Railjack/Intrinsics/Gunnery

The Gunnery Intrinsics enhances the user's performance of the Railjack's Turrets.
Rank	Ability 	Description 	Notes
1 	Target Sync 	Target lead indicators and ordnance lock-on. 	
*Also causes Crewship projectiles to lock onto targets.
*Lock-on is acquired when the triangles at the edge of the main target indicator diamond reach the corners of the diamond.
*Lead Indicator is indicated by a small, white targeting reticle, which determines the best place for the player to offset their aim to hit their current target.
2 	Phantom Eye 	Augmented reprojection and turret suspensors allows full 360 degree combat engagement. 	
*Swivel Turrets will have all visual and turret movement restrictions removed. 
*Does not apply to the pilot turrets or the forward artillery.
3 	Archwing Slingshot	High velocity Archwing deployment into the combat zone. Slingshot Archwing damages fighters and penetrates enemy crewship hulls.	
*The Archwing Slingshot is located at the top of the Railjack and can be fast-traveled to using the Intrinsics Tactical Rank 3 skill. 
*Has a range of 1,850 meters.
*The Slingshot normally requires a short charge time to fire when launched at empty space. However, if the Slingshot is locked on to an enemy target (indicated by a yellow bracket on an enemy), the Slingshot can fire immediately without charging.
*Aiming the Slingshot beyond the width of its bore will "curve" the trajectory of the shot, allowing the Slingshot to fire the Archwing outside of the Railjack's centerline.
*When fired at a crewship, the Archwing Slingshot will make the Tenno punch through the hull, depositing them directly inside the ship's rear cargo hold without the player needing to manually enter the ship. The player will always be deposited in the rear cargo hold regardless of which part of the ship the Archwing hits on impact.
4 	Archwing Fury 	Increase Archwing Attraction range by 25m and Melee Range by 0.75m and Damage by 20%. 	
*Applies to the use of Archwings outside of Empyrean missions.
5 	Necramech Fury 	Increase Necramech Gun damage by 20%. 	
*Applies to the use of Necramechs outside of Empyrean missions.
6 	Cold Trigger 	Reduce Turret Heat Accretion by 20%. 	
7 	Advanced Gunnery 	Reduce overheat recovery time by 50%. Extends slingshot range by 50%. 	
8 	Vengeful Archwing 	Increases Archwing power: Damage +25%, Ability Strength +20%, Ability Range +20%, and Ability Efficiency +20%. 	
*The damage bonus is additive with weapon mods such as .
**Damage bonus applies to weapons used in Archwing in open worlds.
*Applies to the use of Archwings outside of Empyrean missions.
*Bonuses are not visible in the Arsenal but are active during gameplay.
9 	Flush Heat Sinks 	Reloading when weapons are overheated will cool weapons to 0 in 0.5 secs. 	
10 	Reflex Aim 	Aim snaps turrets to the nearest lead indicator for 3s but the Turret overheats 20% faster. 	
*Extra heat is only applied while aiming.
fr:Inhérence/Engagement
es:Intrínsecos/Artillero
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Category:Update 27
Category:Mechanics