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[]
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 Impact damage.
- Rank 10: Allows Blinking (default double tap Space ), leaving a trail of turbulence that slows enemies.
Turrets[]
The pilot, as well as the swivel dorsal and ventral turrets located in the room behind the pilot seat, can command onboard weaponry to combat space fighters. All turrets can fire Armaments (default LMB ), Ordnance (default MMB ), and Battle Mods (default 1 , 2 , and 3 ). Armaments 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[]
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[]
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 and Hazards[]
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, ordinance to lock-on at half speed, and forward artillery's charge time to be doubled. Caused by Heat procs. Repairing restores 15% of the ship's max health.
- Electricity Hazard: Scrambles minimap and disables tactical menu. Caused by Electricity procs. Repairing restores 15% of the ship's max health.
- Ice Hazard: Disables interactive elements within the Railjack, such as the pilot seat, turrets, Archwing Slingshot, doors, and Resource Forge. Caused by 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 25 Revolite (100 for Hull Breaches), which can be replenished from the Resource Forge.
The Omni can be used against enemy intruders, dealing low 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. However, it cannot be used from inside a Corpus Ship until all players have reached extraction.
Archwing Slingshot[]
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%, bringing the total launch range to approximately 6250 as measured from the pilot seat.
Forward Artillery[]
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 4 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[]
Certain Railjack components consume Railjack-specific resources. The Resource Forge can replenish these resources with materials obtained during the mission, using the four stations located at the back of the Railjack. Only one resource can be forged per terminal, which is created immediately upon activation before the station enters a cooldown of 3 minutes. Railjack resources will be instantly refilled for all squad members on crafting at the Forge, as well as adding additional capacity (Except for Warframe Energy). This additional capacity will last until ending the Railjack session by leaving the Dry Dock or returning to the Orbiter.
Consumable Resources are tracked individually per player, meaning each player has their own Revolite, Munitions, and Dome Charges. The maximum capacity of these resources can be increased by crafting over multiple missions, however this is likely a bug, as crafting enough times will begin to decrease the total. Additionally, selecting a new mission with increased capacity does not guarantee entering the mission with the same increased capacity. The numbers quoted below are from the first mission only, and are consistent with crafting each resource 10 times with both Forge upgrades.
The Forge can hold up to 200 each of Cubic Diodes (in Corpus missions) or Carbides (in Grineer missions), Ticor Plate, and 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% (to 2 minutes and 15 seconds).
- Rank 7: Further increases forged yields by 25%.
Revolite[]
The Omni gear item and Anastasis require Revolite to carry out repairs to the Railjack. All players start with 100 Revolite. It costs 5 Cubic Diodes/ Carbides and 5 Ticor Plate to refill and add +15/+18/+22 Revolite capacity. The maximum additional Revolite capacity is 220, for a total of 320.
Warframe Energy[]
Battle Mods and Ability Kinesis consume Warframe Energy. It costs 7 Ticor Plate and 7 Titanium to craft 400/500/600 Warframe Energy.
Hull Restore[]
Hull Restore consumes 15 Cubic Diodes/ Carbides and 15 Ticor Plate to restore the Railjack's health to full and add +100/+125/+150 maximum Health. Crafting a Hull Restore during a Hull Breach will increase the maximum as normal, but will not increase current health or have an effect on the Breach. The maximum additional health is 1500.
Munitions[]
Munitions are required to launch Ordnance. Starting Munitions is tied to the Ordnance being used. It costs 15 Cubic Diodes/ Carbides and 20 Ticor Plate to refill and add +1/+2/+3 Munitions capacity. The maximum additional Munitions capacity is 30.
Dome Charge[]
Dome Charges are consumed by Forward Artillery and regenerate over time. All players start with 2 Dome Charges. It costs 30 Ticor Plate and 20 Titanium to refill and add +1/+1/+1 Dome Charge capacity. The maximum additional Dome Charge capacity is 10, for a total of 12.
Crew[]
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 in Fortuna. Intrinsics Command Rank 8 allows converted Kuva Liches and Sisters of Parvos to be a crew member. Rank 10 allows hiring Elite Crew from Ticker, who possess additional stats and unique traits over normal crew (see Railjack/Crew for more details).
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 Liches and Sisters, unlike NPC crew, cannot operate Railjack systems, do not have assignable stats, and 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.
Unique Status Effects[]
Enemies in Railjack space flight have different status effects for physical and primary elemental damage types.
Secondary elemental damage types ( Blast, Corrosive, Gas, Magnetic, Radiation, and 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 |
---|---|
Impact | Concuss Crew within a gunship have reduced aim and damage for 6 seconds. Additional procs refresh duration. |
Puncture | Decompress Target ship has reduced shields and armor for 20 seconds. Additional procs stack additively. |
Slash | Tear Target ship receives 7.5% increased damage for 20 seconds. Additional procs stack multiplicatively with itself. |
Cold | Immobilize Target ship's weapons are disabled and it slows down to a complete stop. Lasts for 6 seconds. Additional procs refresh duration. |
Electricity | Scramble Target ship spirals erratically for 6 seconds, being unable to attack while moving in a straight line. Additional procs refresh duration. |
Heat | Sear Target ship receives damage over time for 6 seconds. Additional procs increase damage dealt over time. |
Toxin | Intoxicate Target ship attacks any closest enemy and will be attacked in return for 12 seconds. Additional procs refresh duration. |
Notes[]
- 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.