Missiles

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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

Light Missiles
Icon Name Cost Description Damage Hull/Shields
Pirahna Light Missile

5

Light attack missile with an effective tracking ability. 100/100
Scorpian Light Missile

5 10

Light cluster missile, effective against enemy fighters and mining vessels. 15x 100/100
Wasp Light Missile

5 10

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

Heavy Missiles
Icon Name Cost Description Damage Hull/Shields
Predator Heavy Missile

15 10 35

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

10 25 10

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

10 30

Emits an incendiary burst making it very effective at causing hull fires. 250/250
Merculite Heavy Missile

15 30 20

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!'