WARFRAME Wiki
WARFRAME Wiki
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===Engines===
 
===Engines===
 
The default boost is 2x, so an engine with 0.26 boost speed multiplier would have a boost speed of 2.26x
 
The default boost is 2x, so an engine with 0.26 boost speed multiplier would have a boost speed of 2.26x
 
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{{CustomCollapsible|Engine Tier|Engines}}
 
{{CustomCollapsible|Engine Tier|Engines}}
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{|class="listtable sortable" style="text-align:right; width:66%;"
 
!!data-sort-type="text" style="width:33%;"| Type
 
!!data-sort-type="text" style="width:33%;"| Type
 
! data-sort-type="number" style="width:33%;"| Additional Speed (km/h)
 
! data-sort-type="number" style="width:33%;"| Additional Speed (km/h)
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|0.11 - 0.3
 
|0.11 - 0.3
 
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===Reactor===
 
===Reactor===
 
{{CustomCollapsible|Reactor Tier|Reactors}}
 
{{CustomCollapsible|Reactor Tier|Reactors}}

Revision as of 07:24, 18 December 2019

Photo-4
“It's taking longer than I calculated.”
This page is actively being worked on and may not be completely correct. Please assist in making this page accurate. See WARFRAME Wiki:Research on ways to perform research on this game. Click here to add more info.
Update 27.0 (2019-12-13)
For the gamemode, see Empyrean.

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

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

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

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

Dry Dock

Main article: Interactive Rooms#Dry Dock


The Dry Dock can be used to initiate the Rising Tide quest and to build and customize a Railjack. Players without a clan can utilize Dry Docks in Relays, although they will not have access to any Railjack research. Note that the Dry Dock requires considerably more Dojo 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 and/or rooms away from other rooms. 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

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, resources needed for repairing Railjack components can be contributed in stages. Each section repair requires 12 hours to complete in the Dry Dock and cannot be rushed with platinum, thus the complete Railjack requires an absolute minimum of 3 days 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

The Fuselage repair after retrieval and installation requires:

View Fuselage Build Requirement List
Manufacturing Requirements
Credits64
1,000,000
CubicDiodes
100
Plastids
3,000
Rubedo
15,000
NeuralSensors
30
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Propulsion Systems

The Propulsion Systems repair after retrieval and installation requires:

View Propulsion Systems Build Requirement List
Manufacturing Requirements
Credits64
1,000,000
Carbides
60
Cryotic
1,000
NanoSpores
20,000
OrokinCell
30
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Port Nacelle

The Port Nacelle repair after retrieval and installation requires:

View Port Nacelle Build Requirement List
Manufacturing Requirements
Credits64
1,000,000
Carbides
60
Circuits
5,000
AlloyPlate
27,000
ControlModule
200
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Starboard Nacelle

The Starboard Nacelle repair after retrieval and installation requires:

View Starboard Nacelle Build Requirement List
Manufacturing Requirements
Credits64
1,000,000
Pustrels
100
FieldronSample
500
Morphics
50
Neurodes
35
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Tail Section

The Tail Section repair after retrieval and installation requires:

View Tail Section Build Requirement List
Manufacturing Requirements
Credits64
1,000,000
Copernics
80
Ferrite
10,000
PolymerBundle
4,500
ArgonCrystal
15
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Engine Cowling

The Engine Cowling repair after retrieval and installation requires:

View Engine Cowling Build Requirement List
Manufacturing Requirements
Credits64
1,000,000
Copernics
40
DetoniteAmpule
500
Ferrite
10,000
Salvage
10,000
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Total Cost

View Total Cost List
Resource Quantity
Credits Credits 6,000,000
Script error: The function "Resource" does not exist. 100
Script error: The function "Resource" does not exist. 120
Script error: The function "Resource" does not exist. 120
Script error: The function "Resource" does not exist. 100
Script error: The function "Resource" does not exist. 15
Script error: The function "Resource" does not exist. 30
Script error: The function "Resource" does not exist. 30
Script error: The function "Resource" does not exist. 35
Script error: The function "Resource" does not exist. 50
Script error: The function "Resource" does not exist. 200
Script error: The function "Resource" does not exist. 15,000
Script error: The function "Resource" does not exist. 5,000
Script error: The function "Resource" does not exist. 4,500
Script error: The function "Resource" does not exist. 3,000
Script error: The function "Resource" does not exist. 1,000
Script error: The function "Resource" does not exist. 27,000
Script error: The function "Resource" does not exist. 20,000
Script error: The function "Resource" does not exist. 20,000
Script error: The function "Resource" does not exist. 10,000
Script error: The function "Resource" does not exist. 500
Script error: The function "Resource" does not exist. 500

Reliquary Key

Once the player has finally completed construction of the Railjack, they will be able to board it, but the ship's power source, the Reliquary Drive, is offline which prevents it from taking flight. After inspecting the drive, Cephalon Cy directs the Tenno to find a Reliquary 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 Reliquary Key in hand, the Tenno inserts it into the Reliquary Drive, supplying power to the Railjack. The player is now finally ready to embark on Empyrean missions through the Railjack's navigation console.

Houses

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

HouseLavan 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 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 House Zetki components were considered the best of the best. However, their exorbitant resource and energy requirements meant that only the fleet's most important vessels could be outfitted with Zetki technology.

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

Salvaged Components and Armaments need to be repaired in the Dry Dock before use. Note that there is an inventory limit of 30 for Wreckage Components and Armaments, each item collected beyond this limit will be automatically converted in Script error: The function "Resource" does not exist.. Unwanted items can be scrapped manually to be converted into Script error: The function "Resource" does not exist.. Scrapped Wreckage that were already repaired will return any resources used in the reparation.

Salvaged House Avionics do not have inventory limits and can be used directly. Avionics can also be scrapped into Script error: The function "Resource" does not exist..




Components

Main article: Components (Railjack)

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

Sigma components Blueprints can be researched in the Dry Dock research console, then built in the Railjack console.
House versions can be found as Wreckage in Missions. Wreckage Components needs to be repaired either with resources or with a single use Rush Repair Drone bought from the market for Platinum64 50. The Wreckage Components stats vary randomly.

Shield Array

View Shield Tier List
Type Additional Shield Capacity Reduced Shield Regeneration Delay (seconds) Additional Shield Regeneration % per second
Sigma 0 0
Sigma MK I 200 0
Lavan MK I 206 - 390 0
Vidar MK I 123 - 260 0
Zetki MK I 82 - 178 0
Sigma MK II 350 0.5
Lavan MK II 243 - 638 0.25 - 0.46
Vidar MK II 138 - 360 0.57 - 0.95
Zetki MK II 54 - 334 0.74 - 1.98
Sigma MK III x x
Lavan MK III 574 - 988 0.31 - 0.87 1.1 - 1.7
Vidar MK III 503 - 705 1.46 - 1.55 1.4 - 3.1
Zetki MK III 118 - 499 1.3 - 3.98 2.1 - 5.9

Engines

The default boost is 2x, so an engine with 0.26 boost speed multiplier would have a boost speed of 2.26x

View Engine Tier List
Type Additional Speed (km/h) Additional Boost Multiplier
Sigma 0 0
Sigma MK I 10 0
Lavan MK I 8.6 - 9.6 0
Vidar MK I 16 - 29.6 0
Zetki MK I 12.4 - 19.4 x
Sigma MK II 20 0.1
Lavan MK II 13.6 - 19.0 0.26 - 0.38
Vidar MK II 21.8 - 37.4 0.07 - 0.1
Zetki MK II 10 - 29.9 0.11 - 0.18
Sigma MK III x x
Lavan MK III 16.6 - 21.3 0.31 - 0.58
Vidar MK III 33.4 - 59.9 0.05 - 0.17
Zetki MK III 20.6 - 40 0.11 - 0.3

Reactor

View Reactor Tier List
{|class="listtable sortable" style="text-align:right; width:66%;"

! data-sort-type="text" style="width:33%;"| Type ! data-sort-type="number" style="width:33%;"| Additional Avionics Capacity ! data-sort-type="number" style="width:34%;"| Additional Flux Capacity |- | style="text-align:left;"| Sigma |0 |0 |- | style="text-align:left;"| Sigma MK I |10 |0 |- | style="text-align:left;"| Lavan MK I |11 - 19 |0 |- | style="text-align:left;"| Vidar MK I |20 - 24 |0 |- | style="text-align:left;"| Zetki MK I |5-9 |0 |- | style="text-align:left;"| Sigma MK II |30 |50 |- | style="text-align:left;"| Lavan MK II |11 - 39 |30 - 70 |- | style="text-align:left;"| Vidar MK II |28 - 49 |10 - 70 |- | style="text-align:left;"| Zetki MK II |6 - 29 |30 - 100 |- | style="text-align:left;"| Sigma MK III |x |x |- | style="text-align:left;"| Lavan MK III |26 - 70 | 40 - 200 |- | style="text-align:left;"| Vidar MK III |35 - 100 |20 - 100 |- | style="text-align:left;"| Zetki MK III | 11 - 90 |50 - 300 |}

MK III Component Modifiers

MK III Components have an additional property, like 10% chance to close a minor breach after 10s or 50% chance to extinguish a new fire after 5s. How many different there are and the range of the numbers is to be determined

View MK III Component Modifiers List
Effect Component
+25% damage while shield depleted Shield
Convert 100% consumed flux energy to shields Shield
+10% Tenno shields on Railjack Shield
Shields replenish 50x faster while cloaked Shield
Every 10s, shields apply an Electrical proc to all enemies within 50m Shield
+50% boost speed while shield depleted Engines
+50% shield regeneration speed while boost meter is recharging Engines
+20% Tenno weapon damage onboard Railjack Engines
50% chance to extinguish fire after 5 seconds

Reactor

+100% damage immunity duration after major breach repair Reactor
+10% Chance to auto-repair a minor breach after 10 seconds Reactor
Increase shields by 50 for each point of unused Avionics Capacity Reactor
Tenno gain 50% Damage increase for 5s after being launched from the Slingshot Reactor

.

Armaments

Main article: Armaments

The Railjack comes equipped with a variety of armaments. There is the Nose Turret that is manned by the pilot, two Wing Turrets on the port and starboard sides of the Railjack that can be used by crew members, and Ordnance weapons that are special armaments that consume munitions.

Sigma components Blueprints can be researched in the Dry Dock research console, then built in the Railjack console.
House versions can be found as Wreckage in Missions. Wreckage Armaments need to be repaired either with resources or with a single-use rush repair drone bought from the market for Platinum64 50. The Wreckage Armaments stats vary randomly.

It is important to note that Railjack armaments use different damage types from any other weapons types currently in the game, with Arch-weapons being used outside of a Railjack having their damage converted to the corresponding Empyrean analogue. The below list shows the list of Empyrean specific damage types, along with their corresponding status effect (secondary effects like Script error: The function "Proc" does not exist. or Script error: The function "Proc" does not exist., will not proc a status effect on enemy fighters):

Damage Type Status Effect
Particle (Slash?) Tear

Ship receives increased damage.

Ballistic (Impact) Concuss

Crew within a gunship have reduced aim and damage.

Plasma (Puncture?) Decompress

Ship has reduced shields and armor.

Incendiary (Heat) Sear

Ship receives damage over time.

Ionic (Electric) Scramble

Ship flight controls are disabled.

Chem (Toxin) Intoxicate

Attacks any closest enemy and will be attacked in return.

Frost (Cold) Immobilize

Ship flies forward to a stop.

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

Turrets

Apoc

Rapid-fire autocannon: launches high-velocity projectiles, puncturing and shredding the armor of enemy ships.
View Apoc Tier List
Type Accuracy Crit Chance Crit Multi Falloff Fire Rate Heat Accretion Heat Capacity Reload Status Trigger Damage Total Damage DPS¹ Damage until Overheat¹
Apoc 40 10% 2.0x 500-1000 8.33 20 1000 3.0 5% Auto 15.9 Particle

37.1 Plasma

53.0 441.49 2650.0
Apoc MK I 40 10% 2.0x 500-1000 8.33 20 1000 3.0 5% Auto 28.8 Particle

67.2 Plasma

96.0 799.68 4800.0
Lavan Apoc MK I 50 10% 2.0x 500-1000 8.33 20 1000 3.0 7% Auto 28.8 Particle

67.2 Plasma

96.0 799.68 4800.0
Vidar Apoc MK I 28.6 14% 2.0x 500-1000 8.33 20 1000 3.0 5% Auto 28.8 Particle

67.2 Plasma

96.0 799.68 4800.0
Zetki Apoc MK I 66.7 15% 2.0x 500-1000 8.33 80 1000 3.0 5% Auto 43.2 Particle

100.8 Plasma

144.0 1199.52 1800.0
Apoc MK II 40 14% 2.0x 500-1000 8.33 20 1000 3.0 7.0% Auto

49.2 Particle 114.8 Plasma

164.0 1366.12 8200.0
Lavan Apoc MK II 50 14% 2.0x 500-1000 8.33 20 1000 3.0 10% Auto

49.2 Particle 114.8 Plasma

x x x
Vidar Apoc MK II 28.6 20.0% 2.0x 500-1000 8.33 20 1000 3.0 7% Auto

49.2 Particle 114.8 Plasma

164.0 1366.12 8200.0
Zetki Apoc MK II 66.7 21% 2.0x 500-1000 8.33 80 1000 3.0 7% Auto 73.8 Particle

172.2 Plasma

246.0 2049.18 3200.0
Apoc MK III x x x 500-1000 8.33 x x x x Auto x Particle

x Plasma

x x x
Lavan Apoc MK III 50 20 2x 500-1000 8.33 20 1000 3.0 14% Auto 78.9 Particle

184.1 Plasma

263.0 2190.79 13150.0
Vidar Apoc MK III 28.6 28% 2x 500-1000 8.33 20 1000 3.0 10% Auto 78.9 Particle

184.1 Plasma

263.0 2190.79 13150.0
Zetki Apoc MK III 66.7 30.0% 2.0x 500-1000 8.33 80 1000 3.0 10% Auto 118.5 Particle

276.5 Plasma

395.0 3290.35 4937.5

¹Critical hits and DoT's excluded

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.
View Carcinnox Tier List
Type Accuracy Crit Chance Crit Multi Falloff Fire Rate Heat Accretion Heat Capacity Reload Status Trigger Damage Total Damage DPS¹ Damage until Overheat¹
Carcinnox 28.6 6.0% 2.0x 500-1000 15.00 10 1000 0.1 8.0% Auto 14.0 Plasma

16.0 Chem

30.0 450.0 3000.0
Carcinnox MK I 28.6 6.0% 2.0x 500-1000 15.00 10 1000 3.0 8.0% Auto 13.0 Plasma

41.0 Chem

54.0 810.0 5400.0
Lavan Carcinnox MK I 40.0 6.0% 2.0x 500-1000 15.00 10 1000 3.0 12.0% Auto 13.0 Plasma

41.0 Chem

54.0 810.0 5400.0
Vidar Carcinnox MK I 25.0 9.0% 2.0x 500-1000 15.00 10 1000 3.0 8.0% Auto 13.0 Plasma

41.0 Chem

54.0 810.0 5400.0
Zetki Carcinnox MK I 50.0 6.0% 2.0x 500-1000 15.00 30 1000 3.0 12.0% Auto 20.0 Plasma

61.0 Chem

81.0 1215.0 2700.0
Carcinnox MK II 80.0 9.0% 2.0x 500-1000 15.00 10 1000 3.0 12.0% Auto 23.0 Plasma

69.0 Chem

92.0 1380.0 9200.0
Lavan Carcinnox MK II 40.0 9.0% 2.0x 500-1000 15.00 10 1000 3.0 17.0% Auto 23.0 Plasma

69.0 Chem

92.0 1380.0 9200.0
Vidar Carcinnox MK II 25.0 13.0% 2.0x 500-1000 15.00 10 1000 3.0 12.0% Auto 23.0 Plasma

69.0 Chem

92.0 1380.0 9200.0
Zetki Carcinnox MK II 50.0 9.0% 2.0x 500-1000 15.00 30 1000 3.0 18.0% Auto 34.0 Plasma

104.0 Chem

138.0 2070.0 4600.0
Carcinnox MK III x x x 500-1000 x x 1000 3.0 x Auto x Plasma

x Chem

x x x
Lavan Carcinnox MK III 40.0 13.0% 2.0x 500-1000 15.00 10 1000 3.0 24.0% Auto 37.0 Plasma

111.0 Chem

148.0 2220.0 14800.0
Vidar Carcinnox MK III 25.0 19.0% 2.0x 2000-4000 15.00 10 1000 3.0 17.0% Auto 37.0 Plasma

111.0 Chem

148.0 2220.0 14800.0
Zetki Carcinnox MK III 50.0 13.0% 2.0x 500-1000 15.00 30 1000 3.0 26.0% Auto 55.0

Plasma 167.0 Chem

222.0 3330.0 7400.0

¹Critical hits and DoT's excluded

Pulsar

Electron pulse cannon: deadly accurate electrical pulses fry ships and occupants alike. Can wreak havoc on flight control systems.
View Pulsar Tier List
Type Accuracy Crit Chance Crit Multi Falloff Fire Rate Heat Accretion Heat Capacity Reload Status Trigger Damage Total Damage DPS¹ Damage until Overheat¹
Pulsar 100.0   6.0% 2.0x 400.0-800.0 7.41 10 1000 3.0 9.0% Auto 10.0 Particle

30.0 Plasma

40.0 296.4 4000.0
Pulsar MK I 100.0 6.0% 2.0x 400.0-800.0 7.41 10 1000 3.0 9.0% Auto 18.0 Particle

54.0 Plasma

72.0 533.52 7200.0
Lavan Pulsar MK I 100.0 6.0% 2.0x 400.0-800.0 7.41 10 1000 3.0 13.0% Auto x Particle

x Plasma

72.0 533.52 7200.0
Vidar Pulsar MK I 100.0 8.0% 2.0x 400.0-800.0 7.41 10 1000 3.0 9.0% Auto 18.0 Particle

54.0 Plasma

72.0 533.52 7200.0
Zetki Pulsar MK I 100.0 6.0% 2.0x 400.0-800.0 7.41 40 1000 3.0 14.0% Auto 27.0 Particle

81.0 Plasma

108.0 800.28 2700.0
Pulsar MK II 100.0 9.0% 2.0x 400.0-800.0 7.41 10 1000 3.0 13.0% Auto 31.0 Particle

92.0 Plasma

123.0 311.43 12300.0
Lavan Pulsar MK II 100.0 x 2.0x 400.0-800.0 x x 1000 3.0 x Auto x Particle

x Plasma

x x x
Vidar Pulsar MK II 100.0 13.0% 2.0x 400.0-800.0 7.41 10 1000 3.0 13.0% Auto

31.0 Plasma 92.0 Ionic

123.0 311.43 12300.0
Zetki Pulsar MK II 100.0 9.0% 2.0x 400.0-800.0 10.08 40 1000 3.0 20.0% Auto 46.0 Particle

139.0 Plasma

185.0 1864.8 4625.0
Pulsar MK III 100.0 x 2.0x 400.0-800.0 x x 1000 3.0 x Auto x Particle

x Plasma

x x x
Lavan Pulsar MK III 100.0 13.0% 2.0x 400.0-800.0 7.41 10 1000 3.0 27.0% Auto 49.0 Particle

148.0 Plasma

197.0 1459.77 19700.0
Vidar Pulsar MK III 100.0 18.0% 2.0x 400.0-800.0 7.41 10 1000 3.0 19.0% Auto 49.0 Particle

148.0 Plasma

197.0 1459.77 19700.0
Zetki Pulsar MK III 100.0 13.0% 2.0x 400.0-800.0 7.41 40 1000 3.0 29.0% Auto 74.0 Particle

222.0 Plasma

296.0 2193.36 7400.0

¹Critical hits and DoT's excluded

Cryophon

Ice wave generator: slams enemy ships with waves of frozen particulate freezing enemy propulsion systems and slowing them to a standstill.
View Cryophon Tier List
Type Accuracy Crit Chance Crit Multi Falloff Fire Rate Heat Accretion Heat Capacity Reload Status Trigger Damage Total Damage DPS¹ Damage until Overheat¹
Cryophon 100 10.0% 2.0x 400-800 1.00 250 1000 3.0 15.0% Auto 900.0 Frost 900.0 900.0 3600.0
Cryophon MK I 100 10.0% 2.0x 400-800 1.00 250 1000 3.0 23.0% Auto 1620.0 Frost 1620.0 1620.0 6480.0
Lavan Cryophon MK I 100 10.0% 2.0x 400-800 1.00 250 1000 3.0 21.0% Auto 1620.0 Frost 1620.0 1620.0 6480.0
Vidar Cryophon MK I 100 14.0% 2.0x 400-800 1.00 250 1000 3.0 23.0% Auto 1620.0 Frost 1620.0 1620.0 6480.0
Zetki Cryophon MK I 100 10.0% 2.0x 400-800 1.00 400 1000 3.0 23.0% Auto 2430.0 Frost 2430.0 2430.0 6075.0
Cryophon MK II 100 14.0% 2.0x 400-800 1.00 250 1000 3.0 32.0% Auto 2754.0 Frost 2754.0 2754.0 11016.0
Lavan Cryophon MK II 100 14.0% 2.0x 400-800 1.00 250 1000 3.0 30.0% Auto 2754.0 Frost 2754.0 2754.0 11016.0
Vidar Cryophon MK II 100 20.0% 2.0x 400-800 1.00 250 1000 3.0 21.0% Auto 2754.0 Frost 2754.0 2754.0 11016.0
Zetki Cryophon MK II 100 14.0% 2.0x 400-800 1.00 400 1000 3.0 32.0% Auto 4131.0 Frost 4131.0 4131.0 10327.5
Cryophon MK III x x x 400-800 x x x x x Auto x Frost x x x
Lavan Cryophon MK III 100 20% 2.0x 400-800 1.00 250 1000 3.0 42% Auto 4407.0 Frost 4407.0 4407.0 17628.0
Vidar Cryophon MK III 100 28.0% 2.0x 400-800 1.00 250 1000 3.0 30.0% Auto 4407.0 Frost 4407.0 4407.0 17628.0
Zetki Cryophon MK III 100 20.0% 2.0x 400-800 1.00 400 1000 3.0 45.0% Auto 6611.0 Frost 6611.0 6611.0 16527.5

¹Critical hits and DoT's excluded


Photor

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

NOTE: Heat accretion values may be incorrect. The tooltip says zero, but equipping one, leaving drydock, then returning shows a nonzero heat accretion.

View Photor Tier List
Type Accuracy Crit Chance Crit Multi Falloff Fire Rate Heat Accretion Heat Capacity Reload Status Trigger Damage Total Damage DPS¹ Damage until Overheat¹
Photor 100.0 7.0% 2.0x 400.0-800.0 12.00 2 1000 3.0 7.0% Held 8.0 Plasma

22.0 Incendiary

30.0 360.0 15000.0
Photor MK I 100.0 7.0% 2.0x 400.0-800.0 12.00 2 1000 3.0 7.0% Held 14.0 Plasma

40.0 Incendiary

54.0 648.0 27000.0
Lavan Photor MK I 100.0 7.0% 1.5x 400.0-800.0 12.00 2 1000 3.0 10% Held 14.0 Plasma

40.0 Incendiary

54.0 648.0 27000.0
Vidar Photor MK I 100.0 10.0% 2.0x 400.0-800.0 1200 2 1000 3.0 7.0% Held 14.0 Plasma

40.0 Incendiary

54.0 648.0 27000.0
Zetki Photor MK I 100.0 11.0% 2.0x 400.0-800.0 12.00 8 1000 3.0 11.0% Held 20.0 Plasma

62.0 Incendiary

82.0 984.0 10250
Photor MK II 100.0 7.0% 2.0x 400.0-800.0 12.00 2 1000 3.0 7.0% Held 14.0 Plasma

40.0 Incendiary

54.0 648.0 27000.0
Lavan Photor MK II 100.0 x x 400.0-800.0 12.00 2 1000 3.0 x Held x Plasma

x Incendiary

x x x
Vidar Photor MK II 100.0 13.0% 2.0x 400.0-800.0 12.00 2 1000 3.0 9.0% Held 22.0 Plasma

70.0 Incendiary

92.0

1104.0

46000.0
Zetki Photor MK II 100.0 14.0% 2.0x 400.0-800.0 12.00 8? 1000 3.0 14.0% Held 34.0 Plasma

104.0 Incendiary

138.0 1656.0 17250.0
Photor MK III

100.0

x x 400.0-800.0 12.00 2 1000 3.0 x Held x Plasma

x Incendiary

x x x
Lavan Photor MK III 100.0 12.0% 1.5x 400.0-800.0 12.00 x 1000 3.0 17.0% Held 36.0 Plasma

112.0 Incendiary

148.0 1776.0 x
Vidar Photor MK III 100.0 17.0% 2.0x 400.0-800.0 12.00 2 1000 3.0 12.0% Held 36.0 Plasma

112.0 Incendiary

148.0 1776.0 74000.0
Zetki Photor MK III 100.0 18.0% 2.0x 400.0-800.0 12.00 x 1000 3.0 18.0% Held 56.0 Plasma

166.0 Incendiary

222.0 2664.0 x

¹Critical hits and DoT's excluded

Ordnances

Tycho Seeker

Seeker Missile: strikes targets with a massive blast.
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 8000 Blast 8000
Tycho Seeker MK I 100 30.0% 2.0x 1.00 1 5 0.0% Semi 15.00 14400 Blast 14400
Tycho Seeker MK II 100 40.0% 2.0x 1.00 0 5 0.0% Semi 15.00 24480 Blast 24480
Tycho Seeker MK III x x0% xx x x x x% x x x x


Milati

Missiles: launches a swarm of dumbfire rockets.
View Milati Tier List
Type Accuracy Crit Chance Crit Multi Fire Rate Magazine Reload Status Trigger Range Damage Total Damage
Milati 10 10.0% 2.0x 0.500 1 5 0.0% Semi 10.00 10800 Blast 10800
Milati MK I 10 20.0% 2.0x 1.00 1 5 0.0% Semi 10.00 19440 Blast 19440
Milati MK II 10.0 26.0% 2.0x 1.00 1 5 0.0% Semi 10.00 33048 Blast 33048
Milati MK III x x0% xx x x x x% x x x x

Galvarc

Arc Weapon: discharges a massive stream of Incendiary energy, latching and frying up to 3 enemy vessels.
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 Incendiary 375
Galvarc MK I 100 0.0% 2.0x 12.00 1 5 20.0% Chains up to 3 Enemies 675 Incendiary 675
Galvarc MK II 100.0 0.0% 2.0x 12.00 1 5 26.0% Chains up to 3 Enemies 1188 Incendiary 1188
Galvarc MK II x x0% xx x x x x% Chains up to 3 Enemies x Incendiary x

Manufacturing Costs

Turrets

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
2
Asterite
75
Titanium
2,500
Pustrels
1,500
Time: 0 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
AucruxCapacitors
3
Isos
150
Copernics
4,000
Titanium
3,000
Time: 0 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
5
Isos
120
CubicDiodes
3,600
Pustrels
2,400
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
Komms
8
GallosRods
315
Copernics
7,000
Carbides
5,000
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
8
Isos
150
CubicDiodes
4,500
Pustrels
3,000
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
Komms
11
Kesslers
390
Copernics
8,750
Carbides
7,000
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
15,000
Fresnels
20
Trachons
1,800
Titanium
15,000
Pustrels
8,125
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Base

Manufacturing Requirements
Credits64
15,000
AucruxCapacitors
1
Isos
10
Carbides
500
CubicDiodes
250
Time: 0 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
2
Asterite
75
Titanium
2,500
Pustrels
1,500
Time: 0 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
AucruxCapacitors
3
Isos
150
Copernics
4,000
Titanium
3,000
Time: 0 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
5
Isos
120
CubicDiodes
3,600
Pustrels
2,400
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
Komms
8
Kesslers
315
Copernics
7,000
Carbides
5,600
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
AucruxCapacitors
5
Isos
120
CubicDiodes
3,600
Pustrels
2,400
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
Komms
8
GallosRods
315
Copernics
7,000
Carbides
5,600
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
8
Isos
150
CubicDiodes
4,500
Pustrels
3,000
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
Komms
11
Kesslers
390
Copernics
8,750
Carbides
7,000
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Base

Manufacturing Requirements
Credits64
15,000
AucruxCapacitors
1
Isos
10
Carbides
500
CubicDiodes
250
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
2
Asterite
75
Titanium
2,500
Pustrels
1,500
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
AucruxCapacitors
3
Isos
150
Copernics
4,000
Titanium
3,000
Time: 0 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
5
Isos
120
CubicDiodes
3,600
Pustrels
2,400
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
Komms
8
Kesslers
315
Copernics
7,000
Carbides
5,600
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
AucruxCapacitors
5
Isos
120
CubicDiodes
3,600
Pustrels
2,400
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
Komms
8
GallosRods
315
Copernics
7,000
Carbides
5,600
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
8
Isos
150
CubicDiodes
4,500
Pustrels
3,000
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
Komms
11
Kesslers
390
Copernics
8,750
Carbides
7,000
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
15,000
Fresnels
20
Trachons
1,800
Titanium
15,000
Pustrels
8,125
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Base

Manufacturing Requirements
Credits64
15,000
AucruxCapacitors
1
Isos
10
Carbides
500
CubicDiodes
250
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
2
Asterite
75
Titanium
2,500
Pustrels
1,500
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
AucruxCapacitors
3
Isos
150
Copernics
4,000
Titanium
3,000
Time: 0 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
5
Isos
120
CubicDiodes
3,600
Pustrels
2,400
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
Komms
8
Kesslers
315
Copernics
7,000
Carbides
5,600
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
AucruxCapacitors
5
Isos
120
CubicDiodes
3,600
Pustrels
2,400
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
Komms
8
GallosRods
315
Copernics
7,000
Carbides
5,600
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
8
Isos
150
CubicDiodes
4,500
Pustrels
3,000
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
Komms
11
Kesslers
390
Copernics
8,750
Carbides
7,000
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A


Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
5
Asterite
75
Titanium
2,500
Pustrels
1,500
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
AucruxCapacitors
3
Isos
150
Copernics
4,000
Titanium
3,000
Time: 0 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
5
Isos
120
CubicDiodes
3,600
Pustrels
2,400
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
AucruxCapacitors
5
Isos
120
CubicDiodes
3,600
Pustrels
2,400
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
Komms
8
GallosRods
315
Copernics
7,000
Carbides
5,600
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
8
Isos
150
CubicDiodes
4,500
Pustrels
3,000
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
Komms
11
Kesslers
390
Copernics
8,750
Carbides
7,000
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A


Ordnances

Base

Manufacturing Requirements
Credits64
15,000
AucruxCapacitors
1
Isos
10
Carbides
500
CubicDiodes
250
Time: 0 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
2
Asterite
75
Titanium
2,500
Pustrels
1,500
Time: 0 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
AucruxCapacitors
3
Isos
150
Copernics
4,000
Titanium
3,000
Time: 0 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Base

Manufacturing Requirements
Credits64
15,000
AucruxCapacitors
1
Isos
10
Carbides
500
CubicDiodes
250
Time: 0 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
2
Asterite
75
Titanium
2,500
Pustrels
1,500
Time: 0 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
AucruxCapacitors
3
Isos
150
Copernics
4,000
Titanium
3,000
Time: 0 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
2
Asterite
75
Titanium
2,5,000
Pustrels
1,500
Time: 0 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
AucruxCapacitors
3
Isos
150
Copernics
4,000
Titanium
3,000
Time: 0 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A


Components

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
2
Asterite
75
Titanium
2,500
Pustrels
1,500
Time: 0 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
AucruxCapacitors
3
Isos
150
Copernics
4,000
Titanium
3,000
Time: 0 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
5
Isos
120
CubicDiodes
3,600
Pustrels
2,400
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
15,000
Bracoid
16
Asterite
1,440
Titanium
12,000
Copernics
10,400
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
AucruxCapacitors
5
Isos
120
CubicDiodes
3,600
Pustrels
2,400
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
8
Isos
150
CubicDiodes
4,500
Pustrels
3,000
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
Komms
11
Kesslers
390
Copernics
8,750
Carbides
7,000
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
15,000
Fresnels
20
Trachons
1,800
Titanium
15,000
Pustrels
8,125
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
2
Asterite
75
Titanium
2,500
Pustrels
1,500
Time: 0 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
AucruxCapacitors
3
Isos
150
Copernics
4,000
Titanium
3,000
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
AucruxCapacitors
5
Isos
120
CubicDiodes
3,600
Pustrels
2,400
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
Komms
8
Kesslers
315
Copernics
7,000
Carbides
5,600
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
AucruxCapacitors
5
Isos
120
CubicDiodes
3,600
Pustrels
2,400
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
Komms
8
GallosRods
315
Copernics
7,000
Carbides
5,600
Time: 12 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
8
Isos
150
CubicDiodes
4,500
Pustrels
3,000
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
Komms
11
Kesslers
390
Copernics
8,750
Carbides
7,000
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
2
Asterite
75
Titanium
2,500
Pustrels
1,500
Time: 0 hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
AucruxCapacitors
3
Isos
150
Copernics
4,000
Titanium
3,000
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
5
Isos
120
CubicDiodes
3,600
Pustrels
2,400
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
Komms
8
Kesslers
315
Copernics
7,000
Carbides
5,600
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
Komms
8
Kesslers
315
Copernics
7,000
Carbides
5,600
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
"??" wasn't found in Module:Resources/data
??
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk I

Manufacturing Requirements
Credits64
15,000
Nullstones
8
Isos
150
CubicDiodes
1,500
Pustrels
3,000
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk II

Manufacturing Requirements
Credits64
15,000
Komms
11
Kesslers
390
Copernics
8,750
Carbides
7,000
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A

Mk III

Manufacturing Requirements
Credits64
15,000
Fresnels
20
Trachons
1,800
Titanium
15,000
Pustrels
8,125
Time: ?? hrs
Rush: N/A
MarketIcon Market Price: N/A Blueprint2 Blueprints Price: N/A


Avionics

Main article: Avionics

Avionics are the Mod equivalent to Railjacks. They can be acquired from Empyrean missions. There are three types of Avionics: Battle, Tactical and Integrated. Battle Avionics are Railjack's offensive abilities, a max of three can be equipped at any time; these Avionics are slot-restricted, meaning a particular Avionic can only be equipped in a specific slot. Tactical Avionics are Railjack's utility and support abilities, a max of three can be equipped at any time. Integrated Avionics provide passive stat bonuses to the Railjack, a max of nine can be equipped at any time. Each Avionic takes up a specific amount of capacity. They can also be upgraded using Script error: The function "Resource" does not exist..

The Avionic Grid are the slots that Avionics are equipped in. They can be upgraded up to three times using Script error: The function "Resource" does not exist. in order to slot in more powerful Avionics.

Battle

Slot 1: 

Blackout Pulse

Deploy an electromagnetic pulse that deals 175-X damage to enemies within 100m and disable them temporarily. Recast to detonate manually, causing the explosion radius to become 180m.

Flux energy cost: 25

Avionics capacity cost: 4(R0) - 8(R4)

Slot 2: 

Particle Ram


Deploy a particle ram dealing 1500 damage per second. Deactivate to launch the ram outwards for 6 second.

Flux energy cost: 50

Avionics capacity cost: 4(R0) - 8(R4)

Shatter Burst


Creates a barrage of 4.5(R0)-5.5(R4) explosions per second over 10(r0)-14(r4)s, dealing 400 damage in 35(r0)-45(r4)m.

Flux energy cost: 50

Avionics capacity cost: 4(R0) - 8(R4)

Tether

Emits a field that restricts the movement of 5 enemy targets within 120m for 14s. Detonates for 1600 Damage over 75m.

Flux energy cost: 50

Avionics capacity cost: 4(R0) - X(RX)

Slot 3: 

Seeker Volley


Fires 38-50 (50 when rank 4 in rank 3 grid slot) homing missiles.

Flux energy cost: 100

Avionics capacity cost: 6(R0) - 10(R4)

Void Hole

Creates a 75/x/x/x/110 wide black hole that sucks in enemies, dealing 200/x/x/x/230 damage per second over 8/x/x/x/15 seconds.

Flux energy cost: 100

Avionics capacity cost: X(R0) - X(RX)

Tactical

Battle Forge   Reduce forge Cooldown by 30/35/40/60/80/100/120/xs.  Cooldown: 480s

Fire Suppression R0(4 avionics) Extinguish 1/2/3/4/5/6/7/8 fire(s).  Cooldown: 300s

Squad Renew R0(6 avionics) Heal all Railjack squad members by 50/55/60/65/70/75/80/100%. Cooldown: 300s

Intruder Stasis R4(10 avionics) Freeze all Enemy Boarding Parties for 45s. Cooldown: 300s

Void Cloak R4(10 avionics) Cloak from Enemies for 53s Engine Speed reduced to 50%. Cooldown: 120s

Flow Burn R0(6 avionics) Increase Speed and Boost Speed by 17% for 5s. Cooldown 240s

Breach Quanta Temporarilly stall Hull Breach for 20/25/30/x/x/x/45 s. Cooldown: 300s

Form Up R0(6 avionics) Recall all squad members to the railjack and heal them for 25/35/45/55/65%. Cooldown 240s




Integrated

The bonus the avionics give can be described as:

(R0 Bonus) × (Avionic Rank + 1 + Grid Slot Rank)

Upgrading Avionics increases their capacity drain by 1 per level, while upgraded slots on the Grid do not increase it. The collapsible table below looks at the values for the mods in a rank zero slot.

View Integrated Avionics List
Name

(Effect)

Standard Lavan Vidar Zetki Type
Ablative Shell

(Reduce Chem Damage)

??% (R0)

??% (R?)

2.5% (R0) 4% (R0)

20% (R4)

5.5% (R0) Resistance
Anode Cell

(Increase Shield Recharge)

??% (R0)

??% (R?)

6% (R0)

30% (R4)

11% (R0)

22% (R1)

??% (R0)

??% (R?)

Hit Points
Bulkhead

(Increase Hull)

18% (R0)

36% (R1)

24% (R0)

48% (R1)

??% (R0)

??% (R?)

46% (R0)

368% (R7)

Hit Points
Conic Nozzle

(Increase Speed)

??% (R0)

??% (R?)

2.3% (R0)

18.4% (R7)

2% (R0)

4% (R1)

??% (R0)

??% (R?)

Utility
Forward Artillery

(Increase Artillery Damage)

??% (R0)

??% (R?)

6.5% (R0)

13% (R1)

5.5% (R0)

27.5% (R4)

??% (R0)

??% (R?)

Offensive
Heat Sink

(Reduce Incendiary Damage)

??% (R0)

??% (R?)

5% (R0) 7% (R0)

35% (R4)

??% (R0)

??% (R?)

Resistance
Hull Weave

(Increase Max Armor)

7% (R0)

14% (R1)

14% (R0)

28% (R1)

27% (R0)

135% (R4)

~16.33% (R0)

230% (R7)

Hit Points
Hyperflux

(Increase Flux Energy)

??% (R0)

??% (R?)

9% (R0)

18% (R1)

7% (R0)

35% (R4)

??% (R0)

??% (R?)

Utility
Hyperstrike

(Increase Turret Damage)

8% (R0)

16% (R1)

9.5% (R0)

47.5% (R4)

??% (R0)

??% (R?)

11% (R0)

88% (R7)

Offensive
Ion Burn

(Increase Boost Speed)

??% (R0)

??% (R?)

3.6% (R0)

28.8% (R7)

??% (R0)

??% (R?)

4.2% (R0)

21% (R4)

Utility
Last Stand

(Increase Turret Damage Below 20% Hull)

??% (R0)

??% (R?)

19% (R0)

19% (R0) 19% (R0)

95% (R4)

Offensive
Maxima

(Increase Max Shields)

??% (R0)

??% (R?)

6% (R0)

30% (R4)

7% (R0)

35% (R4)

??% (R0)

??% (R?)

Hit Points
Phasic Weave

(Reduce Ionic Damage)

??% (R0)

??% (R?)

5.5% (R0) 4.5% (R0)

36% (R7)

5% (R0)

25% (R4)

Resistance
Polar Coil

(Increase Turret Heat Capacity)

??% (R0)

??% (R?)

??% (R0)

??% (R?)

8.5% (R0)

17% (R1)

6% (R0)

48% (R7)

Offensive
Ripload

(Decrease Ordinance Reload Time)

??% (R0)

??% (R?)

4% (R0)

20% (R4)

5% (R0)

10% (R1)

??% (R0)

??% (R?)

Offensive
Section Density

(Increase All Turret Crit damage)

??% (R0)

??% (R?)

8.5% (R0)

17% (R1)

??% (R0)

??% (R?)

??% (R0)

??% (R?)

Offensive
Thermatic

(Reduce Frost Damage)

??% (R0)

??% (R?)

6.5% (R0) 5.5% (R0)

??% (R4)

??% (R0)

??% (R?)

Resistance
Warhead

(Increase Ordinance Damage)

??% (R0)

??% (R?)

7% (R0)

35% (R4)

5.5% (R0)

44% (R7)

6.5% (R0)

??% (R7)

Offensive
Winged Cyclone

(Increase Archwing Speed In Radius)

??%, ??m (R0)

??%, ??m (R?)

??%, ??m (R0)

??%, ??m (R?)

3%, 60m (R0)

??%, ??m (R?)

??%, ??m (R0)

??%, ??m (R?)

Archwing
Winged Force

(Increase Archwing Shields In Radius)

??%, ??m (R0)

??%, ??m (R?)

??%, ??m (R0)

??%, ??m (R?)

4%, 64m (R0)

??%, ??m (R1)

3%, 100m (R0)

16%, 100m (R4)

Archwing
Winged Steel

(Increase Archwing Armor In Radius)

??%, ??m (R0)

??%, ??m (R?)

6%, 90m (R0) ??%, ??m (R0)

10%, 60m (R1)

??%, ??m (R0)

??%, ??m (R?)

Archwing
Winged Storm

(Increase Archwign Damage In Raduis)

??%, ??m (R0)

??%, ??m (R?)

??%, ??m (R0)

??%, ??m (R?)

2%, 60m (R0)

??%, ??m (R4)

1%, 100m (R0)

??%, ??m (R7)

Archwing


 

Intrinsics

Main article: Intrinsics

Intrinsics can refer to:

Payload

Players can stock up on Railjack specific resources from the payload before starting an Empyrean mission.

During Empyrean missions, the payload can be restocked from the Resource Forge located at the back of the Railjack. This uses resources obtained during the mission.

Revolite

The Omni gear item requires Revolite to carry out repairs, such as fire and electrical hazards and hull breaches, to the Railjack. It costs 5 Script error: The function "Resource" does not exist. and 5 Script error: The function "Resource" does not exist. to craft 50 Revolite.

Flux Energy

Battle and Tactical Avionics use Flux Energy. It costs 15 Script error: The function "Resource" does not exist. and 15 Script error: The function "Resource" does not exist. to craft 100 Flux Energy.

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

Munitions

Munitions are required to launch Ordnance. It costs 10 Script error: The function "Resource" does not exist. and 10 Script error: The function "Resource" does not exist. to craft 5 Munitions.

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

Dome Charge

Dome charges are consumed by Forward Artillery. It costs 20 Script error: The function "Resource" does not exist. and 20 Script error: The function "Resource" does not exist. to craft 1 Dome Charge.

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

Notes

  • 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 it's key. The drive contains 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

  • The player can climb up and walk on top of the Railjack in the drydock, with each piece increasing the walkable area.
    • The player can stand on the barges that the Dry Dock workers use
  • It appears that Railjacks have the capability to perform long-distance interplanetary travel without having to use the Solar Rails. This is probably a basis for the name 'Railjack'.
  • In Aeronautics, an aircraft's engines and propulsion systems are supposed to be housed in nacelles. In contrast, the Railjack's Propulsion Systems are located on top of the fuselage, separated from the nacelles.
    • However, Cephalon Cy refers to the Propulsion Systems as the Void Engine as it's fitted on the Railjack, suggesting its primary purpose is for Void jump/translation, rather than in-flight propulsion. This is also evident in TennoCon 2019's Railjack demo.
    • Cephalon Cy refers to the Propulsion systems as "Orgone Accumulator" on two occasions, 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. This is also probably a reference to a novel The Void Captain's Tale, in which spaceships are powered by orgasms of female pilots as a parody to Wilhelm Reich's Orgone Accumulator.
  • A Reliquary is the proper term for a container for a holy object, indicating that the Reliquary Drive contains or is meant to contain an object the Orokin or the Dax consider sacred.
    • While difficult to see inside prior to it, obtaining and inserting the key for the reliquary drive makes the void energies less opaque, and hence making it possible to easily see a giant mummified finger inside the drive.

Gallery

Patch History

Hotfix 27.0.5 (2019-12-17) Avionics Drop Chance Increase + Dirac Resource Drop Change:

Dirac is one-size-fits-all resource for Railjack upgrading - from Grid to Avionics. Wreckage can be scrapped for it, Avionics can be scrapped for it, and it can be found virtually everywhere in Railjack missions. Avionics are an important part of your Railjack customization and power experience, and are only found in a few places.

For this round of changes, we are doing the following:

  • Removed Dirac from Grineer Fighter Drop Tables. This now means everywhere else (mission complete, scrapping, point of interest, etc) are the best sources for Dirac. Having Grineer Fighters be the best source for everything was overkill - they now are Avionics and Resource focused.
  • Increased Avionics Drop Chance from 10% to 15% from Grineer Fighters. This means you will come across Avionics more frequently, thus - more chances at ones you don’t have, and more Dirac chances from your duplicates.
  • Increased the Wreckage Dirac Scrap Values across the board by 3x.
    • MK I Wreckage increased from 25 to 75 Dirac.
    • MK II Wreckage increased from 50 to 150 Dirac.
    • MK III Wreckage increased from 75 to 225 Dirac.
    • This also fixed an issue with Clan Engines not all scaling correctly.

Next up on our list is Resources overall, universal Loot Pickup sharing, and more!

Railjack Changes & Fixes:

  • Crewships now have their own unique enemy marker to differentiate them from all other fighters around!
  • Removed (for real this time) Credit Caches from the Railjack rewards, as the ‘bonus rewards’ still included Credits.
  • Elite Kosma Flaks will now only use their shield ability if facing their target.
  • Removed Resource collection sound for all items except: Carbides, Copernics, Cubic Diodes and Pustrels due to a constant stream of that specific sound because it happens for every single pickup. Sound is now reserved for important Forging Resources!
  • Fixed an exploit where Turret encounters would infinitely respawn despite not being intended to (nor Grineer having the means to generate infinite turrets, yet).
  • Fixed inability to complete a Railjack mission with a Pulse Turbine objective if a Host migration occurred, due to vulnerable radiators respawning and breaking the objective.
  • Fixes towards Clients taking a longer time than normal to load back into a Railjack mission after a Host migration has occurred. Clients will typically take longer than the Host to load back in, but hopefully this cuts down the load time a bit.
  • Fixed Armament Wreckage not showing their innate bonuses before and after Repair. The before Repair stats can be seen by selecting the Armament Wreckage and pressing TAB.
  • Fixed unequipping and equipping Railjack Components resulting in their upgrades stacking.
  • Fixed a potential script error with the Missile Platforms in Railjack missions.
  • Fixed a script error when using the Railjack Particle Ram.

Hotfix 27.0.4 (2019-12-17)

Railjack Changes & Fixes
  • Added Railjack Health perks for performing repairs on the Railjack:
    • 15% of max Health for Fire and Electricity Traps
    • 20% of max Health for Ruptures
    • 30% of max Health for Hull Breaches
  • Currently a Hull Breach Repair grants you 10 seconds of Railjack invulnerability. With the added Health perk for Hull Breaches, we’ve tweaked the Railjack Invulnerability time to grant a benefit to those with haste to compensate! Repairing a Hull Breach now grants Railjack invulnerability scaled to the amount of time left on the ‘Catastrophic Failure Imminent' timer. You can get anywhere from 5 - 15 seconds of Railjack invulnerability based on your Hull Breach Repair urgency.
  • Removed Credit Caches from the Railjack reward table! Relics have been added in Railjack missions to compensate for this.
  • Increased the cooldown of the Elite Kosma Flak's Shield ability and fixed the shield not actually blocking damage sometimes.
  • Adjusted hit boxes on the Elite Kosma Flak for improved accuracy.
  • Adjustments to the Archwing Cannon firing animation for a less janky launch.
  • Removed a certain floating prison found in Railjack missions due to numerous collision/sizing issues. It shall return at a later date!
  • Enabled Push-To-Talk in Railjack keyboard bindings.
  • Removed Crewship eligibility from the Simulacrum.
  • Fixed the Sover Strait node missing from Earth Proxima.
  • Fixed attempting to load to the Dry Dock through the Railjack from the Orbiter sometimes causing infinite loading or a crash.
  • Fixed a soft lock when attempting to Repair Wreckage in someone else's Dojo.
  • Fixed a crash when attempting to load into a Railjack mission with a Friend.
  • Fixed a crash when returning to the Dry Dock from a failed mission.
  • Fixed a crash when selecting a Shield Array MK III.
  • Fixed having to re-complete the Railjack objectives if there was a Host migration.
  • Fixed getting numerous script errors after completing multiple missions and a Host migration occurred. This could result in objectives breaking or not updating after the migration.
  • Fixed Pilot Intrinsic “Ramming Speed” not functioning.
  • Fixed missing Railjack Health after a Host migration occurred.
  • Fixed the ‘Ramming Speed’ Pilot skill not functioning.
  • Fixes towards infinite Railjack Void tunnel when transitioning from different levels.
  • Fixed being placed in a weird state if you tried to launch out of the Railjack Cannon right after the Host did.
  • Fixed enemy Crewships attempting to fire at things that aren't visible, either due to cover or via being invisible (ie. Itzal).
  • Fixed discrepancies with End of Mission Intrinsics gained sometimes not displaying correctly.
  • Fixed Railjack End of Mission results getting stuck on screen if kept open during return to Dry Dock.
  • Fixes towards Clients not seeing all their gained items on the End of Mission screen when returning to the Dry Dock.
  • Fixed not being awarded the Forging Bay Resources from your Railjack mission upon returning to the Dry Dock.
  • Fixed some Railjack Components not having their upgrades unapplied when the Component is removed.
  • Fixed Shield Arrays with the Shield redirection buff giving the Railjack an infinite buff. This also removes the resistance buff from the shield redirection buff. Wing Turrets still receive the same damage bonus on next shot.
  • Fixed the Avionic Scrap screen not displaying the Ranks of Avionics.
  • Fixed the Avionic Scrap screen perpetually appearing when opening your Inventory screen if you accessed the Scrap screen prior.
  • Fixed turning invisible if you were in another players Railjack Arsenal when the mission started.
  • Fixed Railjack walls appearing invisible when a Ramsled hits you while you're in the Nose Turret AR (Augmented Reprojection) mode.
  • Fixed Warframe ability sounds not playing properly when in a Railjack Turret.
  • Fixed the Dry Dock platform used to enter the Railjack clipping into it if the Caballero Railjack Skin is equipped.
  • Fixed base Components displaying a rank [0]. These are base items that have no rank.
  • Fixed ability to craft more Munition than you can afford in the Payload screen, thus going into the negative values and receiving an error.
  • Fixed Dredger and Outrider projectiles going through collisions.
  • Fixed a script error when the Forward Artillery Cannon is charging while someone is transitioning between the Railjack and Archwing.
  • Fixed cases of the Forward Artillery Cannon becoming stuck when attempting to face your target.
  • Fixed the Forward Artillery Cannon not functioning after a Host migration has occurred.
  • Fixes towards the Railjack appearing very dark (Cy forgot to pay the hydro bill).
  • Fixed seeing the wrong prompt when attempting to further rank up an already max rank Intrinsic.
  • Fixed missing texture in the Tactical Menu minimap when it's opened while returning to the Dry Dock.
  • Fixed duplicate description text for Reactors with the "chance to automatically seal a breach" perk.
  • Fixed Outriders being stuck to Turrets in their Codex diorama.
  • Fixed losing your chosen UI Theme when Piloting a Railjack.
  • Fixed Client audio replication bugs on the Radar Tower in Railjack.
  • Fixes to some Archwing Cannon sounds not playing correctly.
  • Fixed Octavia Abilities not properly ducking ambient and combat music in Railjack.
  • Fixed some overly repetitive Cy transmissions.
  • Fixed missing transmissions for Galleon/Asteroid Base points of interest.
  • Fixed missing descriptions for Chat linked Railjack Resources.
  • Fixed a script error when using the Omni.
  • Fixed a script error when viewing/closing the Tactical Menu.
  • Fixed a script error in the Railjack HUD.
  • Fixed a script error when a Crewship encounter started.
  • Fixed script error that can occur when reviving after dying in a Turret.

Hotfix 27.0.3 (2019-12-16)

  • Corrected Zekti Cryphon stats to their intended values. This fixes the Zekti Cryphon not having stronger damage than the base Cryphon.
  • Tweaked flares and explosion FX of Fighters and Crewships in Railjack missions.
  • Fixed incorrect scale and lighting of a certain prison.
  • Fixed missing collision on some Crewships in Railjak.
  • Fixed a crash when attempting to join a player’s Railjack from their Orbiter.
  • Fixed a script crash that could kill your Railjack HUD.
  • Fix for Clients not seeing turret weapon attachment animations in Railjack.

Hotfix 27.0.2 (2019-12-13)

  • Increased the vacuum radius on Archwing and Railjack
    • Railjack 200m to 250m
    • Archwing 25m to 50m
  • Reduced the the hold time to upgrade Avionics by 50%.
  • Made the number of Fresnels and Nullstones that drop match the number dropped by other rare resources.
  • Doubled the amount of End of Mission Railjack commons and slightly increased uncommons.
  • Changed RailJack ‘Form A Crew’ button to also include ‘Select A Mission’ instruction
  • Railjack Avionics, Dirac, and Wreckage can now vacuumed by Archwing.
  • Changed spawning balance near end of Skirmish missions so there are fewer Crewships and Fighters as objectives near completion.
  • Reduced damage multiplier on Crewship engines.
  • Made Crewships more resilient to Archwing fire.

Update 27.0 (2019-12-13)

  • Introduced Railjack flight, customization, and progression.

Update 26.1 (2019-11-22)

  • Introduced.

See Also

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