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Railguns

From Aurora 4x Wiki
Revision as of 09:06, 24 February 2026 by 14.2.200.136 (talk) (Fixed several links)

This article contains information relevant to both the C# and VB6 versions of Aurora. Where differences exist, they are noted in the appropriate sections.

Railguns are a type of beam weapon.

Description

A railgun typically shoots four projectiles at once, each of which has 1/3 the damage of a similar tech Laser, for a total damage output that's 33% higher. However, due to the lower damage of each shot, it is not as good at penetrating Armor or inflicting Shock Damage, and it has a shorter range.

Maximum Range = ( Base Damage * 10000km ) * Range Modifier
Rate of Fire  = ( Base Damage * 3 * 5s  ) / Capacitor Recharge Rate

While the theoretical maximum range far exceeds 1.5m km, no Beam Fire Control is able to handle ranges beyond this limit. Longer ranges still have some value, as they reduce the damage drop-off at longer ranges, which leads to increased damage across their effective range.

Railguns cannot be mounted in turrets.

Usage

Railguns are used in situations where their rate of fire and raw damage output are most valuable, and their weakness at armour penetration matters less. For example, they are commonly used as an early point defense weapon, as their high number of shots (as many as 4 per 5-second tick) means a lot of chances to shoot down incoming missiles or fighters. This gives them a similar role to Gauss Cannons, which are larger per shot (assuming the same accuracy), but can be mounted in turrets.

Damage Profile

The Damage Profile of a railgun uses a medium gradient, which is not as good at armour penetration as lasers, but better than Missiles or Plasma Carronades. Each shot inflicts damage separately, so the total damage inflicted by a railgun burst can be rather spread out.

Example 4 Strength-2 hits
- - x - x x - x -
- - x - x x - x -
- - - - - - - - -
- - - - - - - - -

Background Tech

There are three key pieces of technology involved in the creation of a Railgun.

Railgun Size or Calibre. Larger projectiles cause more damage, has higher range, but requires more power, which means it'll fire slower unless your recharge tech keeps up.

Larger laser cause more damage, has higher base range

Calibre 10cm 12cm 15cm 20cm 25cm 30cm 35cm 40cm 45cm 50cm
Size (HS) 3 5 6 7 8 9 10 11 13 15
Base Damage (per Shot) 1 2 3 4 5 7 9 12 16 20
RP cost 1,000 2,500 5,000 7,500 10,000 20,000 40,000 60,000 120,000 240,000

Railgun Launch Velocity The muzzle velocity of the railgun. Railguns with higher velocities can shoot their ammo further and inflict damage at greater ranges.

Launch Velocity 1 2 3 4 5 6 7 8 9
RP cost 1,000 2,000 4,000 8,000 15,000 30,000 60,000 120,000 240,000

Capacitor Recharge Rate determines your rate of fire.

Recharge Rate 1 2 3 4 5 6 8 10 12 16 20 25
RP cost 1,000 2,000 4,000 8,000 15,000 30,000 60,000 125,000 250,000 500,000 1,000,000 2,000,000

List of Components

Engines and Power Plants: EngineFuel StorageJump EnginePower Plants
Beam Weaponry: Beam Fire ControlLasersParticle BeamsMesonsHigh-Powered MicrowavePlasma CarronadeRailgunsGauss Cannons
Missile Weaponry: Missile Fire ControlMissile LaunchersMagazines
Defensive Systems: ArmorShieldsCIWSSensor JammerFire Control JammerMissile JammerDecoy LauncherCloaking Device
Maintenance and Repairs: Engineering SpacesMaintenance Storage BayDamage ControlMaintenance module
Carriers and Fighters: Hangar deckFighter Pod Bay
Sensors: Active SensorEM SensorThermal SensorGeological Survey SensorsGravitational Survey SensorsELINT Modules
Command and Control: BridgeFlag BridgeAuxiliary ControlScience DepartmentMain EngineeringCombat Information CentrePrimary Flight Control
Transportation: Cargo HoldTroop Transport BayCryogenic TransportPassenger Accommodation
Logistics: Cargo Shuttle BayRefuelling SystemOrdnance Transfer SystemTractor Beam
Production: Orbital Mining ModuleSorium HarvesterTerraforming ModuleJump Point Stabilisation ModuleSalvage Module