- For the weapon, see Tunguska Cannon.
Forward Artillery is an integrated Plexus Mod that increases a Railjack's Forward Artillery damage.
Stats[]
| Rank | Damage | Cost |
|---|---|---|
| 0 | +9.1% | 6 |
| 1 | +18.2% | 7 |
| 2 | +27.3% | 8 |
| 3 | +36.4% | 9 |
| 4 | +45.5% | 10 |
| 5 | +54.5% | 11 |
| 6 | +63.6% | 12 |
| 7 | +72.7% | 13 |
| 8 | +81.8% | 14 |
| 9 | +90.9% | 15 |
| 10 | +100% | 16 |
Drop Locations[]
Mission Drop Tables
| Mission Type | Source | Rotations or Drop Table |
Chance[1] | Quantity[2] | Avg. per roll[3] | Star Chart Nodes |
|---|
Enemy Drop Tables
| Enemy | Drop Table Chance[4] | Item Chance[5] | Chance[6] | Expected Kills[7] | Quantity[8] | Avg. per roll attempt[9] |
|---|---|---|---|---|---|---|
| Elite Kosma Cutter | 15% | 1.68% | 0.252% | 397 | 1 | 0.00252 |
| Elite Orm Basilisk | 15% | 1.37% | 0.2055% | 487 | 1 | 0.002055 |
| Elite Taro Basilisk | 15% | 1.12% | 0.168% | 595 | 1 | 0.00168 |
| Elite Vorac Harpi | 15% | 0.67% | 0.1005% | 995 | 1 | 0.001005 |
| Kosma Cutter | 15% | 4.17% | 0.6255% | 160 | 1 | 0.006255 |
| Taro Basilisk | 15% | 1.01% | 0.1515% | 660 | 1 | 0.001515 |
Sourced from the official drop table repository. See Module:DropTables/data to edit on the wiki.
Patch History[]
Update 29.10 (2021-03-19)
- Introduced new Plexus Mods to replace functionality of some existing avionics
- Avionics have been removed
Update 27.4 (2020-05-01)
- Houses Lavan and Vidar variants removed.
- Reduced base drain from 6 to 2.
Update 27.0 (2019-12-13)
- Introduced.
| CollapsePlexus Mods | |||
|---|---|---|---|
| Integrated (Passive) |
Matrix (Aura) |
||
| Engines | |||
| Turrets | |||
| Faction | |||
| Ordnance | |||
| Artillery | |||
| Forge | |||
| Battle (Offense) |
|||
| Tactical (Utility) |
|||
- ↑ Chance to roll item within drop table
- ↑ Amount rewarded on successful roll
- ↑ (Quantity × Chance)
- ↑ Chance to roll drop table
- ↑ Chance to roll item within drop table
- ↑ (Drop Table Chance × Item Chance)
- ↑ (1 / Chance), see WARFRAME Wiki:Expected & Nearly Guaranteed Numbers for more details
- ↑ Amount rewarded on successful roll
- ↑ (Quantity × Chance), average item quantity on a roll attempt (successful or not)
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10 comments
Essential. Allows you to obliterate crewships in one hit, at any health threshold, in any Empyrean mission.
Why does this mod decrease my ship's stats when I equip it? There's no mention of debuffs here.
There are issues with the modding UI for Railjack. Did you see if the numbers increased during gameplay?
Anyone know why the forward artillery now use 2 rounds instead of 1 like before? was using it to destroy corpus ship weakspot
An auto-include mod for me.
Allows you to one-shot any crewship in any mission no matter where you hit it.
^This is what I wanted to know: Thanks!
Golden mod. Base Drain Rank: 6. 10 ranks.
At drain 16(maxed) 100% drain
https://imgur.com/a/SpU1bzf
Drops from:
Kosma Cutter | Rare (4.17%)
Elite Kosma Cutter | Ultra Rare (1.68%)
Taro Basilisk | Ultra Rare (1.01%)
Elite Taro Basilisk | Ultra Rare (1.12%)
Elite Vorac Harpi | Legendary (0.67%)
While using this mod at the full +93.5% damage bonus, I am able to one hit kill ALL crewships level 36 and lower. At level 37, they can survive with a tiny sliver of health left. So, for those who like to speed run Gian Point, make sure to shoot the level 37 crewships with your turrets a bit before firing the forward artillery. For higher level crewships, I recommend using the Zekti Pulsar MK III with Polar Coil as the front turrets. It can effectively stack 20+ plasma procs before overheating. That leaves enough time to switch to the forward artillery and fire a shot while there are still procs left. Even in Ruse War Field, I have never failed to one hit kill the crewships with that tactic.
I also highly recommend using Artillery Cheap Shot too. Running that makes it possible to kill all of the crewships in a mission without needing to forge more dome charges to finish off the last one.
Note: I am on PS4 and almost always play solo in railjack missions. That is why I prefer builds which are effective regardless of where my shots land.
shoot at side sousage or glowing engine
I understand where the weak points are on the crewships. However, I am normally somewhere between 3000 - 5000 meters away from them while firing the forward artillery. I do this so my ship is not getting pelted with missles while I'm switching from the pilot seat to the artillery and taking shots. At that distance, I've found it difficult to consistently hit the weak points. That is why I prefer a strategy which allows me to one hit kill them with confidence regardless of the strike zone. The main purpose of my initial comment was to share that intel with anyone else who may have similar preferences.
^ ty. giving pulsar a try
Not needed for OHK on Crewships in Ruse War Field or lower, as long as you're hitting an intact engine nacelle, or the hull is less than 25%.
It`s less than 33% from my experience.
This avionic just makes you two-shot Crewships in Ruse War Field instead of three-shot if you`re not hitting a critical spot.
So I`d say Artillery Cheap Shot >> Forward Artillery if you like big guns.
Can reliably oneshot crewships in veil on Ruse War Field on normal and anomaly modes with maxed zetki variant as of Aprill 2020. Haven't tested before or with less than maxed avionic.
No wonder though - using tunguska withouth the mod on Ruse War Field leaves about 1/10th of the health bar. The comments saying it's useless were made before armor revision. Now it's an overkill for all but few last veil missions.
This thing is unnecessary. Even with zetki variant you need 2 shots to finsh 1 crewship in veil. Instead, I recommend flying up to the crewship from behind and blasting it's engine. Takes out any crewship in one hit with your normal unbuffed forward artillery. Spend those avionic points on mobility instead
Doesn't work in every mission. In couple of the higher level missions you do need couple ranks on a forward artillery to one-shot the crewships. But at Gian Point, which is the most played node I think, you can get away with no Forward Artillery.
Thank you. I was asking myself this question."If you hit their weakpoint, the engine pods, do you even need to waste the Avionics Slot?"
One surprizing thing I have learned: Hit a Crewship via Dome gun, some health is left, send a missile to finish it.... it worked. I assume the game has a rule in which the ship needs to be hit by the Dome gun at least one time to unlock death by standart weapons.
In high lvl veil missions you can use your gun to apply some plasma procs to strip armor and then they become oneshot for artillery, so it works in every mission but with a little more effort in those harder missions
Even the Zekti variant isn't that useful against those Crewships in the Veil Proxima missions.
Try proccing something with your main guns first. Carcinoxx works good.
Engine shots ftw. Just make sure the engines aren't already blown out. They need to be active.