Component:vls-3-launcher
In Game Description
Available to nearly all warships, the VLS-3 is a modular system that allow[sic] for a mix-and-match mission profile of all large-size missiles, such as the SGT-3 series of torpedoes. Despite the ease-of-use, reloading the cells is a delicate task that can only be completed in port, so once a VLS is empty, it's useless for the remainder of an engagement.
Stats
| VLS-3 Launcher | |
|---|---|
| Faction | ANS |
| Cost | 20 pts |
| Dimensions | 3x4x3 (Tiling Mount)[1] |
| Hitpoints | 250 |
| Hitpoints to Function | 10 |
| Damage Threshold | 15 |
| Mass | 20 tonnes |
| Catastrophic Event Prob. (Cell Launcher) | 5% |
| DC Priority | High |
| Missile size | 3[2] |
| Missile Classes | Missile, Hybrid Missile |
| Capacity | Tiling (Minimum 4) |
| Power | -200 (kW) |
Lore
As subtle as a fuel-air explosive.
These operate on the same principle as their planetside counterparts issued to marine personnel, just now they've been reengineered to operate in vacuum and more of a direct fire weapon instead of missile artillery. There was a time when now-retired VADM Sanford tried to have the VLS-3 replaced with some monstrosity using exposed missile arms back in the ANO but that was promptly shut down by Constantine, thank Nyx.
Overall, the result of the VLS-3 is tactically competent. Not much else you can ask for when it comes to heavy cruise missile launchers.
- T. Meadows, LT


