|
Outfits: Missiles
Missiles are the ideal weapons, as they let you kill from a distance, without getting yourself in direct danger. Here are all of the types of missiles, except Polaris.
Notes: The Raven Rocket has two different values for a few things; the first is for the Pod, the second is for the Turret.
 |
|
|
The Infrared Missile uses the simplest of tracking systems to deliver its small payload. It's not much to look at, but it's cheap and promiscuously available. The weapon itself can be loaded into a number of aftermarket launchers, including several highly illegal handheld ones used by Rebellion Vacuum Soldiers.
Requires: Missile Weapons License
|
Mass Dmg: 20
Energy Dmg: 10
Ionize: 0
Impact: 50
Recoil: 0
|
Decay: 0
Reload: 15
Speed: 1250
Count: 100
Inaccuracy: 2
|
Guided Turn: 70
Mass: -
Max. Quantity: 200
Cost: 750
|
|
|
This is a good weapon to use on far-away ships that you want to attack, but can't reach in time; fire one of these at them and they'll be hostile (unless they've already started the hypergate cycle), then switch to something heavier.
|
 |
|
|
Kayel Solutions (KLSol) have won 'Best of Show' 26 years running for their clever adaptation of the Infrared Missile launcher. Based on the launcher mounted by the F-29 Anaconda and the E-41 Destroyer, the KLSol version is a tightly integrated set of standardized components that can easily swap between a hundred different classes of ship with only a minor, dealer serviceable tweak of the software. The KLSol IR Missile Launcher does produce a fair amount of heat for such a small unit, but it's easily compensated for.
Requires: Missile Weapons License
|
|
Mass: 5
|
Max. Quantity: 4
|
Cost: 20,000
|
|
|
Since IR missiles don't do much damage compared to some of the heavier ones, I would just keep a single launcher on board for the above strategy (as well as for pirating IR missiles off of disabled ships).
|
 |
|
|
Radar as a concept and as a useable weapons guidance system has been around since the middle of the twentieth century AD. As humanity reached for the stars they brought their technology with them, and radar, which is not reliant on a medium for effectiveness, quickly became a necessary tool for guiding missiles. This modern radar guided missile is a cheap GLiMMER knock-off.
Requires: Missile Weapons License
|
Mass Dmg: 40
Energy Dmg: 20
Ionize: 0
Impact: 65
Recoil: 0
|
Decay: 0
Reload: 30
Speed: 900
Count: 110
Inaccuracy: 1
|
Guided Turn: 60
Mass: -
Max. Quantity: 150
Cost: 1000
|
|
|
Another good cheap missile. If you are serious about being able to take anything out and are a bit cramped on space, load up with Radar and IR missiles. If one is ineffective, switch to the other.
|
 |
|
|
GLiMMER, a band of propellerheads turned pro, created the first modern radar guided missile and launcher system way back in 2045 AD. This design, produced under license by KLSol, is practically identical to that original design, albeit with KLSol's usual software driver genius. You can mount this unit in any spacefaring vessel with enough expansion space to hold it. There have even been some reports that it has been successfully incorporated into Auroran vessels!
Requires: Missile Weapons License
|
|
Mass: 7
|
Max. Quantity: 3
|
Cost: 30,000
|
|
|
Since Radar Missiles are, quite literally, twice as good as IR missiles, having more than one of these launchers isn't such a bad idea.
|
 |
|
|
The Stellar Grenade is a device designed to throw pursuing ships off your tail. Dropping a few of these little gems out the hatch will keep adversaries off your tail, or make them regret it if they follow you. Bigger targets will be slowed a little.
|
Mass Dmg: 30
Energy Dmg: 15
Ionize: 0
Impact: 220
Recoil: 0
|
Decay: 0
Reload: 50
Speed: 0
Count: 90
Inaccuracy: 0
|
Guided Turn: 0
Mass: -
Max. Quantity: 200
Cost: 100
|
|
|
The Stellar Grenade is a nice little bit of defense against fighters on your tail. Just pop a few out the back, and watch the fireworks. Dirt cheap, don't be afraid to horde these puppies.
|
 |
|
|
This weapon is a small airlock mounted in the underside of a ship. Simply place a grenade in the receptacle provided and then pull the lever. The airlock will cycle, and then a mechanical arm-launch system will fling the projectile backwards. The simplicity of the launcher is reflected by its bargain-basement price.
|
|
Mass: 3
|
Max. Quantity: 3
|
Cost: 5,000
|
|
|
Everything about the Stellar Grenade is nice and cheap and small. At only 3 tons, you don't miss out on much to have this handy weapon on your ship, and at only 5,000 credits, you can do a single cargo mission to be able to afford one.
|
 |
|
|
Raven Rockets are the simplest chemical explosive projectile you can get. They are fast, but they have small payloads and are unguided. Raven Rockets can be devastating when multiple launch systems are installed, and because they have no active targeting systems most 'Point Defense' systems cannot target them.
|
Mass Dmg: 12
Energy Dmg: 8/6
Ionize: 0
Impact: 45
Recoil: 0
|
Decay: 0
Reload: 15/20
Speed: 900/800
Count: 120
Inaccuracy: 1/2
|
Guided Turn: 0
Mass: -
Max. Quantity: 300
Cost: 100
|
|
|
The Raven Rocket is the best way to add a bit more punch to your forward attack. For small fighters that can't add tons more blasters to their ship, it is very helpful.
|
 |
|
|
An underslung rack for the self-loading Raven Rockets. No guidance system is present; this is simply a holder for the rocket packs.
|
|
Mass: 5
|
Max. Quantity: 6
|
Cost: 10,000
|
|
|
Best for fighters (or warships that have high turning rates), but at 5 tons a piece they are much lighter than blasters.
|
 |
|
|
The Raven Rocket turret mounts two unguided pods on a swivel base. It comes with a fairly basic tie-in to your vessel's sensors which allows it to track targets. You'll still need to maneuver fairly well to get the rockets to hit small targets, but these pods allow slower ships to use the Raven.
|
|
Mass: 15
|
Max. Quantity: 4
|
Cost: 12,500
|
|
|
If you're flying a ship with slower turning and still want to use Raven Rockets, this is what you need to get. At 15 tons, it's still a bit lighter than a normal turret, but these are pretty cheap.
|
 |
|
|
Without a doubt, this is one of the most devastating missiles out there. Although technically radar-guided, it will burn through most forms of radar jamming, making it nearly impossible to shake, and it lasts just a little too long before detonating. With an excellent turn rate and a hefty payload, the hellhound missile is an excellent addition to any arsenal.
Requires: Missile Weapons License, Requires you to register EV Nova
|
Mass Dmg: 70
Energy Dmg: 35
Ionize: 20
Impact: 100
Recoil: 0
|
Decay: 0
Reload: 35
Speed: 1075
Count: 160
Inaccuracy: 1
|
Guided Turn: 70
Mass: -
Max. Quantity: 50
Cost: 1,500
|
|
|
My favorite missile in the game, and definetly one of the coolest looking. They weigh nothing (the same cannot be said of heavier missiles), so you can load up with 50 of them and start terrorizing the universe while saving space for other things.
|
 |
|
|
In recent times the Federation has been trying to come up with something new between the radar missile and the nuclear torpedo. The end result has been this beauty. Hellhound missiles scare every ship captain who is unfortunate enough to be anywhere near the business end of this devastating weapon. This launcher gives you the capability to hurl these hellish thunderbolts at your enemies, something they will never forget.
Requires: Missile Weapons License, Requires you to register EV Nova
|
|
Mass: 10
|
Max. Quantity: 3
|
Cost: 50,000
|
|
|
One of the reasons that Hellhounds are so great is because of their high speed and their ionization. The more of these launchers you have, the faster you can finish off enemies.
|
 |
|
|
Gravimetric missiles lock onto the mass signature of a target. They cannot be jammed by any known means, and they carry the biggest payload of any missile on the open market. They are also far and away the most expensive. For those willing to pay the price, the Gravimetric missile will almost never miss its target, and will destroy smaller ships with one hit.
Requires: Missile Weapons License, Requires you to register EV Nova
|
Mass Dmg: 60
Energy Dmg: 30
Ionize: 0
Impact: 80
Recoil: 0
|
Decay: 0
Reload: 45
Speed: 800
Count: 120
Inaccuracy: 3
|
Guided Turn: 45
Mass: 1
Max. Quantity: 100
Cost: 1,750
|
|
|
While these are indeed nice heavy missiles, they are inferior to the wonderful Hellhound. The only good thing about these missiles is the fact that they can't be jammed.
|
 |
|
|
Gravimetric missiles require a very stable and well shielded position from which to get their bearings on a target. The GLi-tech corporation ( which was formerly known as GLiMMER, before a 120 NC name change for legal purposes) makes and sells the only non-military implementation of the gravimetric missile system. The monopoly market share that GLi-tech enjoys does not bode well for the price.
Requires: Missile Weapons License, Requires you to register EV Nova
|
|
Mass: 10
|
Max. Quantity: 2
|
Cost: 100,000
|
|
|
You'd be better off getting some Hellhound launchers.
|
 |
|
|
Because of the unique graviton emissions of the Wraith, a new targetable fire-and-forget weapon had to be devised to combat them. The Etheric Wake missile uses a little-known principle of subspace disturbance to track Wraith through their flight path by detecting their wash in space-time. Since the Wraith and the Polaris both use Etheric Wave hyperdrives (although the Wraith version is much more sophisticated), it has been theorized that this weapon will work well versus Polaris jamming.
Requires: Missile Weapons License
|
Mass Dmg: 80
Energy Dmg: 40
Ionize: 2
Impact: 95
Recoil: 0
|
Decay: 0
Reload: 45
Speed: 800
Count: 130
Inaccuracy: 3
|
Guided Turn: 40
Mass: 1
Max. Quantity: 75
Cost: 2,000
|
|
|
Again, I prefer the Hellhound. It doesn't have as much damage, but it ionizes more, has a bit more impact, and is damn fast.
|
 |
|
|
The launcher for the new Etheric Wake missile is a streamlined unit perhaps as long as three fully grown men. It contains ultra high-tech cybernetic connectors for the next generation of onboard ship computers, and damping field generators for the positron warhead that the evil-looking missile carries. Cooling vents longer than baseball bats hiss and squeal as the EW missiles load into place inside it.
Requires: Missile Weapons License
|
|
Mass: 7
|
Max. Quantity: 2
|
Cost: 200,000
|
|
|
While the EW launcher is lighter than the Hellhound launcher, for 10 tons you get 1 EW launcher and 3 EW missiles, as opposed to 1 Hellhound launcher and up to 50 missiles. You do the math.
|
 |
|
|
The EMP Torpedo was constructed from stolen Federation technology. It is an awesome weapon, with only two real uses: mass destruction and ionization. The Pirate Carrier carries three EMP torps as a blockade running tool; simply fire the weapon at the opposing line, and wait for them to scatter like sheep. Not to be detonated at close range.
Requires: Requires you to register EV Nova
|
Mass Dmg: 10
Energy Dmg: 340
Ionize: 100
Impact: 250
Recoil: 0
|
Decay: 0
Reload: 100
Speed: 600
Count: 180
Inaccuracy: 3
|
Guided Turn: 20
Mass: 4
Max. Quantity: 20
Cost: 5,000
|
|
|
So just how much firepower do you need? As much as I love the Hellhound, the EMP Torpedo is a very dangerous weapon. It ionizes 5 times as much as the Hellhound, and does 11 times more damage to shields (not to mention the huge impact for it). However, each torpedo weighs 4 tons, which severly limits how many of these you can have for backup.
|
 |
|
|
EMP weapons have not changed much since the first days of nuclear power. This tube fires torpedos carrying an EMP weapon with a yield of a gigaton or more of TNT. EMP weapons, as with all nuclear-type weapons, are generally the province of pirates and military dictators, as their use has been severely limited by all civilized people.
Requires: Requires you to register EV Nova
|
Mass: 20
Speed: -2
|
Max. Quantity: 3
|
Cost: 500,000
|
|
|
The EMP Torpedo is an awesome weapon, if you have the space for it. More than one of these launchers may be overkill, but then again, overkill is the name of the game.
|
|