Missiles

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Revision as of 02:03, 27 March 2015 by Xehael (talk | contribs) (Partially added Large Disintegrator Missile)

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Missiles are guided projectiles: they do damage upon impacting a target, oftentimes much more than any conventional weapon of a similar Tech Level could do. Missiles are therefore a good choice for players looking to increase their damage throughput, albeit a sometimes expensive one.

To use Missiles, a player must have a Missile Launcher equipped and an appropriate Ammo Crate in their inventory. Ammo Crates Type I through III can be opened to yield either 10, 25, or 50 missiles, respectively.

Missiles will attempt to fly towards whatever target was selected when the Missile was launched. They can be destroyed or knocked off course just like ships can, but some (if not all, needs checking) Missiles contain an inbuilt Missile Stabilizer reducing effect of concussions by %50.

Most Missiles have Resistances to Mining(75%) and Radiation(100%) damage and a vulnerability to Physical(200%) damage.

See also: Base Missiles.

Sortable Listing

Name Tech Size Launch Energy Damage Damage Type Speed Lifespan Min/Max Launch Distance Source Skill Needed Weight Description Notes
Vulcaroid Missile 3 1 300  ? Physical 150  ?  ? Ammo Crate from Vulcan none 1,000 Physical damage payload that leaves fires!
Small Kinetic Missile 5 1 1000 1300x5 Physical 150 2 minutes 50/2000 Ammo Crate from Small Kinetic Type I/II/III none 1000 Physical damage payload delivered to a single target
Small Armor Piercing Missile 5 1 1320 1300x5 Mining 75 2 minutes 50/2000 Ammo Crate from Small AP Type I/II/III none 1000 Mining damage payload delivered to a single target
Medium Kinetic Missile 10 1 2000 2600x5 Physical 200 2 minutes 50/2000 Ammo Crate from Medium Kinetic Type I/II/III none 2000 Physical damage payload delivered to a single target
Medium Armor Piercing Missile 11 1 4000 2600x5 Mining 100 2 minutes 50/2000 Ammo Crate from Medium AP Type I/II/III none 2000 Mining damage payload delivered to a single target
Large Kinetic Missile 15 1 2700 4000x5 Physical 250 2 minutes 50/2000 Ammo Crate from Large Kinetic Type I/II/III none 3000 Physical damage payload delivered to a single target
Eggsile 15 2 650 1250 Physical 80~? 30s or 1min 50/2000 Eggbox Crate from Easter Drop none 10000 How is this going to work? Cover their view ports with egg? Has 5000 vis, seems buggy
Explosive Space Rat 15 1 10  ?  ?  ?  ?  ? Grotesque Undead Rat none 3,000 What's that bulging sore on it's side?
Carcass Missile 16 1 1000 5000 Heat 100 7 seconds 50/2000 Carcass Missile Generator none 10000 If its worth killing, its probably worth overkilling splash 1000 at 100 range.
Large Armor Piercing Missile 16 1 6600 6600x5 Mining 125 2 minutes 50/2000 Ammo Crate from Large AP Type I/II/III none 3000 Mining damage payload delivered to a single target
Zaphragi Cheetah Missile 16 1 4000 10400x3 Surgical 350 20 seconds 50/2000 Ammo Crate from Armada WMD Factory none 3000 Faster than any other missile on the prairies
Large Incendiary Missile 17 1 2700  ?x5 Heat  ?  ?  ? Ammo Crate from ? none 3000 Heat damage payload delivered to a single target
Large Surgical Strike Missile 17 1 2700  ?x5 Surgical  ?  ?  ? Ammo Crate from ? none 3000 Surgical damage payload delivered to a single target
Flaming Lantern Missile 17 2 6600 6600x5 Heat 200  ? 50/2000 Ammo Crate from Halloween drop none 2000 Flaming Skull of Dooom.
Medium MIRV Rocket 17 1 6000 2600x7 Mining 150  ? 50/2000 none 2000 Fly my pretties, fly
Large Disintegrator Missile 19 1 2700  ?  ?  ?  ?  ? Ammo Crate from ? Gunner class 19, Capital Ship 3000 Erode your prey's resistances
Red Photon Plasma Missile 20 3 1000 2100 Heat  ?  ? 50/2000 Ammo Crate from Red Photon Missile Factory none 3,000 Red Photon specialized missile
Large Lancer Missile 20 6 4000 3000x2 Heat ~340  ? 1200/5000 Built from Large Lancer Missile Production Gunner class 20 3000 Thunderbolts and lightning, very, very frightening. Shoots heat damage beam type weapon. Does add destruction debuff up to 5% debuff to resists. (Missile acts as a slave giving half class skills, and only single fires allowing half effectiveness of destruction.)
Large MIRV Rocket 20 1 10000 6600 x8 Mining 150 30s 50/2000 Built from Large MIRV Torpedo Production 3000 Fly my pretties,fly splits into several smaller missiles
Large Bunkerbuster Missile 20 6 3000 10000 Physical 105 30s 50/2000 Built from Large Bunkerbuster Missile Production Gunner class 20 3000 Hasta la Vista baby. Deals area of effect damage and damages the user, Knockback
Large Burst Missile 20 3 1300 2800 Mining 105 30s 50/2000 Built from Large Burst Missile Production Gunner class 20 3000 Nuke em from orbit. it's the only way to be sure. Deals area of effect damage and damages the user
Kalthi Missile 22 1 4000  ? x5 mining?  ?  ?  ? Kalthi AI use them 10,000 Kalthi Missile Neurobound

Lore

Missiles are rumored to have been invented when a Zebucart decided to ram a Fly at flank speed, destroying both ships instantly. While the people of Hyperion claim to be the aficionados on missile technology, that Zebucart was the pioneer. After the incident, researchers began investigating the possible uses of flinging several tons of metal at another object while travelling at near relativistic speeds. Initial results were promising, as it was discovered that all test subjects were reduced to carbon wisps. However, researchers denounced the technology, claiming that it was too expensive since the missiles had to withstand the harshness of space and also propel themselves to the target. This obstacle was overcome when a valiant undergrad intern decided to pack several hundred pounds of C4 into the back of a cylinder made of reinforced graphite. The resultant explosion annihilated his home planet, but the information he gathered proved invaluable. In any case, missile launchers advanced to the point where they could use anti-matter accelerators in order to propel the missiles. The missiles then only need attitude thrusters for control, reducing costs exponentially. Since then, missile technology has exploded, and the field continues to grow with each passing year.