|Ability User:||Kol Battleship|
|Target:||Enemy capital ships, frigates and structures.|
|Antimatter Cost:||75 (75) (50 -> 55 -> 60) [45 -> 50 -> 55 -> 60]|
|Duration:||N/A (10) (10) |
|Range:||5000 (6500) (6500) |
Fires a high velocity armor piercing slug at the target, dealing a high amount of physical damage.
Numbers in parentheses are for Entrenchment and Diplomacy, respectively. Numbers in brackets are for Rebellion.
In Rebellion, the Gauss Rail Gun damage ignores shield and directly does hall damage, but is affected by target's hall armor.
This damage is reduced by shield mitigation and armor, so most targets will take less than half of the advertised amount. Gauss Rail Gun makes an excellent opening shot, dealing the maximum damage possible when the target is at minimum shield mitigation. The short cooldown of this ability allows the Kol to quickly fire the rail gun multiple times, but it will probably run out of antimatter after the third or fourth shot. You will need some way to expand or refresh your Kol's antimatter reserves to use this ability effectively or use the Dunov's ultimate ability, Flux Field, which drastically reduces the antimatter cost of abilities. Because of these issues with the ability, it is generally used against targets without shields or a "first strike" ability so that it only goes through the minimal baseline mitigation.
The actual "slug" of the rail gun comes out of the same gun as the Kol's planet bombing weapons. It can be theorised the design simply uses the railgun at full power (hence requiring matter-antimatter annihilation to provide enough energy) when used as a kinetc weapon and at extremely low power to deploy nuclear space-to-planet munitions.
Gauss Rail Gun was improved in Patch 1.18, increasing its damage and adding its secondary speed-reducing effect. This change was not implemented in the original game, but was carried over into Diplomacy. In Entrenchment and Diplomacy the target is also slowed by 50% for 10 seconds.