Assault Railgun: Difference between revisions

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__NOTOC__
[[File:Assault Railgun 2.jpg|Assault Railgun 2|100px]]
[[File:Assault Railgun 5.jpg|Assault Railgun 5|100px]]
[[File:Assault Railgun 8.jpg|Assault Railgun 8|100px]]
[[File:Assault Railgun 12.jpg|Assault Railgun 12|100px]]
[[File:Railgun_Basic_Icon.png|Assault Railgun 17 / Pirate assault railgun 17|100px]]
 
'''Type:''' Medium range kinetic weapon.
 
'''For ship type:''' [[Fighter]] {{AVALIABLE ROLES MEDIUM}}
 
'''For ranks:''' 1-2, 3-5, 6-8, 8-12, 11-17.
 
'''Munitions:'''
 
{{AVALIABLE MODIFIERS RAIL GUNS}}
 
==Description==
:A balanced kinetic weapon for medium distances.
 
:'''Pirate assault railgun''': hitting an enemy increases critical damage chance by '''5'''%, and critical hits increase weapon damage by '''2'''%. The bonuses stack up to '''10''' times and stay active for up to '''7''' sec.
 
==Weapon history==
:A simple and uncomplicated device based on the elementary physics of electromagnetic fields: there are two electrodes, with positive and negative charges, and the electrically conductive shell that closes them. The electromagnetic field tries to push out the projectile, but it has only one direction to go forward. And the projectile flies towards the target.
:Research in the direction of electromagnetic accelerators of rail type began in the 20th century. But the ancient weapons had an extremely short life-span of the accelerating electrodes and required monstrous, at that time, sources of energy. This delayed the development of rail guns for a long time. And although this is a very old technology, today the arms market is saturated only with [[Jericho]] products.
:In our time, this is one of the most accessible and common weapons in the galaxy. Mercenaries, traders, and even pirates often prefer the good old assault rails to all the newfangled and cunning devices. Even Imperial pilots in flight academies learn to shoot with assault rails.
 
==Characteristics==
:Parameters are shown without ship bonuses and modifiers for the '''1''' weapon.
:Damage per second and per shot increase depending on the number of weapons mounted on the ship.
:Some damage parameters are rounded to integer values.
{| class="wikitable" width="100%" align="center"
!rowspan="2" width="15%"|Parameters
!colspan="4" |Assault Railgun 2
!colspan="5" |Assault Railgun 5
!colspan="5" |Assault Railgun 8
|-align="center"
|{{Mk.1}}
|{{Mk.2}}
|{{Mk.3}}
|{{Mk.4}}
|{{Mk.1}}
|{{Mk.2}}
|{{Mk.3}}
|{{Mk.4}}
|{{Mk.5}}
|{{Mk.1}}
|{{Mk.2}}
|{{Mk.3}}
|{{Mk.4}}
|{{Mk.5}}
|-align="center"
|DPS (kinetic)
| 408 dmg./s.
| +42 dmg./s.
| +22 dmg./s.
| +17 dmg./s.
| 464 dmg./s.
| +20 dmg./s.
| +20 dmg./s.
| +16 dmg./s.
| +14 dmg./s.
| 504 dmg./s.
| +20 dmg./s.
| +21 dmg./s.
| +16 dmg./s.
| +14 dmg./s.
|-align="center"
|Damage (kinetic)
| 117 dmg.
| +12 dmg.
| +6 dmg.
| +5 dmg.
| 133 dmg.
| +5 dmg.
| +6 dmg.
| +5 dmg.
| +4 dmg.
| 144 dmg.
| +6 dmg.
| +6 dmg.
| +4 dmg.
| +4 dmg.
|-align="center"
|Rate of fire
|colspan="4"| 210 rounds/min
|colspan="5"| 210 rounds/min
|colspan="5"| 210 rounds/min
|-align="center"
|Critical chance
|colspan="4"| 20%
|colspan="5"| 20%
|colspan="5"| 20%
|-align="center"
|Critical damage bonus
|colspan="4"| 50%
|colspan="5"| 50%
|colspan="5"| 50%
|-align="center"
|Projectile speed
|colspan="4"| 5866 m/s
|colspan="5"| 6175 m/s
|colspan="5"| 6607 m/s
|-align="center"
|Firing range (max.)
|colspan="4"| 2950 m.
|colspan="5"| 2950 m.
|colspan="5"| 2950 m.
|-align="center"
|Spread (from-to)
|colspan="4"| 0.14-2 deg.
|colspan="5"| 0.14-2 deg.
|colspan="5"| 0.14-2 deg.
|-align="center"
|Overheating/cooling
|colspan="4"| 6/0.8 s.
|colspan="5"| 6/0.8 s.
|colspan="5"| 6/0.8 s.
|-align="center"
|Cost
| 9000{{CR}}
| 13500{{CR}}
| 27000{{CR}}
| 63000{{CR}}
 
| 15000{{CR}}
| 22500{{CR}}
| 45000{{CR}}
| 105000{{CR}}
| [[Workshop#Kinetic|Manufacturing]]
 
| 37500{{CR}}
| 56300{{CR}}
| 112500{{CR}}
| 262500{{CR}}
| [[Workshop#Kinetic|Manufacturing]]
|-
|}
 
{| class="wikitable" width="100%" align="center"
!rowspan="2" width="20%"|Parameters
!colspan="5" |Assault Railgun 12
!colspan="5" |Assault Railgun 17
!colspan="1" |Pirate assault railgun 17
|-align="center"
|{{Mk.1}}
|{{Mk.2}}
|{{Mk.3}}
|{{Mk.4}}
|{{Mk.5}}
|{{Mk.1}}
|{{Mk.2}}
|{{Mk.3}}
|{{Mk.4}}
|{{Mk.5}}
|{{Mk.4}}
|-align="center"
|DPS (kinetic)
| 534 dmg./s.
| +21 dmg./s.
| +20 dmg./s.
| +16 dmg./s.
| +15 dmg./s.
| 555 dmg./s.
| +20 dmg./s.
| +20 dmg./s.
| +16 dmg./s.
| +15 dmg./s.
| 520-624 dmg./s.
|-align="center"
|Damage (kinetic)
| 153 dmg.
| +6 dmg.
| +5 dmg.
| +5 dmg.
| +4 dmg.
| 159 dmg.
| +5 dmg.
| +6 dmg.
| +5 dmg.
| +4 dmg.
| 148-178 dmg.
|-align="center"
|Rate of fire
|colspan="5"| 210 rounds/min
|colspan="5"| 210 rounds/min
|colspan="1"| 210 rounds/min
|-align="center"
|Critical chance
|colspan="5"| 20%
|colspan="5"| 20%
|colspan="1"| 10-60%
|-align="center"
|Critical damage bonus
|colspan="5"| 50%
|colspan="5"| 50%
|colspan="1"| 50%
|-align="center"
|Projectile speed
|colspan="5"| 6793 m/s
|colspan="5"| 7101 m/s
|colspan="1"| 6746 m/s
|-align="center"
|Firing range (max.)
|colspan="5"| 2950 m.
|colspan="5"| 2950 m.
|colspan="1"| 2950 m.
|-align="center"
|Spread (from-to)
|colspan="5"| 0.14-2 deg.
|colspan="5"| 0.14-2 deg.
|colspan="1"| 0.14-2 deg.
|-align="center"
|Overheating/cooling
|colspan="5"| 6/0.8 s.
|colspan="5"| 6/0.8 s.
|colspan="1"| 6/0.8 s.
|-align="center"
|Cost
| 150000{{CR}}
| 225000{{CR}}
| 450000{{CR}}
| 1050000{{CR}}
| [[Workshop#Kinetic|Manufacturing]]
 
| 450000{{CR}}
| 675000{{CR}}
| 1350000{{CR}}
| 3150000{{CR}}
| [[Workshop#Kinetic|Manufacturing]]
 
| [[Workshop#Kinetic|Manufacturing]]
|-
|}
 
==Gallery==
[[File:Assault Railgun (art).jpg|800px]]
 
{{Eqbar}}


[[Category:Weapons]]
[[Category:Weapons]]

Latest revision as of 12:45, 13 September 2024

Assault Railgun 2 Assault Railgun 5 Assault Railgun 8 Assault Railgun 12 Assault Railgun 17 / Pirate assault railgun 17

Type: Medium range kinetic weapon.

For ship type: Fighter

For ranks: 1-2, 3-5, 6-8, 8-12, 11-17.

Munitions:

Description

A balanced kinetic weapon for medium distances.
Pirate assault railgun: hitting an enemy increases critical damage chance by 5%, and critical hits increase weapon damage by 2%. The bonuses stack up to 10 times and stay active for up to 7 sec.

Weapon history

A simple and uncomplicated device based on the elementary physics of electromagnetic fields: there are two electrodes, with positive and negative charges, and the electrically conductive shell that closes them. The electromagnetic field tries to push out the projectile, but it has only one direction to go forward. And the projectile flies towards the target.
Research in the direction of electromagnetic accelerators of rail type began in the 20th century. But the ancient weapons had an extremely short life-span of the accelerating electrodes and required monstrous, at that time, sources of energy. This delayed the development of rail guns for a long time. And although this is a very old technology, today the arms market is saturated only with Jericho products.
In our time, this is one of the most accessible and common weapons in the galaxy. Mercenaries, traders, and even pirates often prefer the good old assault rails to all the newfangled and cunning devices. Even Imperial pilots in flight academies learn to shoot with assault rails.

Characteristics

Parameters are shown without ship bonuses and modifiers for the 1 weapon.
Damage per second and per shot increase depending on the number of weapons mounted on the ship.
Some damage parameters are rounded to integer values.
Parameters Assault Railgun 2 Assault Railgun 5 Assault Railgun 8
Mk.1 Mk.2 Mk.3 Mk.4 Mk.1 Mk.2 Mk.3 Mk.4 Mk.5 Mk.1 Mk.2 Mk.3 Mk.4 Mk.5
DPS (kinetic) 408 dmg./s. +42 dmg./s. +22 dmg./s. +17 dmg./s. 464 dmg./s. +20 dmg./s. +20 dmg./s. +16 dmg./s. +14 dmg./s. 504 dmg./s. +20 dmg./s. +21 dmg./s. +16 dmg./s. +14 dmg./s.
Damage (kinetic) 117 dmg. +12 dmg. +6 dmg. +5 dmg. 133 dmg. +5 dmg. +6 dmg. +5 dmg. +4 dmg. 144 dmg. +6 dmg. +6 dmg. +4 dmg. +4 dmg.
Rate of fire 210 rounds/min 210 rounds/min 210 rounds/min
Critical chance 20% 20% 20%
Critical damage bonus 50% 50% 50%
Projectile speed 5866 m/s 6175 m/s 6607 m/s
Firing range (max.) 2950 m. 2950 m. 2950 m.
Spread (from-to) 0.14-2 deg. 0.14-2 deg. 0.14-2 deg.
Overheating/cooling 6/0.8 s. 6/0.8 s. 6/0.8 s.
Cost 9000 13500 27000 63000 15000 22500 45000 105000 Manufacturing 37500 56300 112500 262500 Manufacturing
Parameters Assault Railgun 12 Assault Railgun 17 Pirate assault railgun 17
Mk.1 Mk.2 Mk.3 Mk.4 Mk.5 Mk.1 Mk.2 Mk.3 Mk.4 Mk.5 Mk.4
DPS (kinetic) 534 dmg./s. +21 dmg./s. +20 dmg./s. +16 dmg./s. +15 dmg./s. 555 dmg./s. +20 dmg./s. +20 dmg./s. +16 dmg./s. +15 dmg./s. 520-624 dmg./s.
Damage (kinetic) 153 dmg. +6 dmg. +5 dmg. +5 dmg. +4 dmg. 159 dmg. +5 dmg. +6 dmg. +5 dmg. +4 dmg. 148-178 dmg.
Rate of fire 210 rounds/min 210 rounds/min 210 rounds/min
Critical chance 20% 20% 10-60%
Critical damage bonus 50% 50% 50%
Projectile speed 6793 m/s 7101 m/s 6746 m/s
Firing range (max.) 2950 m. 2950 m. 2950 m.
Spread (from-to) 0.14-2 deg. 0.14-2 deg. 0.14-2 deg.
Overheating/cooling 6/0.8 s. 6/0.8 s. 6/0.8 s.
Cost 150000 225000 450000 1050000 Manufacturing 450000 675000 1350000 3150000 Manufacturing Manufacturing

Gallery


Weapons Missiles Special Modules Active Modules Ship Modifiers Munitions