Light Disruptor Missile
Light Disruptor Missile | |
|---|---|
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| Type | Tracking Missile |
| Available From | ZYA FRF CUB |
| Fitted To | S/M Tracking Launchers |
| Role | Anti-Fighter, 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 counterparts, the Interceptor and EMP Missile, the Disruptor Missile provides an additional feature. Not only disables it the Travel Drive and Boost like its siblings, it also completely disables the target's engines, turning them into a helpless target for a short time.
With the engine disabled, the target drifts in its current direction and speed, making it a very easy target. It's important to note that this doesn't set the speed to zero. After the effect 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 function as normal.
Advantages:
- Complete engine disable makes pirating a lot easier
- The only disabler missile that does damage
Disadvantages:
- Not as speedy as the Interceptor or EMP Missile
- Low DPS
- Only available from Split factions
Specifications
| Light Mk1 | |
| Damage Per Second | 90 |
| Explosive Damage Per Shot | 900 |
| Reload Time | 10s |
| Projectile Speed | 964 m/s |
| Maximum Flight Range | 14.5km |
| Flight Time | 15s |
| Lock-On Time | 2s |
| Lock-On Range | 8km |
| NPC Targeting Range | 8km |
| Explosion Radius | 128m |
| Turn Thrust | 1°/s |
| Strafe Thrust | 12 m/s |
| Flare Resistance | 79% |
| Hull Strength | 1 |
| Special | |
| Disables boost and travel | 30s |
| Disables engines | 4s |
Construction Cost
Universal Build Method
| Credits | 866 - 1171 |
| Energy Cells | 13 |
| Missile Components | 4 |
| Smart Chips | 2 |
Closed Loop Build Method
| Credits | 866 - 1171 |
| Energy Cells | 22 |
