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 20), 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 12. Players can hold up to 30 unrepaired wreckage, which cannot be increased in any way, and players with capped unrepaired wreckage cannot continue embarking on Empyrean missions until they have cleaned their inventory of unrepaired 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) 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:
- Lavan variant has 7-10% damage increase and improved Status Chance
- Vidar variant has same damage and improved Critical Chance
- Zetki variant has 20-30% damage increase with either or both improved Critical Chance and Status Chance at the cost of increased Heat Accretion
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]
- Main article: Apoc
Carcinnox[edit | edit source]
- Main article: Carcinnox
Cryophon[edit | edit source]
- Main article: Cryophon
Cryophon is a Railjack Armament that fires large -like projectiles that deal massive damage complimented by its critical chance and status chance, but has low effective range, low fire rate, and slow Projectile Speed.
Photor[edit | edit source]
- Main article: Photor
Photor is a Railjack Armament that fires a hitscan laser that deals primarily damage with fast fire rate, good critical chance and status chance, pinpoint accuracy, high effective range, and innate punch through.
Pulsar[edit | edit source]
- Main article: Pulsar
Glazio[edit | edit source]
- Main article: Glazio
Laith[edit | edit source]
- Main article: Laith
Talyn[edit | edit source]
- Main article: Talyn
Vort[edit | edit source]
- Main article: Vort
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.
|Earth Proxima||Mk I||Lavan||Grineer||Kosma Gokstad Crewship||10.00%|
|Zetki||Elite Kosma Outrider||11.11%|
|Venus Proxima||Lavan||Corpus||Taro Crewship||12.50%|
|Zetki||Elite Taro Weaver|
|Saturn Proxima||Mk II||Lavan||Grineer||Gyre Gokstad Crewship||10.00%|
|Zetki||Elite Gyre Outrider||11.11%|
|Neptune Proxima||Lavan||Corpus||Axio Crewship||12.50%|
|Zetki||Elite Axio Weaver|
|Pluto Proxima||Mk III||Lavan||Corpus||Vorac Crewship||12.50%|
|Zetki||Elite Vorac Weaver|
|Veil Proxima||Lavan||Grineer||Exo Gokstad Crewship||10.00%|
|Exo Skold Crewship|
|Vidar||Exo Gokstad Crewship|
|Exo Skold Crewship|
|Elite Exo Gokstad Crewship|
|Zetki||Grineer||Elite Exo Gokstad Crewship||10.00%|
|Elite Exo Outrider||11.11%|
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]
- Main article: Galvarc
Galvarc fires a continuous arcing hitscan laser that deals 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.
|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]
- Main article: Milati
Tycho Seeker[edit | edit source]
- Main article: Tycho Seeker
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).
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 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 and/or stacking 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) 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 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
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|