Disruptor Missile
Disruptor Missile | |
---|---|
Type | Tracking Missile |
Available From | ZYA FRF CUB |
Fitted To | Tracking Launchers |
Role | Disabler |
Required Licence | None |
In-game Description
The Disruptor missile might be one of the most insidious missile systems currently available. It is likely that the weapon was reverse engineered from the Hamstring EMP-system. While the Hamstring is a non-harmful weapon that causes no lasting damage to the target and leaves the crews unharmed, the Disruptor missile has no such limitations. Using a modified copy of the Hamstring's Peregrine engine, it accelerates to a brisk pace in pursuit of its target. When the missile gets close enough to its target, it brutally attacks, not just with an electromagnetic pulse discharge, but also by allowing its reactor to go critical and subsequently detonate. The electromagnetic pulse is blasted into the target vessel moments before a violent explosion wreaks havoc on its control and guidance systems. This level of interference is enough to trick a target vessel's security protocols into triggering emergency shutdowns of their own propulsion systems, leaving them effectively immobilised for roughly the duration of a short system scan and reboot. Like the Hamstring, the extreme speeds provided by the Peregrine engine system mean that the Disruptor missile can be a difficult to control.
Tactical Overview
The Disruptor Missile could be deemed unfair by some. While it lacks the range or speed of its counterpart, the Interceptor Missile, the Disruptor Missile boasts an additional and unique feature.Not only disables it the Travel Drive and Boost, it completely disables the target's engines, turning them into a helpless target for a short time.
The Engine Disable function causes the target to drift in its current direction and speed. It's important to note that this doesn't set the speed to zero. After the Engine Disable ends, the target begins accelerating from zero, while its current speed gradually decreases toward zero. Both values then converge somewhere in the middle, after which the engines resume normal operation.
Advantages:
- Complete engine disable makes pirating a lot easier
- Can severely disrupt (heh) an enemies maneuver
Disadvantages:
- Very low damage output
- Limited range
- Rather vulnerable to flares
- Not as speedy as the Interceptor Missile
Specifications
Light Mk1 | |
Damage Per Second | 89 |
Explosive Damage Per Shot | 896 |
Reload Time | 10s |
Projectile Speed | 964 m/s |
Maximum Flight Range | 14km |
Flight Time | 15s |
Lock-On Range | 5.5km |
NPC Targeting Range | 5.5km |
Explosion Radius | 128m |
Turn Thrust | 4°/s |
Strafe Thrust | 12 m/s |
Flare Resistance | 80% |
Hull Strength | 1 |
Travel Mode and Boost Disabled | 30s |
Engine Disable | 4s |
Construction Cost
Universal Build Method
Light Mk1 | |
Credits | 1.387 - 1.877 |
Energy Cells | 15 |
Missile Components | 3 |
Smart Chips | 2 |
Closed Loop Build Method
Light Mk1 | |
Credits | 1.387 - 1.877 |
Energy Cells | 24 |