Missiles
Missiles can be loaded into the six missile bays located on either wing of the battlecruiser on the upper level. Doing so will load them, visibly creating a projectile in the bay, and make them ready to fire through the weapons console. Once launched, missiles are consumed and a new missile must be loaded into the bay. This makes missiles a consumable resource, meaning that upgrades are often touched upon first since they are more permanent. Every missile can be bought in the Construction Console.
Alternative Missile Display Layout
Light
| Icon | Name | Cost | Description | Damage Hull/Shields |
|
Pirahna Light Missile | Light attack missile with an effective tracking ability. | 100/100 | |
|
Scorpian Light Missile | Light cluster missile, effective against enemy fighters and mining vessels. | 15x 100/100 | |
|
Wasp Light Missile | Light attack missile with the ability of messing up the enemy cruisers power generator and can slight damage the target's energy reserves, however the missile has very short range. |
100/200 |
Heavy
| Icon | Name | Cost | Description | Damage Hull/Shields |
|
Predator Heavy Missile | Heavy assault missile with limited tracking ability but long range. If it hits an enemy BC, it will attach a tracking beacon inside the ship which will reveal the enemy's position until they find and destroy the beacon. | 300/200 | |
|
Sabretooth Heavy Missile | Heavy EMP missile; it is very effective against enemy shields and can damage the target's energy reserves and core. | 100/400 | |
|
Hellfire Heavy Missile | Emits an incendiary burst making it very effective at causing hull fires. | 250/250 | |
|
Merculite Heavy Missile | The ultimate missile; It has excellent tracking, it causes a great shock upon impact, and it heavily damages the enemy Battlecruiser upon impact, making it more effective at killing crew members. It is expensive so build it with caution. | 650/650 |
'Fire Torpedoes, Number 1!' - -
'Yes cap'n!'






