Missile Weapons

Last modified by Kajar on 2024/03/20 06:15

Missiles usually fill the role as secondary weapons, enabling ships to punch above their weight by launching explosive projectiles. They typically offer longer firing ranges than conventional guns as well.
Certain ships can be turned into deadly missile boats.

Operating on an ammunition-based system, ships can only carry a finite amount of missiles. Once depleted, the missile launchers become useless.

Inflicting explosive damage, missiles have an area-of-effect, making them particularly effective against capital ships where the explosion can damage multiple components. They excel at targeting turrets, engines, and shield generators.

When engaging fighters, missiles can be used for long-range attacks, though their reliability may vary. Launching a missile can force the targeted pilot into defensive maneuvers, potentially disrupting their attack run or creating an opportunity to focus firepower on the target.

Certain missiles are designed with utility in mind, such as disabling a target's engines to render them more vulnerable.

Quick Navigation.

Dumbfire Missiles

Dumbfire Missile basically work like guns, but with limited ammo capacity.
They do offer increased damage output and range in return.
Dumbfire Missiles are immune to Flares.
Dumbfire Missiles keep accelerating after launch.
Dumbfire Missiles take up the inertia force of the firing ship, just like gun projectiles, changing its muzzle velocity. Make sure you lined up your shot properly and aren't drifting too much.

Name

Special Effects

Damage Per Second

Damage Per Missile

Max Flight Range

NPC Targeting Range

Flight Speed

Reload Time

Flight Time

-

157

2361

8.1km

5.5km

165m/s

15s

30s

Light Dumbfire Missile Mk1

-

733

1100

10km

7km

1071m/s

1.5s

6s

Light Dumbfire Missile Mk2

-

800

1200

11km

8km

1181m/s

1.5s

6s

-

270

12141

17 km

3.5km

36m/s

45s

129.6s

Heavy Dumbfire Missile Mk1

-

880

3960

21km

9km

233m/s

4.5s

25.92s

Heavy Dumbfire Missile Mk2

-

960

4320

24km

10km

259m/s

4.5s

25.92s

Split Vendetta Dumbfire Missiles

Name

Special Effects

Damage Per Second

Damage Per Missile

Max Flight Range

NPC Targeting Range

Flight Speed

Reload Time

Flight Time

 Heavy Scatter Missile 

Shotgun

1200

12x 400

46km

3.5km

918m/s

4s

15s

Tracking Missiles

Tracking Missiles follow the target ship, increasing the chance to hit.
Flares work against all tracking missiles and torpedoes except smart missiles. The distracted missile will then follow the Flare.
Tracking Missiles take up the inertia force of the firing ship, just like gun projectiles. Tracking missiles lose momentum and return to their max. speed after some time.

Name

Special Effects

Damage Per Second

Damage Per Missile

Max Flight Range

NPC Targeting Range

Lock-On Range

Flight Speed

Turning Rate

Strafing Rate

Reload Time 

Flight Time

Flare Resistance

Travel and Boost disable
Lock-On

0

0

578km20km20km

57887m/s

3°/s

3m/s

22.5s

10s

74%

Lock-On

343

685

8.8km4.5km4.5km

877m/s

22°/s

10m/s

2ss

10s

87%

-

349

698

10km5km-

998m/s

22°/s

12m/s

2s

10s

81%

Retarget
Immune to Flares

328

657

7.8km4km-

782m/s

21°/s

9m/s

2s

10s

100%

Retarget

268

8x 134

8.3km4km-

826m/s

10°/s

13m/s

4s

10s 

86%

Lock-On

587

3520

8.3km6km5.5km

191m/s

3°/s

2m/s

6s

43.2s

87%

-

599

3592

9.4km7km-

217m/s

3°/s

2m/s

6s

43.2s

81%

Retarget
Immune to Flares

563

3378

7.4km5.5km-

170m/s

2°/s

2m/s

6s

43.2s

100%

Retarget

460

5520

7.8km5.5km-

180m/s

3°/s

3m/s

12s

43.2s

86%

Split Vendetta Tracking Missiles

Name

Special Effects

Damage Per Second

Damage Per Missile

Max Flight Range

NPC Targeting Range

Lock-On Range

Flight Speed

Turning Rate

Strafing Rate

Reload Time 

Flight Time

Flare Resistance

Travel and Boost Disable
lock-On

250

5x 100

138km39km29.5km

4630m/s

22°/s

10m/s

2s

30s 

75%

Travel and Boost Disable
Engine Disable
Lock-On

89

896

14km5km5km

964m/s

4°/s

12m/s

10s

15s

80%

Lock-On

475

3800

8.3km6km5.5km

192m/s

10°/s

9m/s

8s

43.2

87%

Torpedo Missiles

Torpedo Missiles follow the target ship, increasing the chance to hit.
Flares work against all tracking missiles and torpedoes except smart missiles. The distracted missile will then follow the Flare.
Torpedo Missiles take up the inertia force of the firing ship, just like gun projectiles. Torpedo missiles loose momentum and return to their max. speed after some time.
It is best to use fast ships to launch Torpedos from to counteract the slow speed of the torpedo itself.

Name

Special Effects

Damage Per Second

Damage Per Missile

Max Flight Range

NPC Targeting Range

Flight Speed

Turning RateStrafing Rate

Reload Time

Flight Time

Flare Resistance
-

479

4791

5km

3km

100m/s

1°/s-

10s

50s98%
-

575

17246

12km

9km

67m/s

0.3°/s-

30s

180s

98%

Missile Launchers

Missile Launchers that are mounted in the primary weapon slot of Small and Medium ships.

Mk1 only enables the ability to launch missiles.
Mk2 increases missile capacity slightly as well.
Boron only have Mk1 launchers, which do increase missile capacity slightly.

Name

Mk2 Missile Capacity Increase

Boron Launcher Missile Capacity Increase

+2

+1

+2

+1

+1

+0

+4

+2

+4

+2

+2

+1

Missile Turrets

Can only be mounted on Large and Xtra Large, as well as Stations
Can NOT launch torpedos.

Note: Rotation speed and hull strength values use Argon version as base. For other races values visit the turret's pages.

Name

Hull Hitpoints

Rotation Speed

Missile Storage Capacity Increase

Medium Turret - Dumbfire Launcher 

1100

120°/s

+30

Medium Turret - Tracking Launcher 

1100

120°/s

+10

5000

40°/s

+300

5000

40°/s

+100

Turret Settings

Turrets can be set to different behaviors

  • Defend
    Sets the turret group to passive. They won't fire unless the ship has been hit. Will only attack targets that have hit the ship.
  • Attack All Enemies
    Sets the turret group to attack all targets to the best of it's ability. Will attack targets based on internal target priority. For example, Plasma will target capital ships first, and Pulse will target fighters first.
  • Attack Capital Ships
    Sets the turret group to attack L and XL ships as well as stations. Ignores S and M ships.
  • Attack Fighters
    Sets the turret group to attack S and M ships. Ignores L and XL ships, and Stations.
  • Missile Defence
    Sets the turret group to attack incoming missiles. Ignores everything else.
  • Attack My Current Target
    Sets the turret group to attack the target the player currently has selected. This works with turrets on other ships as well, allowing you to direct fire from your fleet.