and Armament slots for repaired wreckage, with two additional slots being purchasable for Platinum64.png12. Players can hold up to an indefinite amount of recovered wreckage which can be inspected to reveal their stats and traits. There are only 30 inspected wreckage slots, which cannot be increased in any way, and players with capped inspected wreckage cannot continue inspecting wreckage or embark on Empyrean missions until they have cleaned their inventory of inspected wreckage.

All wreckage cannot be traded between players.

Shield Array[edit | edit source]

Main article: Shield Array

Shield Arrays are Components that modify a Railjack's defensive Shields. Stats are randomized within a range determined by the item's House and Tier.

Shield Array stats vary between Houses, but the differences follow the same pattern:

  • Lavan Shield Arrays had the best in class capacity, at the cost of recharge performance.
  • Vidar focused their Shield Array research on reliability rather than all out performance.
  • Zetki Shield Arrays had unbeatable recharge delay at the expense of maximum shield capacity.
View Shield Tier List

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
Item Stats
Shield Capacity 1,500 1,400 - 2,000 1,200 - 1,750 1,050 - 1,500
Shield Recharge Delay Reduction 1.00s 0.10s - 1.00s 0.50s - 2.00s 1.00s - 4.00s
Shield Recharge per second 7.00% 15% - 30% 15% - 30% 10% - 12%

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
Shield Capacity 1,350 1,200 - 1,700 1,100 - 1,500 1,050 - 1,350
Shield Recharge Delay Reduction 0.50s 0.10s - 0.50s 0.50s - 1.00s 0.50s - 2.00s
Shield Recharge per second 5.00% 5.00% 5.00% 5.00%

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
Shield Capacity 1,200 1,100 - 1,400 1,100 - 1,300 1,050 - 1,200
Shield Recharge Delay Reduction 0.0 0.0 0.0 0.0
Shield Recharge per second 5.00% 5.00% 5.00% 5.00%

HouseSigma.png Sigma
Shield Capacity 1,000
Shield Recharge Delay Reduction 0.0
Shield Recharge per second 5.00%

View MK III Shield Unique Traits List
House Component Trait
HouseLavan.png Lavan Shield Array +1000% of Energy consumed using Battle Mods is converted 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]

Main article: Engines

Engines are Components that modify a Railjack's cruising speed and boost capabilities. Stats are randomized within a range determined by the item's House and Tier.

A Railjack's base Engines stats are:

  • Engine Speed: 150 meters per second
  • Engine Boost: 1.3x

Avionics are applied to these base stats, and then the equipped Engine's values are added on.

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)

Engines stats vary between Houses, but the differences follow the same pattern:

  • Lavan Engines touted the best boost speeds, but struggled to compete at top speeds.
  • Vidar Engines were the best in class for top speed, at the expense of Boost performance.
  • Zetki Engines were solid performers in all categories but stood out in none.
View Engine Tier List

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
Item Stats
Engine Speed 30 m/s 10 - 30 m/s 30 - 60 m/s 20 - 40 m/s
Engine Boost 0.20x 0.30 - 0.60x 0.05 - 0.20x 0.10 - 0.30x
Equipped Stats
Engine Speed 180 m/s 160 - 180 m/s 180 - 210 m/s 170 - 190 m/s
Engine Boost 1.45x 1.55 - 1.85x 1.30 - 1.45x 1.35 - 1.55x
Speed While Boosting 270 m/s 256 - 342 m/s 234 - 315 m/s 238 - 304 m/s

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
Item Stats
Engine Speed 20 m/s 5 - 20 m/s 20 - 40 m/s 10 - 30 m/s
Engine Boost 0.10x 0.20 - 0.40x 0.05 - 0.10x 0.10 - 0.20x
Equipped Stats
Engine Speed 170 m/s 155 - 170 m/s 170 - 190 m/s 160 - 180 m/s
Engine Boost 1.35x 1.45 - 1.65x 1.30 - 1.35x 1.35 - 1.45x
Speed While Boosting 238 m/s 233 - 289 m/s 221 - 266 m/s 224 - 270 m/s

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
Item Stats
Engine Speed 10 m/s 5 - 10 m/s 10 - 30 m/s 10 - 20 m/s
Engine Boost 0 0 0 0
Equipped Stats
Engine Speed 160 m/s 155 - 160 m/s 160 - 180 m/s 160 - 170 m/s
Engine Boost 1.25x 1.25x 1.25x 1.25x
Speed While Boosting 208 m/s 202 - 208 m/s 208 - 234 m/s 208 - 221 m/s

HouseSigma.png Sigma
Item Stats
Engine Speed 0 m/s
Engine Boost 0
Equipped Stats
Engine Speed 150 m/s
Engine Boost 1.25x
Speed While Boosting 195 m/s

(Without any speed mods (eg Mod TT 20px.png Conic Nozzle) 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 Shields regenerate 50% faster when Railjack is stationary
HouseZetki.png Zetki Engines +20% Tenno weapon damage onboard Railjack

Plating[edit | edit source]

Main article: Plating

Plating are Components that modify a Railjack's Hull (Health) and Armor. Stats are randomized within a range determined by the item's House and Tier.

Unlike other Railjack Components, the Plating does not have any unique traits.

Plating stats vary between Houses, but the differences follow the same pattern:

  • Lavan focused their efforts on superior Hull composition, at the cost of Armor integrity.
  • Vidar designed their plating to have the highest possible Armor strength, Hull reinforcement was less of a priority.
  • Plating from House Zetki struck a balance between Armor strength and Hull fitness.
  • The above implies that best potential effective health (for Mk II-III) can only be obtained from Lavan plating, Vidar being mediocre, and Zetki being the worst choice.
View Plating Tier List

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
Hull (Health) 2450 4500 - 6000 3300 - 4400 3600 - 4800
Armor 1625 2150 - 2688 2950 - 3688 2350 - 2938
Effective Health 15720 36750 - 59760 35750 - 58490 31800 - 51810

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
Hull (Health) 1750 3350 - 5025 2550 - 3825 2750 - 4125
Armor 1300 1775 - 2367 2375 - 3167 1925 - 2567
Effective Health 9333 23171 - 44672 22737 - 44204 20396 - 39421

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
Hull (Health) 1350 2200 - 4400 1800 - 2550 1900 - 3800
Armor 975 1400 - 2100 1800 - 2700 1500 - 2250
Effective Health 5737 12467 - 35200 12600 - 25500 11400 - 32300

HouseSigma.png Sigma
Hull (Health) 1050
Armor 650
Effective Health 3325

Reactor[edit | edit source]

Main article: Reactor

Reactors are Components that modifies a Railjack's Battle mods Strength, Range, and Duration. They are randomized within a range determined by the item's House and Tier.

Reactor stats vary between Houses, but the differences follow the same pattern:

  • Lavan Reactors prized Railjack ability Duration above all else.
  • Vidar Reactors were optimized to increase the Railjack's ability Range.
  • The design priority for Zetki's Reactors was greater Railjack ability Strength.
  • Mk II Reactors have the highest main stat bonus.
  • Mk III Reactors have a secondary stat with Lavan increasing Strength, Vidar increasing Duration, and Zetki increasing Range, but at some expense to the main stat. The secondary stat can only be maxed with Valence Fusion using other Mk III of the same type.
View Reactor Tier List

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
Duration 15% 40-60% 20-40% 0%
Range 15% 0% 40-60% 20-40%
Strength 15% 20-40% 0% 40-60%

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
Duration 0% 50-80% 0% 0%
Range 0% 0% 50-80% 0%
Strength 25% 0% 0% 50-80%

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
Duration 20% 20-40% 0% 0%
Range 0% 0% 20-40% 0%
Strength 0% 0% 0% 20-40%

HouseSigma.png Sigma
Duration 0%
Range 0%
Strength 0%

View MK III Reactor Unique Traits List
House Component Trait
HouseLavan.png Lavan Reactor Equipping Lavan Hull Plating increases max Shields by 25%.
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 50% chance that an Electric Hazard will repair automatically after 5s
HouseZetki.png Zetki Reactor 50% chance that a Fire Hazard will repair automatically after 5s
HouseZetki.png Zetki Reactor 50% chance that an Ice Hazard will repair automatically after 5s

Drop Sources[edit | edit source]

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

Region Tier House Faction Source Drop Chance
Earth Proxima Mk I HouseLavan.png Lavan Grineer Skirmish Reward 6.00%
HouseVidar.png Vidar
HouseZetki.png Zetki Elite Kosma Outrider 11.11%
Venus Proxima HouseLavan.png Lavan Corpus Exterminate/Volatile Reward 7.32%
Defense Reward (Rotation A)

Engines & Reactors

20.00%
Defense Reward (Rotation B)

Shields & Plating

17.65%
Orphix Reward (Rotation A) 14.29%
HouseVidar.png Vidar Exterminate/Volatile Reward 7.32%
Defense Reward (Rotation B)

Engines

17.65%
Defense Reward (Rotation C)

Reactors, Shields & Plating

15.79%
Orphix Reward (Rotation B) 13.64%
HouseZetki.png Zetki Taro Weaver 12.50%
Saturn Proxima Mk II HouseLavan.png Lavan Grineer Skirmish Reward 6.00%
HouseVidar.png Vidar
HouseZetki.png Zetki Elite Gyre Outrider 11.11%
Neptune Proxima HouseLavan.png Lavan Corpus Exterminate/Volatile Reward 7.23%
Defense Reward (Rotation A)

Engines & Reactors

20.00%
Defense Reward (Rotation B)

Shields & Plating

17.14%
Orphix Reward (Rotation A) 14.29%
HouseVidar.png Vidar Exterminate/Volatile Reward 7.23%
Defense Reward (Rotation B)

Engines

17.14%
Defense Reward (Rotation C)

Reactors, Shields & Plating

15.38%
Orphix Reward (Rotation B) 13.64%
HouseZetki.png Zetki Axio Weaver 12.50%
Pluto Proxima Mk III HouseLavan.png Lavan Corpus Exterminate/Volatile Reward 7.23%
Defense Reward (Rotation A)

Engines & Reactors

20.00%
Defense Reward (Rotation B)

Shields & Plating

18.18%
Orphix Reward (Rotation A) 14.29%
Vorac Gox 12.50%
HouseVidar.png Vidar Exterminate/Volatile Reward 7.23%
Defense Reward (Rotation B)

Engines

18.18%
Defense Reward (Rotation C)

Reactors, Shields & Plating

15.38%
Orphix Reward (Rotation B) 13.64%
Vorac Gox 12.50%
HouseZetki.png Zetki Vorac Weaver 0.65%
Veil Proxima HouseLavan.png Lavan Grineer Skirmish Reward 6.00%
HouseVidar.png Vidar
HouseZetki.png Zetki Elite Exo Outrider 12.50%
HouseLavan.png Lavan Corpus Orm Gox 12.50%
HouseVidar.png Vidar Exterminate/Volatile Reward 7.23%
Defense Reward (Rotation A)

Engines & Reactors

21.43%
Defense Reward (Rotation B)

Shields & Plating

17.14%
Orphix Reward (Rotation A) 14.29%
Vorac Gox 12.50%
HouseZetki.png Zetki Exterminate/Volatile Reward 7.23%
Defense Reward (Rotation B)

Engines

17.14%
Defense Reward (Rotation C)

Reactors, Shields & Plating

Orphix Reward (Rotation B) 13.64%

Valence Fusion[edit | edit source]

Valence Fusion combines two of the same Railjack Components and Armaments (in respect to the House and Type) into one with superior bonus stats. This applies to Turrets, Shield Arrays, Engines, Platings, and Reactors, but does not apply to Ordnance or other Sigma Items. This can be managed in the Dry Dock. Stat increases are capped between 40% & 60% for weapons and miscellaneous values for components. Valence Fusion is completed instantaneously.

To perform Valence Fusion, players must click on the component or armament desired to be upgraded, and then the part to be used as the donor. Only the object to be upgraded must be constructed, while the donor item can either be repaired or unrepaired. 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. If the item to be upgraded is already maximized, a failure message will notify the player that the item can no longer be enhanced further. Once the components/armaments with stats below maximum 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.

Costs[edit | edit source]

Fusing with repaired parts will require some Endo:

  • MK I: 800 Endo
  • MK II: 1600 Endo
  • MK III: 2400 Endo

Fusing with unrepaired parts instead of Endo costs the 40%of the resources and Credits64.pngCredits that would be used to repair it (Any decimals are rounded up to the nearest higher whole number, ex: 3.2 = 4).

Upgrade[edit | edit source]

Upgrades count towards the stat bonus on MK III turrets and the random stats on other Railjack gear.

  • Fusing gear that is the same tier level (e.g. MKIII with MKIII) will yield an increase of stats by 10%.
    • 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.
  • Fusing gear that has a lower tier level (e.g. MKII with MKIII or MKII with MKI) will yield an increase of stats by 5%.
  • Fusing gear that has a lower tier level by two (i.e. MKI with MKIII) will yield an increase of stats by 2%.
  • Fusing gear that has a higher tier level (e.g. MKIII with MKII) is equivalent to the same fusion the other way around (Results in MKIII Gear).


For Kuva Weapons and same-tier Armaments, fusions can be achieved at the following percentages:

Minimum Initial Value Maximum Number of Fusions
54.5% 1
49.5% 2
45.0% 3
40.9% 4
37.1% 5
33.7% 6
30.6% 7
27.8% 8
25.2% 9
25.0% 10


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 Swivel Turrets on the dorsal (back) and ventral (belly) 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 Clan Dojo 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, which appear as pickups surrounded by a purple aura. 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.

Players start with 8 Component and Armament slots for repaired wreckage, with two additional slots being purchasable for Platinum64.png12. Players can hold up to an indefinite amount of recovered wreckage which can be inspected to reveal their stats and traits. There are only 30 inspected wreckage slots, which cannot be increased in any way, and players with capped inspected wreckage cannot continue inspecting wreckage or embark on Empyrean missions until they have cleaned their inventory of inspected wreckage.

All wreckage cannot be traded between players.

Turrets[edit | edit source]

Note that the same instance of a turret cannot be equipped to the nose and ventral/dorsal 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% Intrinsics Gunnery Rank 6, but is reverted back to normal values during Gunnery Rank 10's aim snapping. All turrets have 1000 base heat capacity. 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 Gunnery Rank 7 or avoided entirely by ceasing fire before the turret reaches its maximum heat capacity.

While the turret is overheated, it can be cooled to 0 heat in 0.5 seconds by manually reloading (default R ) with Gunnery Rank 9.

Stat Variations and Bonuses[edit | edit source]

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

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

Main article: Apoc

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

—In-game description

Apoc is a Railjack Armament that fires projectiles that deal primarily DmgPunctureSmall64.png Puncture damage and has high critical chance, it is currently the only turret where the House affects Accuracy.

View Apoc Tier List

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
In-Game Stats
Accuracy 16.7 20.0 14.3 12.5
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 18
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 DmgPunctureSmall64.png 432.6
DmgSlashSmall64.png 185.4
DmgPunctureSmall64.png 463.4
DmgSlashSmall64.png 198.6
DmgPunctureSmall64.png 432.6
DmgSlashSmall64.png 185.4
DmgPunctureSmall64.png 523.6
DmgSlashSmall64.png 224.4
Total Damage 618.0 672.0 618.0 748.0
Stat Bonus 30 - 60%
Fire Rate
30 - 60%
Puncture Damage
30 - 60%
Fire Rate
Derived Stats¹
Average Hit 741.6 806.4 1265.7 972.4
Burst DPS 6177.5 10747.7 10543.0 12960.1
Sustained DPS ? ? ? ?
Damage until Overheat 61552.8 66931.2 105050.1 53482.0

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
In-Game Stats
Accuracy 16.7 20.0 14.3 12.5
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 18
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 DmgPunctureSmall64.png 270.2
DmgSlashSmall64.png 115.8
DmgPunctureSmall64.png ?
DmgSlashSmall64.png ?
DmgPunctureSmall64.png 270.2
DmgSlashSmall64.png 115.8
DmgPunctureSmall64.png ?
DmgSlashSmall64.png ?
Total Damage 386.0 414.0 386.0 468.0
Stat Bonus 30 - 60%
Fire Rate
30 - 60%
Puncture Damage
30 - 60%
Fire Rate
Derived Stats¹
Average Hit 463.2 496.8 790.5 608.4
Burst DPS 3858.5 6621.4 6585.1 8108.8
Sustained DPS ? ? ? ?
Damage until Overheat 38445.6 41234.4 65613.8 33462.0

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
In-Game Stats
Accuracy 16.7 20.0 14.3 12.5
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 18
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 DmgPunctureSmall64.png 158.9
DmgSlashSmall64.png 68.1
DmgPunctureSmall64.png 170.1
DmgSlashSmall64.png 72.9
DmgPunctureSmall64.png 158.9
DmgSlashSmall64.png 68.1
DmgPunctureSmall64.png ?
DmgSlashSmall64.png ?
Total Damage 227.0 243.0 227.0 275.0
Derived Stats¹
Average Hit 272.4 291.6 464.9 357.5
Burst DPS 2269.1 3886.4 3872.6 4764.8
Sustained DPS ? ? ? ?
Damage until Overheat 22609.2 24202.8 38586.4 19662.5

HouseSigma.png Sigma
In-Game Stats
Accuracy 16.7
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 DmgPunctureSmall64.png 88.2
DmgSlashSmall64.png 37.8
Total Damage 126.0
Derived Stats¹
Average Hit 138.6
Burst DPS 1154.5
Sustained DPS ?
Damage until Overheat 11503.8

¹Crit and bonus stats included, status procs excluded.

Carcinnox[edit | edit source]

TurretCarcinnox.png

Main article: Carcinnox

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.

—In-game description

Carcinnox is a Railjack Armament that fires projectiles that deal primarily DmgToxinSmall64.png Toxin damage and has high status chance, fire rate, and Projectile Speed.

View Carcinnox Tier List

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
In-Game Stats
Accuracy 16.7 16.7 16.7 16.7
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 11
Heat Capacity 1000 1000 1000 1000
Reload Time 3.0 3.0 3.0 3.0
Status Chance 24.0% 34.0% 24.0% 36.0%
Damage DmgPunctureSmall64.png 130.0
DmgToxinSmall64.png 262.0
DmgPunctureSmall64.png 163.0
DmgToxinSmall64.png 257.0
DmgPunctureSmall64.png 130.0
DmgToxinSmall64.png 262.0
DmgPunctureSmall64.png 217.0
DmgToxinSmall64.png 293.0
Total Damage 392.0 420.0 392.0 510.0
Stat Bonus 30 - 60%
Fire Rate
30 - 60%
Puncture Damage
30 - 60%
Fire Rate
Derived Stats¹
Average Hit 443.0 474.6 746.4 576.3
Burst DPS 6698 11482.3 11285.8 13985.0
Sustained DPS 4914.5 7264.3 8280.7 7766.0
Damage until Overheat 55370.0 59325.0 93296.0 51867.0

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
In-Game Stats
Accuracy 16.7 16.7 16.7 16.7
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 11
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 DmgPunctureSmall64.png 102.0
DmgToxinSmall64.png 143.0
DmgPunctureSmall64.png ?
DmgToxinSmall64.png ?
DmgPunctureSmall64.png 102.0
DmgToxinSmall64.png 143.0
DmgPunctureSmall64.png ?
DmgToxinSmall64.png ?
Total Damage 245.0 263.0 245.0 319.0
Stat Bonus 30 - 60%
Fire Rate
30 - 60%
Puncture Damage
30 - 60%
Fire Rate
Derived Stats¹
Average Hit 267.1 286.7 443.0 347.7
Burst DPS 4005.8 6880.1 6644.4 8345.0
Sustained DPS ? ? ? ?
Damage until Overheat 33381.3 35833.8 55370.0 31293.9

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
In-Game Stats
Accuracy 16.7 16.7 16.7 16.7
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 11
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 DmgPunctureSmall64.png 57.0
DmgToxinSmall64.png 87.0
DmgPunctureSmall64.png 57.0
DmgToxinSmall64.png 98.0
DmgPunctureSmall64.png 57.0
DmgToxinSmall64.png 87.0
DmgPunctureSmall64.png ?
DmgToxinSmall64.png ?
Total Damage 144.0 155.0 144.0 187.0
Derived Stats¹
Average Hit 152.6 164.3 251.1 198.2
Burst DPS 2289.6 3943.2 3767.0 4757.3
Sustained DPS ? ? ? ?
Damage until Overheat 19080.0 20537.5 31392.0 17839.8

HouseSigma.png Sigma
In-Game Stats
Accuracy 16.7
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 DmgPunctureSmall64.png 35.0
DmgToxinSmall64.png 45.0
Total Damage 80.0
Derived Stats¹
Average Hit 84.8
Burst DPS 1272.0
Sustained DPS ?
Damage until Overheat 10600.0

¹Crit and bonus stats included, status procs excluded.

Cryophon[edit | edit source]

TurretCryophon.png

Main article: Cryophon

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

—In-game description

Cryophon is a Railjack Armament that fires large CrpShotgun.png Arca Plasmor-like projectiles that deal massive DmgColdSmall64.png Cold 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 HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
In-Game Stats
Accuracy 16.7 16.7 16.7 16.7
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 150 150 150 250
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 DmgColdSmall64.png 4760.0 DmgColdSmall64.png 5094.0 DmgColdSmall64.png 4760.0 DmgColdSmall64.png 6188.0
Stat Bonus 30 - 60%
Fire Rate
30 - 60%
Cold Damage
30 - 60%
Fire Rate
Derived Stats¹
Average Hit 5236 5603.4 8682.24 7425.6
Burst DPS 6108.7 10459.7 10129.3 14851.2
Sustained DPS 4072.4 5810.9 6752.9 6750.5
Damage until Overheat 36652.0 39223.8 60775.7 37128.0

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
In-Game Stats
Accuracy 16.7 16.7 16.7 16.7
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 250 150 150 250
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 DmgColdSmall64.png 2975.0 DmgColdSmall64.png 3184.0 DmgColdSmall64.png 2975.0 DmgColdSmall64.png 3868.0
Stat Bonus 30 - 60%
Fire Rate
30 - 60%
Cold Damage
30 - 60%
Fire Rate
Derived Stats¹
Average Hit ? ? ? ?
Burst DPS ? ? ? ?
Sustained DPS ? ? ? ?
Damage until Overheat ? ? ? ?

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
In-Game Stats
Accuracy 16.7 16.7 16.7 16.7
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 250 150 150 250
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 DmgColdSmall64.png 1750.0 DmgColdSmall64.png 1873.0 DmgColdSmall64.png 1750.0 DmgColdSmall64.png 2275.0
Derived Stats¹
Average Hit ? ? ? ?
Burst DPS ? ? ? ?
Sustained DPS ? ? ? ?
Damage until Overheat ? ? ? ?

HouseSigma.png Sigma
In-Game Stats
Accuracy 16.7
Crit Chance 10.0%
Crit Multiplier 1.5x
Damage Falloff 700 - 1400
Fire Rate 1.00
Heat Accretion 150
Heat Capacity 1000
Reload Time 3.0
Status Chance 15.0%
Total Damage DmgColdSmall64.png 972.0
Derived Stats¹
Average Hit ?
Burst DPS ?
Sustained DPS ?
Damage until Overheat ?

¹Crit and bonus stats included, status procs excluded.

Photor[edit | edit source]

TurretPhotor.png

Main article: Photor

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

—In-game description

Photor is a Railjack Armament that fires a hitscan laser that deals primarily DmgHeatSmall64.png Heat damage with fast fire rate, good critical chance and status chance, pinpoint accuracy, high effective range, and innate punch through.

View Photor Tier List

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 10 10 10 18
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 DmgPunctureSmall64.png 28.0
DmgHeatSmall64.png 107.0
DmgPunctureSmall64.png 35.0
DmgHeatSmall64.png 110.0
DmgPunctureSmall64.png 28.0
DmgHeatSmall64.png 107.0
DmgPunctureSmall64.png 52.0
DmgHeatSmall64.png 110.0
Total Damage 270.0 290.0 270.0 324.0
Stat Bonus 30 - 60%
Heat Damage
30 - 60%
Heat Damage
30 - 60%
Heat Damage
Derived Stats¹
Average Hit 302.4 519.7 505.4 611.7
Burst DPS 3636.1 6248.7 6077.4 7370.0
Sustained DPS 3391.4 5828.2 5668.5 6439.1
Damage until Overheat 151200 259840 252720 152928.0

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 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 10 10 10 18
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 DmgPunctureSmall64.png 21.0
DmgHeatSmall64.png 63.0
DmgPunctureSmall64.png ?
DmgHeatSmall64.png ?
DmgPunctureSmall64.png ?
DmgHeatSmall64.png ?
DmgPunctureSmall64.png ?
DmgHeatSmall64.png ?
Total Damage 168.0 ? ? ?
Stat Bonus 30 - 60%
Heat Damage
30 - 60%
Heat Damage
30 - 60%
Heat Damage
Derived Stats¹
Average Hit ? ? ? ?
Burst DPS ? ? ? ?
Sustained DPS ? ? ? ?
Damage until Overheat ? ? ? ?

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 10 10 10 18
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 DmgPunctureSmall64.png 15.0
DmgHeatSmall64.png 34.0
DmgPunctureSmall64.png ?
DmgHeatSmall64.png ?
DmgPunctureSmall64.png ?
DmgHeatSmall64.png ?
DmgPunctureSmall64.png ?
DmgHeatSmall64.png ?
Total Damage 98.0 ? ? ?
Derived Stats¹
Average Hit ? ? ? ?
Burst DPS ? ? ? ?
Sustained DPS ? ? ? ?
Damage until Overheat ? ? ? ?

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 10
Heat Capacity 1000
Multishot 2.0
Reload Time 3.0
Status / Projectile 3.5%
Damage / Projectile DmgPunctureSmall64.png 8.0
DmgHeatSmall64.png 19.0
Total Damage 54.0
Derived Stats¹
Average Hit ?
Burst DPS ?
Sustained DPS ?
Damage until Overheat ?

¹Crit and bonus stats included, status procs excluded.
²There is currently a bug with the Heat Accretion values displayed in-game.

Pulsar[edit | edit source]

TurretPulsar.png

Main article: Pulsar

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

—In-game description

Pulsar is a Railjack Armament that auto-bursts hitscan shots that deals primarily DmgElectricitySmall64.png Electricity damage with high status chance, pinpoint accuracy, and extreme range, but has somewhat low fire rate.

View Pulsar Tier List

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 DmgPunctureSmall64.png 267.0
DmgElectricitySmall64.png 322.0
DmgPunctureSmall64.png 288.0
DmgElectricitySmall64.png 343.0
DmgPunctureSmall64.png 267.0
DmgElectricitySmall64.png 322.0
DmgPunctureSmall64.png 323.0
DmgElectricitySmall64.png 443.0
Total Damage 589.0 631.0 589.0 766.0
Stat Bonus 30 - 60%
Fire Rate
30 - 60%
Puncture Damage
30 - 60%
Fire Rate
Derived Stats¹
Average Hit 689.1 738.3 1168.6 896.2
Burst DPS 5158.0 8841.3 8746.6 10842.4
Sustained DPS 4212.2 6504.5 7142.7 6282.3
Damage until Overheat 68913 73827 116857.6 44811

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 DmgPunctureSmall64.png 162.0
DmgElectricitySmall64.png 206.0
DmgPunctureSmall64.png ?
DmgElectricitySmall64.png ?
DmgPunctureSmall64.png ?
DmgElectricitySmall64.png ?
DmgPunctureSmall64.png ?
DmgElectricitySmall64.png ?
Total Damage 368.0 ? ? ?
Stat Bonus 30 - 60%
Fire Rate
30 - 60%
Puncture Damage
30 - 60%
Fire Rate
Derived Stats¹
Average Hit ? ? ? ?
Burst DPS ? ? ? ?
Sustained DPS ? ? ? ?
Damage until Overheat ? ? ? ?

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 DmgPunctureSmall64.png 84.0
DmgElectricitySmall64.png 132.0
DmgPunctureSmall64.png ?
DmgElectricitySmall64.png ?
DmgPunctureSmall64.png ?
DmgElectricitySmall64.png ?
DmgPunctureSmall64.png ?
DmgElectricitySmall64.png ?
Total Damage 216.0 ? ? ?
Derived Stats¹
Average Hit 689.13 738.27 ? ?
Burst DPS ? ? ? ?
Sustained DPS ? ? ? ?
Damage until Overheat ? ? ? ?

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 DmgPunctureSmall64.png 50.0
DmgElectricitySmall64.png 70.0
Total Damage 120.0
Derived Stats¹
Average Hit ?
Burst DPS ?
Sustained DPS ?
Damage until Overheat ?

¹Crit and bonus stats included, status procs excluded.

Glazio[edit | edit source]

TurretGlazio.png

Main article: Glazio

Ship-mounted ice driver: delivers heavy icicle bombardment, causing severe damage to enemy weak points.

—In-game description

Glazio is a Railjack Armament that fires projectiles that deal primarily DmgColdSmall64.png Cold damage and has high critical chance, but suffers from slow fire rate.

View Glazio Tier List

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
In-Game Stats
Accuracy 16.7 16.7 16.7 16.7
Crit Chance 33.0% 33.0% 47.0% 50.0%
Crit Multiplier 2.5x 2.5x 2.5x 2.5x
Damage Falloff 2000 - 4000 2000 - 4000 2000 - 4000 2000 - 4000
Fire Rate 1.5 1.5 1.5 1.5
Heat Accretion 50 50 50 80
Heat Capacity 1000 1000 1000 1000
Reload Time 2.0 2.0 2.0 2.0
Status Chance 20.0% 28.0% 20.0% 20.0%
Damage DmgImpactSmall64.png 503.0
DmgPunctureSmall64.png 503.0
DmgColdSmall64.png 1100.0
DmgImpactSmall64.png 540.0
DmgPunctureSmall64.png 540.0
DmgColdSmall64.png 1237.0
DmgImpactSmall64.png 503.0
DmgPunctureSmall64.png 503.0
DmgColdSmall64.png 1100.0
DmgImpactSmall64.png 600.0
DmgPunctureSmall64.png 600.0
DmgColdSmall64.png 1538.0
Total Damage 2106.0 2317.0 2106.0 2738.0
Stat Bonus 30 - 60%
Fire Rate
30 - 60%
Puncture Damage
30 - 60%
Fire Rate
Derived Stats¹
Average Hit 3148.5 3463.9 5745.2 4791.5
Burst DPS 4722.7 8313.4 8617.8 11499.6
Sustained DPS ? ? ? ?
Damage until Overheat 62949.4 69278.3 114903.4 57498.0

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
In-Game Stats
Accuracy 16.7 16.7 16.7 16.7
Crit Chance 23.0% 23.0% 33% 35%
Crit Multiplier 2.5x 2.5x 2.5x 2.5x
Damage Falloff 2000 - 4000 2000 - 4000 2000 - 4000 2000 - 4000
Fire Rate 1.5 1.5 1.5 1.5
Heat Accretion 50 50 50 80
Heat Capacity 1000 1000 1000 1000
Reload Time 2.0 2.0 2.0 2.0
Status Chance 14.0% 20.0% 14% 14.0%
Damage DmgImpactSmall64.png 308.0
DmgPunctureSmall64.png 308.0
DmgColdSmall64.png 700.0
DmgImpactSmall64.png 350.0
DmgPunctureSmall64.png 350.0
DmgColdSmall64.png 748.0
DmgImpactSmall64.png 308.0
DmgPunctureSmall64.png 308.0
DmgColdSmall64.png 700.0
DmgImpactSmall64.png 400.0
DmgPunctureSmall64.png 400.0
DmgColdSmall64.png 911.0
Total Damage 1316.0 1448.0 1316.0 1711.0
Stat Bonus 30 - 60%
Fire Rate
30 - 60%
? Damage
30 - 60%
Fire Rate
Derived Stats¹
Average Hit 1770.0 ? ? ?
Burst DPS 2655.0 ? ? ?
Sustained DPS ? ? ? ?
Damage until Overheat 35400.4 ? ? ?

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
In-Game Stats
Accuracy 16.7 16.7 16.7 16.7
Crit Chance 16.0% 16.0% 23.0% 24%
Crit Multiplier 2.5x 2.5x 2.5x 2.5x
Damage Falloff 2000 - 4000 2000 - 4000 2000 - 4000 2000 - 4000
Fire Rate 1.5 1.5 1.5 1.5
Heat Accretion 50 50 50 80
Heat Capacity 1000 1000 1000 1000
Reload Time 2.0 2.0 2.0 2.0
Status Chance 10.0% 14.0% 10.0% 10.0%
Damage DmgImpactSmall64.png 210.0
DmgPunctureSmall64.png 210.0
DmgColdSmall64.png 354.0
DmgImpactSmall64.png 240.0
DmgPunctureSmall64.png 240.0
DmgColdSmall64.png 372.0
DmgImpactSmall64.png 210.0
DmgPunctureSmall64.png 210.0
DmgColdSmall64.png 354.0
DmgImpactSmall64.png 200.0
DmgPunctureSmall64.png 200.0
DmgColdSmall64.png 607.0
Total Damage 774.0 852.0 774.0 1007.0
Derived Stats¹
Average Hit 959.8 ? ? ?
Burst DPS 1439.6 ? ? ?
Sustained DPS ? ? ? ?
Damage until Overheat 19195.2 ? ? ?

¹Crit and bonus stats included, status procs excluded.

Laith[edit | edit source]

TurretLaith.png

Main article: Laith

Repeat shrapnel blaster: launches high-velocity abrasive fragments, ripping enemy hulls and armor apart.

—In-game description

Laith is a Railjack Armament that fires 8 tightly grouped shrapnel that deals primarily DmgPunctureSmall64.png Puncture and DmgSlashSmall64.png Slash damage and have a high critical chance, but have low fire rate and effective range.

View Laith Tier List

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
In-Game Stats
Accuracy 20.0 20.0 20.0 20.0
Crit Chance 24.0% 24.0% 39.0% 24.0%
Crit Multiplier 2.0x 2.0x 2.0x 2.0x
Damage Falloff 700 - 1400 700 - 1400 700 - 1400 700 - 1400
Fire Rate 2.5 2.5 2.5 2.5
Heat Accretion 50 50 50 60
Heat Capacity 1000 1000 1000 1000
Multishot 8.0 8.0 8.0 8.0
Reload Time 3.0 3.0 3.0 3.0
Status Chance 9.0% 12.6% 9.0% 13.5%
Damage DmgImpactSmall64.png 70.8
DmgPunctureSmall64.png 141.6
DmgSlashSmall64.png 141.6
DmgImpactSmall64.png 78.0
DmgPunctureSmall64.png 156.0
DmgSlashSmall64.png 156.0
DmgImpactSmall64.png 70.8
DmgPunctureSmall64.png 141.6
DmgSlashSmall64.png 141.6
DmgImpactSmall64.png 92.0
DmgPunctureSmall64.png 184.0
DmgSlashSmall64.png 184.0
Total Damage 2,832.0 3,120.0 2,832.0 3,680.0
Stat Bonus 30 - 60%
Fire Rate
30 - 60%
Slash Damage
30 - 60%
Fire Rate
Derived Stats¹
Average Hit 3,511.7 3,868.8 4,881.2 4,563.2
Burst DPS 8,779.2 15,475.2 12,203.1 18,252.8
Sustained DPS 6,384.9 9,672.0 8,875.0 10,700.0
Damage until Overheat 70,233.6 77,376.0 97,624.7 77,574.4

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
In-Game Stats
Accuracy 20.0 20.0 20.0 20.0
Crit Chance 17.0% 17.0% 28.0% 17.0%
Crit Multiplier 2.0x 2.0x 2.0x 2.0x
Damage Falloff 700 - 1400 700 - 1400 700 - 1400 700 - 1400
Fire Rate 2.5 2.5 2.5 2.5
Heat Accretion 50 50 50 60
Heat Capacity 1000 1000 1000 1000
Reload Time 3.0 3.0 3.0 3.0
Status Chance 6.4% 9.0% 6.4% 9.6%
Damage DmgImpactSmall64.png 44.2
DmgPunctureSmall64.png 88.4
DmgSlashSmall64.png 88.4
DmgImpactSmall64.png 48.8
DmgPunctureSmall64.png 97.6
DmgSlashSmall64.png 97.6
DmgImpactSmall64.png 44.2
DmgPunctureSmall64.png 88.4
DmgSlashSmall64.png 88.4
DmgImpactSmall64.png 57.4
DmgPunctureSmall64.png 114.8
DmgSlashSmall64.png 114.8
Total Damage 1768.0 1952.0 1768.0 2296.0
Stat Bonus 30 - 60%
Fire Rate
30 - 60%
Slash Damage
30 - 60%
Fire Rate
Derived Stats¹
Average Hit 2068.6 2068.6 ? ?
Burst DPS 5171.4 5171.4 ? ?
Sustained DPS ? ? ? ?
Damage until Overheat 34351.2 34351.2 ? ?

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
In-Game Stats
Accuracy 20.0 20.0 20.0 20.0
Crit Chance 12.0% 12.0% 20.0% 12.0%
Crit Multiplier 2.0x 2.0x 2.0x 2.0x
Damage Falloff 700 - 1400 700 - 1400 700 - 1400 700 - 1400
Fire Rate 2.5 2.5 2.5 2.5
Heat Accretion 50 50 50 60
Heat Capacity 1000 1000 1000 1000
Reload Time 3.0 3.0 3.0 3.0
Status Chance 4.5% 6.4% 6.4% 6.8%
Damage DmgImpactSmall64.png 26.0
DmgPunctureSmall64.png 52.0
DmgSlashSmall64.png 52.0
DmgImpactSmall64.png 28.6
DmgPunctureSmall64.png 57.2
DmgSlashSmall64.png 57.2
DmgImpactSmall64.png 26.0
DmgPunctureSmall64.png 52.0
DmgSlashSmall64.png 52.0
DmgImpactSmall64.png 33.8
DmgPunctureSmall64.png 67.6
DmgSlashSmall64.png 67.6
Total Damage 1040.0 1144.0 1040.0 1352.0
Derived Stats¹
Average Hit 1164.8 1164.8 ? ?
Burst DPS 2912.0 2912.0 ? ?
Sustained DPS ? ? ? ?
Damage until Overheat 23296.0 23296.0 ? ?

¹Crit and bonus stats included, status procs excluded.

Talyn[edit | edit source]

TurretTalyn.png

Main article: Talyn

Rapid-fire laser cannon: burns targets with instantaneous beams. Fire rate builds with continuous use.

—In-game description

Talyn is a Railjack Armament that fires hitscan shots that deal pure DmgHeatSmall64.png Heat damage with pinpoint accuracy, high spool-up fire rate, status chance and effective range.

View Talyn Tier List

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 13.0% 13.0% 18.0% 13.0%
Crit Multiplier 2.0x 2.0x 2.0x 2.0x
Damage Falloff 3000 - 6000 3000 - 6000 3000 - 6000 3000 - 6000
Fire Rate 16.67 16.67 16.67 16.67
Heat Accretion 8 8 8 12
Heat Capacity 1000 1000 1000 1000
Reload Time 3.0 3.0 3.0 3.0
Status Chance 20.0% 28% 20.0% 30.0%
Damage DmgHeatSmall64.png 295.0 DmgHeatSmall64.png 316.0 DmgHeatSmall64.png 295.0 DmgHeatSmall64.png 384.0
Total Damage 295.0 316.0 295.0 384.0
Stat Bonus 30 - 60%
Fire Rate
30 - 60%
Heat Damage
30 - 60%
Fire Rate
Derived Stats¹
Average Hit 333.4 357.1 557.0 433.9
Burst DPS 5601.8 9600.8 9359.4 11714.1
Sustained DPS 3991.8 5835.3 6669.5 5940.6
Damage until Overheat 41668.8 44635.0 69620.0 36015.4

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% ?% 9.0%
Crit Multiplier 2.0x 2.0x 2.0x 2.0x
Damage Falloff 3000 - 6000 3000 - 6000 3000 - 6000 3000 - 6000
Fire Rate 16.67 16.67 16.67 16.67
Heat Accretion 8 8 8 12
Heat Capacity 1000 1000 1000 1000
Reload Time 3.0 3.0 3.0 3.0
Status Chance 14.0% 20.0% 14.0% 21.0%
Damage DmgHeatSmall64.png 184.0 DmgHeatSmall64.png 197.0 DmgHeatSmall64.png 184.0 DmgHeatSmall64.png 239.0
Total Damage 184.0 197.0 184.0 239.0
Stat Bonus 30 - 60%
Fire Rate
30 - 60%
Heat Damage
30 - 60%
Fire Rate
Derived Stats¹
Average Hit 200.6 ? ? ?
Burst DPS 3343.3 ? ? ?
Sustained DPS ? ? ? ?
Damage until Overheat 25070 ? ? ?

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 6.0% 6.0% 8.0% 6.0%
Crit Multiplier 2.0x 2.0x 2.0x 2.0x
Damage Falloff 3000 - 6000 3000 - 6000 3000 - 6000 3000 - 6000
Fire Rate 16.67 16.67 16.67 16.67
Heat Accretion 8 8 8 12
Heat Capacity 1000 1000 1000 1000
Reload Time 3.0 3.0 3.0 3.0
Status Chance 10.0% ?% 10.0% ?%
Damage DmgHeatSmall64.png 108.0 DmgHeatSmall64.png ? DmgHeatSmall64.png 108.0 DmgHeatSmall64.png ?
Total Damage 108.0 ? 108.0 ?
Derived Stats¹
Average Hit 114.8 ? ? ?
Burst DPS 1908.4 ? ? ?
Sustained DPS ? ? ? ?
Damage until Overheat 14310 ? ? ?

¹Crit and bonus stats included, status procs excluded.

Vort[edit | edit source]

TurretVort.png

Main article: Vort

Electrical pulse projector: emits a volley of wide charged arcs that can knock out enemy systems.

—In-game description

Vort is a Railjack Armament that fires horizontal electric lines that deal pure DmgElectricitySmall64.png Electricity damage with low Projectile Speed and overall deals higher damage per second than most other turrets.

View Vort Tier List

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
In-Game Stats
Accuracy 16.7 16.7 16.7 16.7
Crit Chance 20.0% 17.0% 24.0% 26.0%
Crit Multiplier 2.0x 2.0x 2.0x 2.0x
Damage Falloff 2000 - 4000 2000 - 4000 2000 - 4000 2000 - 4000
Fire Rate 5.00 5.00 5.00 5.00
Heat Accretion 20 20 20 30
Heat Capacity 1000 1000 1000 1000
Reload Time 3.0 3.0 3.0 3.0
Status Chance 17.0% 28.0% 20.0% 10.0%
Damage DmgElectricitySmall64.png 1224.0 DmgElectricitySmall64.png 1310.0 DmgElectricitySmall64.png 1224.0 DmgElectricitySmall64.png 1592.0
Total Damage 1224.0 1310.0 1224.0 1592.0
Stat Bonus 30 - 60%
Fire Rate
30 - 60%
Electricity Damage
30 - 60%
Fire Rate
Derived Stats¹
Average Hit 1468.8 1532.7 2428.4 2005.9
Burst DPS 7344.0 12261.6 12142.1 16047.4
Sustained DPS ? ? ? ?
Damage until Overheat 73440.0 76635.0 121420.8 66195.4

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
In-Game Stats
Accuracy 16.7 16.7 16.7 16.7
Crit Chance 12.0% ?% 17.0% 18.0%
Crit Multiplier 2.0x 2.0x 2.0x 2.0x
Damage Falloff 2000 - 4000 2000 - 4000 2000 - 4000 2000 - 4000
Fire Rate 5.00 5.00 5.00 5.00
Heat Accretion 20 20 20 30
Heat Capacity 1000 1000 1000 1000
Reload Time 3.0 3.0 3.0 3.0
Status Chance 14.0% ?% 14.0% 7.0%
Damage DmgElectricitySmall64.png 765.0 DmgElectricitySmall64.png ? DmgElectricitySmall64.png 765.0 DmgElectricitySmall64.png 995.0
Total Damage 765.0 ? 765.0 995.0
Stat Bonus 30 - 60%
Fire Rate
30 - 60%
Electricity Damage
30 - 60%
Fire Rate
Derived Stats¹
Average Hit 856.8 ? 895.1 1174.1
Burst DPS 4284.0 ? 4475.3 9392.8
Sustained DPS ? ? ? ?
Damage until Overheat 42840.0 ? 44752.5 38745.3

HouseSigma.png Sigma HouseLavan.png Lavan HouseVidar.png Vidar HouseZetki.png Zetki
In-Game Stats
Accuracy 16.7 16.7 16.7 16.7
Crit Chance 8.0% 8.0% 12.0% 12.0%
Crit Multiplier 2.0x 2.0x 2.0x 2.0x
Damage Falloff 2000 - 4000 2000 - 4000 2000 - 4000 2000 - 4000
Fire Rate 5.00 5.00 5.00 5.00
Heat Accretion 20 20 20 30
Heat Capacity 1000 1000 1000 1000
Reload Time 3.0 3.0 3.0 3.0
Status Chance 12.0% 14% 10.0% 5.0%
Damage DmgElectricitySmall64.png 450.0 DmgElectricitySmall64.png 482.0 DmgElectricitySmall64.png 450.0 DmgElectricitySmall64.png 585.0
Total Damage 450.0 482.0 450.0 585.0
Derived Stats¹
Average Hit 486.0 ? 504.0 ?
Burst DPS 2430.0 ? 2520.0 ?
Sustained DPS ? ? ? ?
Damage until Overheat 24300 ? 25200 ?

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. Grineer enemies drop Apoc, Carcinnox, Cryophon, Photor, and Pulsar, while Corpus enemies drop Glazio, Laith, Talyn, and Vort.

Region Tier House Faction Source Drop Chance
Earth Proxima Mk I HouseLavan.png Lavan Grineer Kosma Gokstad Crewship 10.00%
HouseVidar.png Vidar
HouseZetki.png Zetki Elite Kosma Outrider 11.11%
Venus Proxima HouseLavan.png Lavan Corpus Taro Crewship 12.50%
HouseVidar.png Vidar
HouseZetki.png Zetki Elite Taro Weaver
Saturn Proxima Mk II HouseLavan.png Lavan Grineer Gyre Gokstad Crewship 10.00%
HouseVidar.png Vidar
HouseZetki.png Zetki Elite Gyre Outrider 11.11%
Neptune Proxima HouseLavan.png Lavan Corpus Axio Crewship 12.50%
HouseVidar.png Vidar
HouseZetki.png Zetki Elite Axio Weaver
Pluto Proxima Mk III HouseLavan.png Lavan Corpus Vorac Crewship 12.50%
HouseVidar.png Vidar
HouseZetki.png Zetki Elite Vorac Weaver
Veil Proxima HouseLavan.png Lavan Grineer Exo Gokstad Crewship 10.00%
Exo Skold Crewship
HouseVidar.png Vidar Exo Gokstad Crewship
Exo Skold Crewship
Elite Exo Gokstad Crewship
Corpus Orm Crewship 12.50%
HouseZetki.png Zetki Grineer Elite Exo Gokstad Crewship 10.00%
Elite Exo Outrider 11.11%
Corpus Orm Crewship 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

Main article: Galvarc

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

—In-game description

Galvarc fires a continuous arcing hitscan laser that deals DmgHeatSmall64.png Heat 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 375 375
Galvarc Mk I 100 0.0% 2.0x 12.00 1 5 20.0% Chains up to 3 Enemies 675 675
Galvarc Mk II 100 0.0% 2.0x 12.00 1 5 26.0% Chains up to 3 Enemies 1188 1188
Galvarc Mk III 100 0.0% 2.0x 12.00 1 5 30.0% Chains up to 3 Enemies 1901 1901

Milati[edit | edit source]

OrdnanceMilati.png

Main article: Milati

Missiles: launches a swarm of dumbfire rockets.

—In-game description

Milati fires 12 non-seeking rockets that deal high DmgBlastSmall64.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 DmgBlastSmall64.png 10800 10800
Milati Mk I 10 20.0% 2.0x 1.00 1 12.0 2 0.0% Semi 10.00 DmgBlastSmall64.png 19440 19440
Milati Mk II 10 26.0% 2.0x 1.00 1 12.0 2 0.0% Semi 10.00 DmgBlastSmall64.png 33048 33048
Milati Mk III 10 30.0% 2.0x 1.00 1 12.0 2 0.0% Semi 10.00 DmgBlastSmall64.png 52884 52884

Tycho Seeker[edit | edit source]

OrdnanceTychoSeeker.png

Main article: Tycho Seeker

Seeker Missile: strikes targets with a massive blast.

—In-game description

Tycho Seeker fires a single heat-seeking missile that deals massive DmgBlastSmall64.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 DmgBlastSmall64.png 8000 8000
Tycho Seeker Mk I 100 30.0% 2.0x 1.00 1 5 0.0% Semi 15.00 DmgBlastSmall64.png 14400 14400
Tycho Seeker Mk II 100 40.0% 2.0x 1.00 1 5 0.0% Semi 15.00 DmgBlastSmall64.png 24480 24480
Tycho Seeker Mk III 100 50.0% 2.0x 1.00 1 5 0.0% Semi 15.00 DmgBlastSmall64.png 39168 39168

Tunguska Cannon[edit | edit source]

The Tunguska Cannon, also known as the Forward Artillery, is a chin-mounted cannon located on the bridge behind the pilot controls and the navigation menu. Each shot from the cannon consumes one Dome Charge unless Mod TT 20px.png Artillery Cheap Shot is equipped. Dome Charges can be replenished over time or by using the Resource Forge with Intrinsics Engineering Rank 5 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 Crewships, as it causes a Crewship's reactor to detonate if the damage dealt exceeds the remaining crew ship health.

Each shot deals 56,500 base damage, and can be further increased with Mod TT 20px.png Forward Artillery and/or stacking DmgSlashSmall64.png Slash procs on the target before firing. Targeting any of the 3 nacelles of an unprotected Crewship will greatly increase the damage fired, typically destroying a Crewship of any level in one hit even without the additional modifiers.

The cannon can be blocked by Skold Crewship shields or by an Exo Gokstad Crewship's healing bubble. The generators can be destroyed all at once by a single locked-on Tycho Missile, and the healing bubbles can be destroyed by sustained turret fire.

A player in the Forward Artillery can swap weapons (default F ) to equip armaments. This turret has no lead indicators on enemy ships and uses the same turret equipped to the gunnery seats. Despite having only the same field of view as the pilot seat, it allows players to deal with Skold Crewship shields and Exo Gokstad Crewship healing bubbles, and effectively provides a fourth turret.

Valence Fusion[edit | edit source]

Valence Fusion Valence Fusion

Edit Tab
Preceded by
Avionics since Update 29.10

The Plexus allows you to use your Railjack mod selection with any Railjack you crew upon.

Plexus Mods can be found in Railjack missions. Integrated Mods apply to you on any Railjack! Aura Mods impact the whole squad! Battle Mods determine which Railjack Abilities you can use on a Railjack. Tactical Mods determine which Railjack Abilities you can use in the Tactical Menu.

—Upon first interacting with the Plexus

The Plexus is a modular item that modifies the player's personal (and NPC Crew) performance in Railjack. It is the Warframe equivalent of modding for Railjack.

Mechanics[edit | edit source]

The Plexus is acquired after completion of The Archwing and comes with a pre-installed Orokin Reactor as well as D, V, and Bar polarities. It can be ranked up during Railjack missions up to Rank 30, providing 200 Mastery Rank experience per rank up to 6,000 in total, and can be given Forma and Aura Forma. The Plexus can be configured in the front of the Orbiter between the Navigation and Syndicate segments, or from Dry Docks in Relays and Clan Dojos.

Railjack-exclusive mods are divided into three types: Integrated, Battle, Tactical. There are 9 Integrated slots, eight normal and one aura, and have a modding capacity. Battle and Tactical mods do not use capacity, but are further divided into Defensive, Offensive, and Super types, of which players can only slot in one of each.

The Plexus is personal to the user, this allows each individual in a squad to have different configurations and abilities that will only apply to themselves. For example, Mod TT 20px.png Hyperstrike only affects the user's own turret damage and not the rest of the squad's.

When playing with NPC crew members, they will all equip an exact copy of the host's Plexus loadout, including the Plexus Aura mod. However, crew members will not use Battle or Tactical abilities.

Integrated[edit | edit source]

Integrated mods provide passive bonuses to the player/crew member. Aura mods provide bonuses to the entire team and/or Railjack.

Battle[edit | edit source]

Battle mods provide powerful abilities that are used similarly to Warframe abilities (default 1  for Defensive, default 2  for Offensive, and default 3  for Super). They consume the Warframe's own energy to use (shields in HildrynIcon272.png Hildryn's case and cooldowns in LavosIcon272.png Lavos's case). Like Warframes, the Railjack possesses an Ability Strength, Ability Duration, and Ability Range stat to enhance Battle abilities which can be increased with the Railjack's Reactor, but are unaffected by Warframe ability enhancement mods.

Defensive Abilities cost 50 energy, Offensive cost 100, and Super cost 200 (with Mod TT 20px.png Countermeasures and Mod TT 20px.png Phoenix Blaze being exceptions to the rule). HildrynIcon272.png Hildryn's shield costs are 10 times the default. LavosIcon272.png Lavos's cooldowns are 10 seconds each, and cannot be reduced in any way. An ability's energy cost will double after initial use, which will return to normal values after 5 seconds. Energy cost is affected by Intrinsics Tactical Rank 6 and Mod TT 20px.png Onslaught Matrix, but not Warframe Ability Efficiency mods such as Mod TT 20px.png Streamline or Mod TT 20px.png Blind Rage. Energy generation such as Mod TT 20px.png Energy Siphon, Squad Energy Restores, and Energy Orbs will still function while in the pilot/gunner seat.

As ability cost is tied to Warframe energy, Warframes with high base energy and modded with Mod TT 20px.png Flow and/or Mod TT 20px.png Preparation will ensure a good amount of starting energy to cast Battle abilities. Note that Preparation does not refresh when transitioning between missions.

Tactical[edit | edit source]

Tactical mods provide special abilities that are used from the Tactical Menu. They do not consume resources to use, instead having cooldowns.

Patch History[edit | edit source]

Hotfix 30.2.1

  • Fixed a script error when viewing the Plexus.

Hotfix 29.10.7

  • Fixed inability to Mod your Plexus until you own a Railjack.
    • The intended flow here is when you complete The Archwing Quest and are awarded your Plexus, you can Mod it and join others on their Railjack missions to help out until you get yourself a Railjack. You’ll now be able to Mod it, but won't be able to see Railjack stats unless you actually own one, as the Plexus doesn’t have any Railjack data to pull from yet.
  • Fixed attempting to search for a Mod in the Plexus by using the Left Stick on a controller not activating the search bar.

Update 29.10

  • Introduced.

Edit Tab

Intrinsics Points are earned simply by playing Railjack missions and earning Affinity within. Earn Affinity by killing enemies or exploring/completing mission Points of Interest. Use your Points to unlock Progression across all Intrinsics categories!

—Upon first interacting with the Intrinsics

Intrinsics is a skill point based system that determines how adept the player is in utilizing all the systems aboard their Railjack. 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, the front railjack console in the orbiter or from the Orbiter's menu, Esc  → Railjack → Intrinsics.

General[edit | edit source]

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

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.png Charm buff.

Each Intrinsic rank gained rewards the player with 1,500 Mastery points. Ranking all five classes to rank 10 costs a total of 5,115 Intrinsics and awards 75,000 Mastery Rank experience.

There is no way to respec points.

Mechanics[edit | edit source]

Each Intrinsic point requires 10,000 Affinity (1/10 of Affinity earned only goes into Instrinsic gain) 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)
5,000
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

The Tactical Intrinsics grants access to the Railjack's Tactical Menu, allowing players to deploy various remote effects as well as teleport from outside and within the vessel.

Rank Ability Description Notes
1 Tactical System Deploy Tactical Mods and access Crew tracking system via Tactical Menu L .
  • 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 and Overseer Warframe abilities can be deployed as tactical support. Enables crew chase camera.
  • 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.
  • 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.
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 Swivel Turrets, the Archwing Slingshot at the top of the ship, and the Resource 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.
5 Deploy Necramechs Deploy Necramech in all Railjack missions.
6 Tactical Efficiency Reduces Energy Consumption for Battle Mods by 25%.
  • The cost reduction for Ability Kinesis is applied separately after all modifiers from Warframe mods have been accounted for.
7 Tactical Response Reduces Tactical Mod cooldown by 20%.
  • Stacks multiplicatively with other cooldown reductions.
8 Archwing Tactical Blink and Necramech Cooldown Reduces Archwing Blink cooldown by 25%. Reduces Necramech summon cooldown by 25%.
9 Swift Tactics Further reduces Tactical Mod 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

The Piloting Intrinsics enhances the player's speed and maneuverability while in the Railjack's Pilot seat.

Rank Ability Description Notes
1 Boost Hold LShift  to boost Engine Speed. Firing pilot guns interrupts boosting.
2 Vector Maneuver Tap LShift  to burst Directional Thrusters.
3 Vectored Evasion Near-by enemy projectiles lose lock-on during Vector Maneuver.
4 Drift Maneuver During Vector, press & hold LShift  to drift.
  • Drifting can be done in any direction, including sidewards and backwards.
  • This key sequence can be thought of as double-tapping and holding the boost key.
    • If boost and vector are bound separately, holding Boost & pressing Vector will begin drifting.
5 Boosted Scavenger Increase loot pickup radius by 3x while boosting, drifting, or dodging. Hidden derelicts are marked.
  • Vacuum radius is increased to 3000m while boosting, drifting, or dodging.
  • Hidden derelicts are marked with an optional mission objective marker
6 Ram Jammer A 25% chance of jamming an incoming Ramsled's targeting systems, causing them to overshoot and explode.
7 Necramech Haste Necramech Movement Speed increased by 10%.
  • Applies to the use of Necramechs 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 movement speed bonuses from mods.
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 Ramming Speed Reduce incoming damage by 25%. Ramming into enemies while Boosting will deal 2,000 DmgImpactSmall64.png Impact Damage
10 Railjack Blink Double-tap Space  to instantly translate the Railjack forward, leaving a trail of turbulence that slows nearby enemies.
  • Railjack will instantly travel a distance of 1000m.

GunneryIntrinsic.png

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

—In-Game Description

The Gunnery Intrinsics enhances the user's performance of the Railjack's Turrets.

Rank Ability Description Notes
1 Target Sync Target lead indicators and ordnance lock-on.
  • Also causes 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.
  • Swivel Turrets will have all visual and turret movement restrictions removed.
  • Does not apply to the pilot turrets or the forward artillery.
3 Archwing Slingshot High velocity Archwing deployment into the combat zone. Slingshot Archwing damages fighters and penetrates enemy crewship hulls.
  • The Archwing Slingshot is located at the top of the Railjack and can be fast-traveled to using the Intrinsics Tactical Rank 3 skill.
  • 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 can fire 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.
  • When fired at a crewship, the Archwing Slingshot will make the Tenno punch 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.
4 Archwing Fury Increase Archwing Attraction range by 25m and Melee Range by 0.75m and Damage by 20%.
5 Necramech Fury Increase Necramech Gun damage by 20%.
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 Mod TT 20px.png 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 Flush Heat Sinks Reloading when weapons are overheated will cool weapons to 0 in 0.5 secs.
10 Reflex Aim Aim snaps turrets to the nearest lead indicator for 3s but the Turret overheats 20% faster.

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

The Engineering Intrinsics enhances Omni repair and Resource Forge crafting.

Rank Ability Description Notes
1 Applied Omni Accelerated hazard suppression and hull repair.
  • Repair circle now has a boxed indicator that will immediately repair the damage if timed correctly, similar to Mining mechanics. Otherwise takes 10 seconds for repair.
2 Rapid Support Decrease cooldown for Air Support Charges by 50%.
3 Ordnance Forge Replenish combat Ordnance while deployed.
  • Unlocks the ability to craft Ordnance at the Railjack's Resource Forge during a mission.
4 Dome Charge Forge Resupply forward Artillery cannon during combat.
  • Unlocks the ability to craft Dome Charges at the Railjack's Resource Forge during a mission.
5 Optimized Forge Increase Forge yields by 25%. Craft Hull Restores.
  • Increases the amount of resources crafted per use of the Resource Forge by 25%.
  • Unlocks the ability to craft Hull Restores at the Railjack's Resource 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%.
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 Vigilant Necramech Increase Necramech defense. Health +25%. Shields +25%.
  • Applies to the use of Necramechs outside of Empyrean missions.
  • The bonus will not be visible in the Arsenal but is active during gameplay.
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 (Intrinsics Tactical Rank 3) to teleport around the ship while the repair drone is on a hazard.

CommandIntrinsic.png
—In-Game Description

The Command Intrinsic affects the Railjack's number of Crew and allows assigning bonus stats to them.

Rank Ability Description Notes
1 1st crew member Unlocks the first crew member slot and the ability to hire them from Ticker.
2 Competency Gain Allows you to give 1 competency point to your crew members.
3 2nd crew member Unlocks the second crew member slot.
4 Competency Gain Allows you to give 1 competency point to your crew members.
5 3rd crew member Unlocks the third crew member slot.
6 Competency Gain Allows you to give 1 competency point to your crew members.
7 Competency Retraining Allows you to redistribute previously assigned competency points.
8 Unusual Crewmates Converted Liches become available as crew members.
  • Liches cannot receive weapons from the player, cannot operate Railjack systems, cannot be assigned Competency, and can only be given the Defender role.
9 On Call One of your crew members can be designated as being On Call and can be summoned to aid you in non-Railjack missions.
  • Places the On Call Crew Gear item in the player's inventory to summon one assigned crew member to appear in non-Railjack missions for up to 3-minutes. Has infinite uses with a 10 minute cooldown.
  • The crew member assigned to be on call must be actively assigned in a Railjack role and be not on standby to become eligible for summoning.
  • Kuva Liches can not be designated as on call.
10 Coming Soon Coming Soon
  • Not available at launch
  • Used to be marked as "Elite Crew"

Notes[edit | edit source]

  • Some Intrinsics can apply outside of Empyrean missions, most notably those that affect Archwings and Necramechs.
  • 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 29.10.8

  • Fixed inability to earn any Intrinsic points while being in the Necramech/Operator in Railjack missions.

Hotfix 29.10.3

  • Fixed rare DirectX 12 crash occurring when viewing the Intrinsics screen.

Hotfix 29.10.1

  • Added a new Profile > Railjack option that now holds Intrinsics menus.
  • Added clarifying information to the Command Intrinsic Rank 8 that Kuva Lich Crew members are Defenders only (at least, uh, for now. We’re reading the feedback).

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
Upon reaching Rank 1 in the Intrinsics Tactical, 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]

RailjackTacticalUIFull.png
UI elements from top to bottom, left to right
  1. Railjack's health & shield bar
  2. Player's Warframe energy (used for railjack abilities)
  3. Tactical Avionics (Accessible only in Tactical Menu, free to cast, but have cooldowns)
  4. Current quantities of resources available for Resource Forge crafting
  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.
    • White icons are fast travel markers. From left to right: Forge, Slingshot, (2) Airlocks, Ventral Turret, Dorsal Turret, Bridge.
    • 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 2).
    • At Engineering 10, hazards can be repaired remotely by clicking on them
  6. Crew health, status, and Warframe abilities
    • (6a) Location or role of player or crew member
    • (6b) Teleport and crew chase camera buttons
  7. AI crewmember role buttons. Their currently assigned role at-a-glance, can be clicked to assign crew to different roles on the fly
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)
    • Pulse Turbine Airlock Hallway
    • Pulse Turbine Shield Generator Hall
    • Pulse Turbine Engine Room
    • Pulse Turbine Bridge
  • (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. Each Warframe has one predetermined ability that can be activated and placed anywhere aboard the Railjack through Ability Kinesis, consuming Warframe energy. Remote deployment is instantaneous.

Progression to Tactical Rank 6 reduces energy cost of Ability Kinesis by 25%, after all other energy cost modifiers and Ability Efficiency.

Warframe Ability Notes
AshIcon272.png Ash SmokeScreen130xDark.png Smoke Screen
AtlasIcon272.png Atlas Rumblers130xDark.png Rumblers
BansheeIcon272.png Banshee Silence130xDark.png Silence
BaruukIcon272.png Baruuk Lull130xDark.png Lull
ChromaIcon272.png Chroma ElementalWard130xDark.png Elemental Ward
EmberIcon272.png Ember FireBlast130xDark.png Fire Blast
EquinoxIcon272.png Equinox RestRage130xDark.png Rest & Rage
ExcaliburIcon272.png Excalibur RadialBlind130xDark.png Radial Blind
Excalibur UmbraIcon272.png Excalibur Umbra RadialHowl130xDark.png Radial Howl
FrostIcon272.png Frost SnowGlobe130xDark.png Snow Globe
GaraIcon272.png Gara SplinterStorm130xDark.png Splinter Storm
GarudaIcon272.png Garuda BloodAltar130xDark.png Blood Altar
GaussIcon272.png Gauss ThermalSunder130xDark.png Thermal Sunder DmgColdSmall64.png Cold Only. Casting twice in one area will freeze enemies.
GrendelIcon272.png Grendel Nourish130xDark.png Nourish Consumes enemy and also provides buff to allies.
HarrowIcon272.png Harrow Covenant130xDark.png Covenant
HildrynIcon272.png Hildryn ShieldPillage130xDark.png Pillage Shield cost reduced to 1/3rd of its original value (e.g. costs 50 shields instead of 150 at base).
Grants overshields to the Hildryn player used for casting.
HydroidIcon272.png Hydroid TempestBarrage130xDark.png Tempest Barrage
InarosIcon272.png Inaros Devour130xDark.png Devour
IvaraIcon272.png Ivara Quiver130xDark.png Quiver Sleep Arrow only
KhoraIcon272.png Khora Ensnare130xDark.png Ensnare
LavosIcon272.png Lavos Catalyze130xDark.png Catalyze No energy cost, 25 second cooldown
LimboIcon272.png Limbo Cataclysm130xDark.png Cataclysm Can stop timer for hull breach if Cataclysm is casted where it is located.
LokiIcon272.png Loki Decoy130xDark.png Decoy
MagIcon272.png Mag Magnetize130xDark.png Magnetize Does not require enemy target.
MesaIcon272.png Mesa ShatterShield130xDark.png Shatter Shield
MirageIcon272.png Mirage SleightOfHand130xDark.png Sleight Of Hand
NekrosIcon272.png Nekros Terrify130xDark.png Terrify
NezhaIcon272.png Nezha DivineSpears130xDark.png Divine Spears
NidusIcon272.png Nidus Larva130xDark.png Larva
NovaIcon272.png Nova NullStar130xDark.png Null Star Can be applied directly on allies.
NyxIcon272.png Nyx MindControl130xDark.png Mind Control
OberonIcon272.png Oberon Reckoning130xDark.png Reckoning
OctaviaIcon272.png Octavia Resonator130xDark.png Resonator
ProteaIcon272.png Protea Dispensary130xDark.png Dispensary
RevenantIcon272.png Revenant Enthrall130xDark.png Enthrall
RhinoIcon272.png Rhino RhinoStomp130xDark.png Rhino Stomp