Munitions & Missiles: Difference between revisions

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= Missiles & Munitions =
Missiles and Munitions comprise the physical weapons fired and thrown around from both factions. From dedicated anti-ship missiles and Anti-Missile Missiles, to capital-grade shells and energy projectiles. Each faction has their own specific ammo types, but a lot of ammo types and calibres are shared between both.
= Munitions =
Munitions comprise mainly of unguided shells with a specific calibre attributed to them. Unlike their missile counterparts, these weapons are unable to be decoyed or shot down, and have hardset statistics like speed and range.
Some, but not all, craft can share munitions with ships, although this is limited to only a few calibres.
<div style="clear: both"></div>
== Ballistic ==
Ballistic munitions make up the bulk of all ammo types found in the game, from 100mm grapeshot shells to 600mm HESH rounds, all of these shells serve to destroy and harm ships in some capacity.
Many of the ability sections are summaries of how the shell preforms in-game, for more detailed descriptions reference the [[Component Damage|component damage page]].
=== Guidelines ===
Ammo selection for a given targets can be accomplished visually in several steps
* Start by shooting with AP
* If you’re shooting AP, and your shells punch out the back of the target, switch to HE.
* If you’re shooting HE, and you see showers of sparks for ricochets, switch to AP.
* If you’re firing at a small target, fire RPF/Bombshell/Grape until it stops evading, then HE to destroy
Key: X -> Y = “'''shoot X''' to damage, then finish with Y”<br>
'''X''' or Y = “'''use X''', but Y has situational uses”. Lack of bolding indicates either works<br>
X :-( = “your best option, but alas, it won’t do much”<br>
{| class="wikitable"
|+ Ammo Selection Chart
|-
! OSP firing at... !! 100mm !! 250mm !! 450mm !! 600mm
|-
| [[ship:sprinter|FFL Sprinter]] || Grape -> HE || Bomb -> HE || HE || '''Bomb''' or HESH
|-
| [[ship:raines|FF Raines]] || HE || Bomb -> HE || HE || '''Bomb''' or HESH
|-
| [[ship:keystone|DD Keystone]] || '''HE''' or AP || HE || HE || Bomb -> HESH
|-
| [[ship:vauxhall|CL Vauxhall]] (bow) || AP || AP || HE || Bomb -> HESH
|-
| [[ship:vauxhall|CL Vauxhall]] (side) || AP || HE || HE || Bomb -> HESH
|-
| [[ship:levy|CVE Levy]] || HE || Bomb -> HE || HE || '''Bomb''' or HESH
|-
| [[ship:axford|CH Axford]] (bow) || AP || AP || AP || HESH
|-
| [[ship:axford|CH Axford]] (side) || AP || '''AP''' or HE || HE || HESH
|-
| [[ship:solomon|BB Solomon]] (bow) || AP :-( || AP || AP || HESH
|-
| [[ship:solomon|BB Solomon]] (side) || AP :-( || AP || HE || HESH
|-
| Any plasma'd target || HE-HC || Bomb -> HE || HE || Bomb or HESH
|}
{| class="wikitable"
|+ Ammo Selection Chart
|-
! ANS firing at... !! 120mm !! 250mm !! 450mm
|-
| [[ship:ferryman|Shuttle/Ferryman]]|| RPF-> HE || RPF -> HE || HE
|-
| [[ship:draugr|Tug/Draugr]] || RPF -> HE || RPF -> HE || HE
|-
| [[ship:flathead|MN Flathead]] (angle) || AP || HE || AP
|-
| [[ship:flathead|MN Flathead]] (flat) || AP || AP || HE -> AP
|-
| [[ship:journeyman|CVL Journeyman]] || HE || HE || HE
|-
| [[ship:ocello|CC Ocello]] (bow) || AP || AP || AP
|-
| [[ship:ocello|CC Ocello]] (flat) || AP || HE || HE
|-
| [[ship:marauder|LN Marauder]] (bow) || AP or HE || HE or AP || HE or AP
|-
| [[ship:marauder|LN Marauder]] (flat) || HE or AP || HE|| HE
|-
| [[ship:moorline|CLN Moorline]] || HE or AP || HE || HE
|}
=== 100mm [[File:OSP Roundel.png|25px]] ===
{| class="wikitable"
! Shell classification
! Shell type
! Role
! Damage (Hp)
! Range (m)
! Speed (m/s)
! Penetration (cm)
! Armor strip radius (m)
! Cost (pts per X amount)
! Ability
|-
| [[munition:100mm-ap|100mm AP Shell]] || Ballistic/Chemical || Offensive || 25 || 7200 || 900 || 45 || 0.4 || 1/250 || None
|-
| [[munition:100mm-grape|100mm Grape]] || Ballistic/Canister || Dual-Purpose || 25 || 7997 || 1100 || 16 || 0.4 || 1/250 || 12.5m Pellet Spread Radius; Increased crit chance and crew damage (500%)
|-
| [[munition:100mm-hehc|100mm HE-HC Shell]] || Ballistic/Chemical || Offensive || 70 || 7200 || 900 || 8 || 0.4 || 1/250 || None
|-
| [[munition:100mm-he|100mm HE Shell]] || Ballistic/Chemical || Offensive || 45 || 7200 || 900 || 30 || 0.4 || 1/250 || None
|}
=== 120mm [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]] ===
{| class="wikitable"
! Shell classification
! Shell type
! Role
! Damage (Hp)
! Range (m)
! Speed (m/s)
! Penetration (cm)
! Armor strip radius (m)
! Cost (pts per X amount)
! Ability
|-
| [[munition:120mm-ap|120mm AP Shell]] || Ballistic/Chemical || Offensive || 30 || 7200 || 800 || 45 || 0.4 || 1/100 || None
|-
| [[munition:120mm-rpf|120mm HE-RPF Shell]] [[File:Alliance Roundel.png|25px]]|| Ballistic/Chemical || Dual-Purpose || 64/8 || 7200 || 800 || 30 || 0.2 || 1/100 || Once a target has been detected within a 37.5 meter zone infront of the shell (???), 8 fragments with 8 Hp worth of damage is sent towards the direction of the ship.
|-
| [[munition:120mm-he|120mm HE Shell]] || Ballistic/Chemical || Offensive || 50 || 7200 || 800 || 30 || 0.4 || 1/100 || None
|}
=== 250mm [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]] ===
{| class="wikitable"
! Shell classification
! Shell type
! Role
! Damage (Hp)
! Range (m)
! Speed (m/s)
! Penetration (cm)
! Armor strip radius (m)
! Cost (pts per X amount)
! Ability
|-
| [[munition:250mm-ap|250mm AP Shell]] || Ballistic/Chemical || Offensive || 70 || 8000 || 800 || 60 || 0.8 || 1/50 || None
|-
| [[munition:250mm-rpf|250mm HE-RPF Shell]] [[File:Alliance Roundel.png|25px]] || Ballistic/Chemical || Dual-Purpose || 128/8 || 8000 || 800 || 20 || 0.3 || 1/50 || Once a target has been detected within a 45 meter zone infront of the shell (???), 8 fragments with 16 Hp worth of damage is sent towards the direction of the ship.
|-
| [[munition:250mm-he|250mm HE Shell]] || Ballistic/Chemical || Offensive || 80 || 8000 || 800 || 40 || 0.8 || 1/50 || None
|-
| [[munition:250mm-bomb|250mm Bombshell]] [[File:OSP Roundel.png|25px]] || Ballistic/Chemical/Timed || Dual-Purpose || 96 per target/6 || 8000 || 800 || 22 || 0.5 || 1/50 || For every target  in a 500 meter bubble around the shells activation range, 6 fragments will be launched at each target each with 16 Hp of damage per target.
|}
=== 450mm [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]] ===
{| class="wikitable"
! Shell classification
! Shell type
! Role
! Damage (Hp)
! Range (m)
! Speed (m/s)
! Penetration (cm)
! Armor strip radius (m)
! Cost ( pts per X amount)
! Ability
|-
| [[munition:450mm-ap|450mm AP Shell]] || Ballistic/Chemical || Offensive || 100 || 11240 || 800 || 120 || 1.25 || 1/25 || None
|-
| [[munition:450mm-he|450mm HE Shell]] || Ballistic/Chemical || Offensive || 150 || 11240 || 800 || 65 || 1.25 || 1/25 || None
|}
=== 600mm [[File:OSP Roundel.png|25px]] ===
{| class="wikitable"
! Shell classification
! Shell type
! Role
! Damage (Hp)
! Range (m)
! Speed (m/s)
! Penetration (cm)
! Armor strip radius (m)
! Cost (pts per X amount)
! Ability
|-
| [[munition:600-bomb|600mm Bomb Shell]] || Ballistic/Chemical || Offensive || 480 per target/12 || 9800 || 700 || 40 || 0.5 || 1/25 || For every target  in a 500 meter bubble around the shells activation range, 12 fragments will be launched at each target each with 40 Hp of damage per target.
|-
| [[munition:600mm-hesh|600mm HE-SH Shell]] || Ballistic/Chemical || Offensive || 420/7 || 9800 || 700 || 85 || 1.75 || 1/25 || Damage model similar to HEI missile warheads with 7x 60hp damage rays; Ignores armor angling.
|}
=== Energy Weapons (350mm / 400mm / 500mm) [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]===
{| class="wikitable"
! Shell classification
! Shell type
! Role
! Damage (Hp)
! Range (m)
! Speed (m/s)
! Penetration (cm)
! Armor strip radius (m)
! Cost (pts per X amount)
! Ability
|-
| [[munition:300mm-ap-rail-sabot|300mm AP Rail Sabot]] [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]] || Ballistic/Magnetic || Offensive || 80 || 21000 || 2000 || 200 || 1 || 1/25 || Crit chance of 10000%, specializes in creating fires and critical debuffs in a ship.
|-
| [[munition:400mm-plasma-amp|400mm Plasma Ampoule]] [[File:OSP Roundel.png|25px]] || Ballistic/Magnetic || Offensive || 60 || 7800 || 600 || 60 || 10 || 1/25 || Armor strip falls off with range.
|-
| [[munition:500mm-block|500mm Fracturing Block]] [[File:OSP Roundel.png|25px]] || Ballistic/Magnetic || Offensive || 300/20 || 21000 || 2000 || 120 || 1.5 || 1/25 || Damage model similar to HEI missile warheads with 20x 15hp damage rays.
|}
== Point Defense [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]] ==
These munitions are specifically made for defensive work, to destroy targets such as craft, missiles, and some light ships.
{| class="wikitable"
! Shell classification
! Shell type
! Damage (Hp)
! Range (m)
! Speed (m/s)
! Penetration (cm)
! Cost (pts per X amount)
! Ability
|-
| [[munition:15mm-sand|15mm Sandshot]] || Ballistic/Magnetic || 75 || 8000 || 2500 || 0.275 || 1/50 || Pellet Spread Radius: 7.5m
|-
| [[munition:20mm-slug|20mm Slug]] || Ballistic/Chemical || 15 || 1750 || 700 || 0.3 || 1/2000 || None
|-
| [[munition:35mm-slug|35mm Slug]] || Ballistic/Chemical || 15 || 1750 || 700 || 4 || 1/1000 || Duel-Purpose craft shell.
|-
| [[munition:35mm-flechette|35mm Flechette]] [[File:OSP Roundel.png|25px]]|| Ballistic/Chemical || 15 || 1750 || 700 || 0.1 || 1/250 || Pellet Spread Radius of 3.3m.
|-
| [[munition:50mm-flak|50mm Flak Shell]] || Ballistic/Chemical/Timed || 15 || 2002 || 650 || 0.176 || 1/75 || None
|}
= Missiles =
[[File:Missile Designer.png|thumb|400px|The missile designer]]
[[File:Missile Designer.png|thumb|400px|The missile designer]]
Missiles are the most powerful weapons a ship can carry but they have limited ammunition, can be shot down and fire slower than other weapons. The number of missiles that can be prepared to fire at the same time depends on the ship's maximum salvo size.
Missiles are the most powerful weapons a ship can carry but they have limited ammunition, can be shot down and fire slower than other weapons. The number of missiles that can be prepared to fire at the same time depends on the ship's missile programming channels.


== Missile Mechanics ==
== Missile Mechanics ==
=== Targeting ===
=== Targeting ===
==== Target Selection Cycle ====
==== Target Selection Cycle ====
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* Each target is given an initial score based on its power, how strong the signal is. All powers fall off with distance, so closer targets are usually scored higher initially.
* Each target is given an initial score based on its power, how strong the signal is. All powers fall off with distance, so closer targets are usually scored higher initially.
** ACT and SARH power is based on the radar return power density. Also, targets further from the center of the missile's view are scored lower, down to 50% at the edge. ACT power is based on the distance from the missile to the target while SARH is based on the distance from the illuminator to the target and the offset angle between the missile and the illuminator
** ACT and SARH power is based on the radar return power density. Also, targets further from the center of the missile's view are scored lower, down to 50% at the edge. ACT power is based on the distance from the missile to the target while SARH is based on the distance from the illuminator to the target.
** For the EO seeker, ship size does not matter; ships give off the same "optical" power, modified only by their distance to the seeker.
** For the EO seeker, ship size does not matter; ships give off the same "optical" power, modified only by their distance to the seeker.
* If the missile has an active validator, the validator checks each target and marks it as valid or invalid (this is not saved between seeker cycles for validators other than [ARAD], which has a 30 second memory)
* If the missile has an active validator, the validator checks each target and marks it as valid or invalid (this is not saved between seeker cycles for validators other than [ARAD], which has a 30 second memory)
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* The scores of the targets are then modified based on a few factors
* The scores of the targets are then modified based on a few factors
** If the missile has a current target, and that target appears in the list again, then:  
** If the missile has a current target, and that target appears in the list again, then:  
*** If the current target is closer than the seeker's ''Lock Current Target Distance'' stat (500 m - 2500 m for different seekers), the seeker is guaranteed to choose this target again.
*** If the time to impact is less than the seeker's ''lock Target TTGI<ref>Stands for Time To Go to Intercept. This is measured using the missile's current speed. In addition, it's measured using the target's actual position, so direction only seekers will still benefit</ref>'' stat (3.0 seconds for most vanilla seekers, 2.5s for ACT seekers, 2.0s for WAKE variants), the seeker is guaranteed to choose this target again.
*** Otherwise, if the current target is not a decoy, its score is multiplied by the ''Target Affinity'' stat of the seeker (10x for most seekers, 3x for WAKE).  
*** Otherwise, its score is multiplied by the ''Target Affinity'' stat of the seeker (10x for most seekers, 3x for WAKE variants).  
** If the seeker is EO, and it was fired at a track with intel, all targets matching the same ship class have their scores multiplied by 250.
** If the seeker is EO, and it was fired at a track with intel, all targets matching the same ship class have their scores multiplied by 250.
* Select a random target weighted by the scores of the targets remaining in the list.
* Select a random target weighted by the scores of the targets remaining in the list.
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Validator reliability is the chance that the validator will provide accurate info. The seeker rolls its validator chance once on launch. If the check fails, the validator will always be wrong (eg, an invalid target will be tagged valid, and a valid target will be tagged invalid).
Validator reliability is the chance that the validator will provide accurate info. The seeker rolls its validator chance once on launch. If the check fails, the validator will always be wrong (eg, an invalid target will be tagged valid, and a valid target will be tagged invalid).


Validators can negate some secondary effects of jamming when paired with a targeting seeker set to reject unvalidated (assuming the validator itself is not jammed). The seeker will not follow the fake targets produced by jamming (unless the validator is also affected or attracted to the jamming source), and seekers will not stage early due to jamming (unless the seeker cannot detect distance, as the way this is achieved under the hood is just by pushing the fake target from 1km to 50km). Both of these effects are not affected by validator reliability. Note that validators otherwise do not improve the seeker's ability to acquire targets through jamming; the targeting seeker will spot targets at the same range regardless if it has a validator or not.
Validators can negate some secondary effects of jamming when paired with a targeting seeker set to reject unvalidated (assuming the validator itself is not jammed). The seeker will not follow the fake targets produced by jamming (unless the validator is also affected or attracted to the jamming source), and seekers will not stage early due to jamming (unless the seeker cannot detect distance, as the staging prevention comes from pushing the fake target from 1km to 50km). Both of these effects are not affected by validator reliability. Note that validators otherwise do not improve the seeker's ability to acquire targets through jamming; the targeting seeker will spot targets at the same range regardless if it has a validator or not.


Validators will apply to all targeting seekers in the missile, even if the targeting seeker is placed behind the validator.
Validators will apply to all targeting seekers in the missile, even if the targeting seeker is placed behind the validator.


==== Backup Seeker ====
==== Backup Seeker ====
Seekers in targeting mode placed in slots behind other seekers will function as backup seekers. They will only activate if the seekers ahead of them do not see a target. If a seeker has an active backup behind it, it can automatically turn itself off in the event of jamming, preventing early staging and following fake targets, and allowing the backup seeker to take over. However, note that the backup itself will not turn itself off when jammed, even if the primary has a clear view; the backup will only turn off if it also has another backup.
Seekers in targeting mode placed in slots behind other seekers will function as backup seekers. They will only activate if the seekers ahead of them do not see a target. If a seeker has an active backup behind it, it can automatically turn itself off in the event of jamming, preventing early staging and following fake targets, and allowing the backup seeker to take over. However, note that the backup itself will not turn itself off when jammed, even if the primary has a clear view; the backup will only turn off if the primary finds a target or the backup also has another backup.


Backups will also utilize any existing validators, regardless of position.
Backups will also utilize any existing validators, regardless of position.
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* Cruise missiles fired in position mode receive a unique ability. While in position fire mode holding SHIFT and left clicking will create a waypoint for the missiles and move the sphere tool to the location selected. From there a further waypoints can be created. Using this method it is possible to create incredibly complex flight paths for cruise missiles which dodge or even curve behind obstacles. Once the final waypoint is chosen, individual or multiple missiles can be fired using the sphere tool. If multiple missiles are fired in a volley they will travel together to the final waypoint, then follow their individual vectors from there. Care should be used when creating cruise waypoints as the missile seekers are only activated upon reaching the final position from the final waypoint. It is possible to fly inactive cruise missiles directly past enemy fleets exposing them to PD fire.
* Cruise missiles fired in position mode receive a unique ability. While in position fire mode holding SHIFT and left clicking will create a waypoint for the missiles and move the sphere tool to the location selected. From there a further waypoints can be created. Using this method it is possible to create incredibly complex flight paths for cruise missiles which dodge or even curve behind obstacles. Once the final waypoint is chosen, individual or multiple missiles can be fired using the sphere tool. If multiple missiles are fired in a volley they will travel together to the final waypoint, then follow their individual vectors from there. Care should be used when creating cruise waypoints as the missile seekers are only activated upon reaching the final position from the final waypoint. It is possible to fly inactive cruise missiles directly past enemy fleets exposing them to PD fire.


If the target is too close to the launcher, a "too close" warning will be shown. This warning does not prevent firing. The specific range where the warning is shown depends on the seeker, (1000m for most seekers, 500m for Wake). A missile with multiple seekers will use the longest "too close distance" for the warning.
If the target is too close to the launcher, a "too close" warning will be shown. This warning does not prevent firing or otherwise affect the missile. The specific range where the warning is shown depends on the seeker, (1000m for most seekers, 500m for Wake). A missile with multiple seekers will use the longest "too close distance" for the warning.


==== Programming ====
==== Programming ====
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==== MLS Launcher ====
==== MLS Launcher ====
MLS launchers exclusive to OSP need to reload between salvos, but do not need to program missiles, and will launch instantly upon order. Programming time has no effect on MLS, but ammo elevators will decrease MLS reload time.  
MLS launchers use an autoloader system, enabling each launcher to fire a certain amount of missiles on demand without using channels or programming time. However, MLS launchers require a lengthy reload once it runs out of missiles or when changing missile type.
 
MLS launchers are not affected by programming channels or programming time, but ammunition elevators will speed up its reload time.


MLS will not fire defensive missiles automatically.
MLS will not fire defensive missiles automatically.
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===== Threat Size =====
===== Threat Size =====
Threat size controls which missile threats the AMM will automatically launch against. Size 1, 2, and/or 3 can be toggled on or off. There is an additional switch which allows the missile to target all missiles (ALL), conventional missiles only (CONV) and hybrid missiles only (HYBRID). The threat types of some special missiles are listed below.
Threat size controls which missile threats the AMM will automatically launch against. Size 1, 2, and/or 3 can be toggled on or off. There is an additional switch which allows the missile to target all missiles (ALL), conventional missiles only (CONV),hybrid missiles only (HYBRID), and spacecraft (CRAFT). The threat types of some special missiles are listed below.
* SDM-1: Size 1 conventional
* SDM-2: Size 2 Conventional
* SGM-H-2: Size 2 Hybrid
* SGM-H-3: Size 3 Hybrid
* SGM-3: Size 3 Hybrid
* Containers: Size 3 conventional
* Containers: Size 3 conventional
* R-2 Rockets: Size 1 conventional
* R-2 Rockets: Size 2 conventional
* Mines: Size 3 conventional
* Mines: Size 3 conventional
* Fighters: Size 2 spacecraft
* Bombers: Size 3 spacecraft
* SEWAC / Skiff / Scout: Size 1 spacecraft
Alternatively, a more in-depth matrix targeting system can be used. This presents all of the same information above but allows for more defined behavior; for instance a missile can be targeted towards specific types of craft and missiles. Missiles using this matrix system, even if the information in it is otherwise identical to the above system, is easier for the game to read and allows for more reliable use of multiple types of defensive missiles on the same ship.
[[File:Screenshot 2026-09-08 143734.png|thumb]]


===== Size Ordering =====
===== Size Ordering =====
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* '''YES (Y)''': A last salvo will be fired.
* '''YES (Y)''': A last salvo will be fired.
* '''NO (N)''': A last salvo will not be fired.
* '''NO (N)''': A last salvo will not be fired.
This setting appears to have been removed in favor of the NEZ setting in the carriers update


== Missile Construction ==
== Missile Construction ==
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Selecting a missile's engine will show the engine configuration triangle, allowing the engine to be focused on Top Speed, Maneuverability or Turn Rate.
Selecting a missile's engine will show the engine configuration triangle, allowing the engine to be focused on Top Speed, Maneuverability or Turn Rate.
Note that '''some of the missile body stats are exaggerated''', specifically engine tunings like max speed. While it is possible to make a 15km range sdm-1, you will most likely be on the lower end or middle of the spectrum of range. These statistics where made with EXTREME values.
The missile body cost has engine cost considered as well, as while the SGM-H-200 Cyclone has a missile body cost of 3, the actual minimum cost is closer to 5 with no components added.


{| class="wikitable"
{| class="wikitable"
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! Size
! Size
! Integrity
! Integrity
! Wall Thickness
! width=1% | Socket Weight
! width=1% | Socket Weight
! width=1% | Programming Time (s)
! width=1% | Programming Time (s)
! Components
! width=1% | Components
! Main Speed (m/s)
! Main Speed (m/s)
! Thruster Speed (m/s)
! Thruster Speed (m/s)
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! Turn Rate (G)
! Turn Rate (G)
! Radar Cross Section (Front / Side)
! Radar Cross Section (Front / Side)
! width=1% | Cost (pts)
! width=1% | Cost (Rounded, Minimum) (pts)
! width=1% | Faction
! width=1% | Faction
|-
|-
| [[File:SGM-1 Icon.png|25px]] SGM-100 Balestra Missile || 1 || 10 || 0.33x || 6 || 3 || 250-400 || 40-50 || 1458-5911 || 35.7-76.5 || 0.3-1.1 || 3.9-13.3 || 156m<sup>2</sup> / 400m<sup>2</sup> || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]
| [[File:SGM-1 Icon.png|25px]] [[munition:sgm-1-balestra|SGM-100 Balestra Missile]] || 1 || 10 || 0.05 || 0.33x || 6 || 3 || 250-400 || 40-50 || 1458-11911 || 35.7-76.5 || 0.3-1.1 || 3.9-13.3 || 156m<sup>2</sup> / 400m<sup>2</sup> || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]
|-
| [[File:SDM-1 Icon.png|25px]] [[munition:sdm-1-lunge|SDM-100 Lunge Missile]] || 1 || 10 || 0.05 || 0.33x || 6 || 3 || 650-850 Boost<br>250-400 Main || 30-40 Boost<br>40-50 Main || 1844-3795 Boost<br>958-11911 Main || 153.1-204.1 Boost<br>3.9-13.3 Main || 0.3-0.6 Boost<br>0.3-1.1 Main || 6.5-17.5 Boost<br>3.9-13.3 Main || 156m<sup>2</sup> / 400m<sup>2</sup> || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]
|-
|-
| [[File:SGM-2 Icon.png|25px]] SGM-200 Tempest Missile || 2 || 30 || 1x || 8 || 4 || 150-350 || 30-40 || 2962-14920 || 14.3-30.6 || 0.5-2.5 || 1.5-5.3 || 625m<sup>2</sup> / 950m<sup>2</sup> || 2 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]
| [[File:SSM-1 Icon.png|25px]] [[munition:ssm-1-remise|SSM-100 Remise Missile]] || 1 || 10 || 0.05 || 0.33x || 6 || 4 || 250-400 || 40-50 || 1458-11911 || 35.7-76.5 || 0.3-1.1 || 35.7-76.5 || 156m<sup>2</sup> / 400m<sup>2</sup> || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]
|-
|-
| [[File:SGT-3 Icon.png|25px]] SGT-300 Pilum Torpedo || 3 || 110 || 3x || 6 || 4 || 125-200 || 20-35 || 2573-14797 || 10.2-15.3 || 0.8-2.0 || 0.8-3.6 || 900m<sup>2</sup> / 2400m<sup>2</sup> || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]
| [[File:SGM-2 Icon.png|25px]] [[munition:sgm-2-temptest|SGM-200 Tempest Missile]] || 2 || 30 || 0.05 || 1x || 8 || 4 || 150-350 || 30-40 || 2826-32284 || 14.3-30.6 || 0.5-2.5 || 1.5-5.3 || 625m<sup>2</sup> / 950m<sup>2</sup> || 2 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]
|-
|-
| [[File:SGM-H-2 Icon.png|25px]] SGM-H-200 Cyclone Hybrid Missile || 2 || 25 || 0.8x || 10 || 4 || 150-350 Cruise<br>500-1000 Sprint || 30-40 Cruise<br>500-1000 Sprint || 5930-19359 Cruise<br>1438-4875 Sprint || 8.2-16.3 Cruise<br>120.0-204.1 Sprint || 0.9-4.4 Cruise<br>0.3-1.0 Sprint || 0.7-2.8 Cruise<br>14.8-31.9 Sprint || 625m<sup>2</sup> / 950m<sup>2</sup> || 8 || [[File:Alliance Roundel.png|25px]]
| [[File:SDM-2 Icon.png|25px]] [[munition:sdm-2-typhoon|SDM-200 Typhoon Missile]] || 2 || 25 || 0.05 || 1.25x || 10 || 4 || 650-850 Boost<br>225-150 Main || 30-40 Boost<br>150-225 Main || 4936-8098 Boost<br>1165-7130 Main || 61.2-81.6 Boost<br>16.3-32.7 Main || 1.4-0.8 Boost<br>1.4-0.5 Main || 4.4-12.8 Boost<br>2.8-8.2 Main || 625m<sup>2</sup> / 950m<sup>2</sup> || 2 || [[File:OSP Roundel.png|25px]]
|-
|-
| [[File:SGM-H-3 Icon.png|25px]] SGM-H-300 Atlatl Hybrid Missile || 3 || 60 || 1.8x || 16 || 5 || 100-200 Cruise<br>550-1000 Sprint || 20-40 Cruise<br>550-1000 Sprint || 7944-24917 Cruise<br>2216-7361 Sprint || 6.1-9.2 Cruise<br>76.5-127.6 Sprint || 1.1-3-3 Cruise<br>0.4-1.3 Sprint || 0.5-2.5 Cruise<br>16.9-40.8 Sprint || 1600m<sup>2</sup> / 3600m<sup>2</sup> || 11 || [[File:Alliance Roundel.png|25px]]
| [[File:SGM-3 Icon.png|25px]] [[munition:sgm-3-flail|SGM-300 Flail]] || 3 || 60 || 0.05 || 1.5x || 16 || 5 || 125-200 || 20-35 || 7425-26888 Cruise<br>448-11125 Sprint || 10.2-15.3 Cruise<br>6.7-61.2 Sprint || 150-250 Cruise <br> 250-450 Sprint || 0.9-4 Cruise <br> 6.7-18.9 Sprint || 900m<sup>2</sup> / 2400m<sup>2</sup> || 4 || [[File:OSP Roundel.png|25px]]
|-
|-
| [[File:Rocket Container Icon.png|25px]] CM-400 Container || 3 || 150 || 4x || 20 || 4 || 125-225 || 20-35 || 2562-34875 || 6.4-12.8 || 1.0-3.6 || 0.1-3.3 || 1600m<sup>2</sup> / 4000<sup>2</sup> || 1 || [[File:OSP Roundel.png|25px]]
| [[File:SGT-3 Icon.png|25px]] [[munition:sgt-3-pilum|SGT-300 Pilum Torpedo]] || 3 || 160 || 0.25 || 3x || 3 || 4 || 175-300 || 20-35 || 814-10135 || 1.2-5.5 || 0.7-2.0 || 1.2-5.5 || 900m<sup>2</sup> / 2400m<sup>2</sup> || 1 || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]
|-
| [[File:SGM-H-2 Icon.png|25px]] [[munition:sgm-h-2-cyclone|SGM-H-200 Cyclone Hybrid Missile]] || 2 || 25 || 0.5 || 0.8x || 10 || 4 || 150-350 Cruise<br>500-1000 Sprint || 30-40 Cruise<br>500-1000 Sprint || 5930-19359 Cruise<br>1438-4875 Sprint || 8.2-16.3 Cruise<br>120.0-204.1 Sprint || 0.9-4.4 Cruise<br>0.3-1.0 Sprint || 0.7-2.8 Cruise<br>14.8-31.9 Sprint || 625m<sup>2</sup> / 950m<sup>2</sup> || 3 || [[File:Alliance Roundel.png|25px]]
|-
| [[File:SGM-H-3 Icon.png|25px]] [[munition:sgm-3-atlatl|SGM-H-300 Atlatl Hybrid Missile]] || 3 || 60 || 0.5 || 1.8x || 16 || 5 || 100-200 Cruise<br>550-1000 Sprint || 20-40 Cruise<br>550-1000 Sprint || 7944-24917 Cruise<br>2216-7361 Sprint || 6.1-9.2 Cruise<br>76.5-127.6 Sprint || 1.1-3-3 Cruise<br>0.4-1.3 Sprint || 0.5-2.5 Cruise<br>16.9-40.8 Sprint || 1600m<sup>2</sup> / 3600m<sup>2</sup> || 8 || [[File:Alliance Roundel.png|25px]]
|-
| [[File:Rocket Container Icon.png|25px]] [[munition:cm-4-container|CM-400 Container]] || 4 || 150 || 0.2 || 2x || 20 || 5 || 125-275 || 20-35 || 1083-65943 || 19.1-6.4 || 4-12.8 || 1.1-4.0 || 1600m<sup>2</sup> / 4000<sup>2</sup> || 1 || [[File:OSP Roundel.png|25px]]
|-
| [[File:Rocket Container Icon.png|25px]] [[munition:cm-s-4-container|CM-S-400 Container]] || 4 || 150 || 0.2 || 4x || 20 || 5 || 125-275 || 20-35 || 1083-65943 || 19.1-6.4 || 1.1-4.0 || 0.1-3.3 || 1600m<sup>2</sup> / 4000<sup>2</sup> || 1 || [[File:OSP Roundel.png|25px]]
|}
|}


==== Wall Thickness ====
==== Wall Thickness ====
Missile wall thickness is armor for the missile, though unlike ship armor, missiles use a far simpler system.
Missile wall thickness is armor for the missile, though unlike ship armor, missiles use a far simpler system.
If the AP of the incoming attack is less than the wall thickness, it will only deal half damage to the missile.
If the AP of the incoming attack is less than the wall thickness, it will only deal half damage to the missile. It is measured in centimeters, i.e. 0.2 wall thickness is 0.2cm or 2mm.


=== Payload ===
=== Payload ===
The payload determines how a missile inflicts damage. The exact damage type depends on the size of the missile.
The payload determines how a missile inflicts damage. The exact damage type depends on the size of the missile.<br>SSM-1, SDM-1 and SDM-2 missiles can only equip Blast Fragmentation and Blast Fragmentation EL warheads.
{| class="wikitable"
{| class="wikitable"
! Payload
! Payload
Line 186: Line 452:
! Notes
! Notes
|-
|-
| [[File:Warhead shaped.png|25px]] HE Impact || Contact || Shaped Angle 70 deg || 0.25 ||  
| [[File:Warhead shaped.png|25px]] [[munition:hei|HE Impact]] || Contact || Shaped Angle 70 deg || 0.25 ||  
|-
|-
| [[File:Warhead hekp.png|25px]] HE Kinetic Penetrator || Delayed Contact || None || 2 || Penetration depth depends on the missile's top speed
| [[File:Warhead hekp.png|25px]] [[munition:hekp|HE Kinetic Penetrator]] [[File:Alliance Roundel.png|25px]] || Delayed Contact || None || 1.75 || Penetration depth depends on the missile's top speed
|-
|-
| [[File:Warhead frag.png|25px]] Blast Fragmentation || Proximity || Blast Fragmentation Radius || 0.25 || Larger missiles increase the area damage radius as well
| [[File:Warhead frag.png|25px]] [[munition:bf|Blast Fragmentation]] || Proximity || Blast Fragmentation Radius || 0.25 || Larger missiles increase the area damage radius as well
|-
|-
| [[File:Warhead frag el.png|25px]] Blast Fragmentation EL || Proximity || Blast Fragmentation Radius || 3.5 || Larger missiles increase the area damage radius as well
| [[File:Warhead frag el.png|25px]] [[munition:bfel|Blast Fragmentation EL]] || Proximity || Blast Fragmentation Radius || 3.5 || Larger missiles increase the area damage radius as well
|}
|}


Line 218: Line 484:
! Base Cost (pts)
! Base Cost (pts)
|-
|-
| [[File:Avionics basic.png|25px]] Direct Guidance || The simplest form of missile guidance system. This avionics package guides the missile in a straight line towards the target that has been acquired by the missile's seeker. || 0
| [[File:Avionics basic.png|25px]] [[munition:avionic-direct|Direct Guidance]] || The simplest form of missile guidance system. This avionics package guides the missile in a straight line towards the target that has been acquired by the missile's seeker. || 0
|-
|-
| [[File:Avionics cruise.png|25px]] Cruise guidance || A more advanced form of missile guidance that is capable of following a complex waypoint path to the target, enabling blind strikes around asteroids and more. || 2
| [[File:Avionics cruise.png|25px]] [[munition:avionic-yub|Cruise guidance]] || A more advanced form of missile guidance that is capable of following a complex waypoint path to the target, enabling blind strikes around asteroids and more. || 2
|}
|}


Line 227: Line 493:
* TARGETING: Secondary seeker will be used to acquire a target if the primary seeker does not find any.
* TARGETING: Secondary seeker will be used to acquire a target if the primary seeker does not find any.
* VALIDATION: Secondary seeker will be used to validate targets. Missile will favor targets validated by both seekers, greatly reducing the effectiveness of enemy decoys.
* VALIDATION: Secondary seeker will be used to validate targets. Missile will favor targets validated by both seekers, greatly reducing the effectiveness of enemy decoys.
* STUN: When dazzled, EO seekers are "Stunned", causing it to remain jammed for 1 second after leaving a dazzler's area of effect.
{| class="wikitable"
{| class="wikitable"
! Seeker
! Seeker
Line 235: Line 502:
! Steerable
! Steerable
! Position Trageting
! Position Trageting
! Support TRPs
! Measures Position
! Measures Position
! Measures Velocity
! Measures Velocity
! Base Cost / Validator Cost
! Base Cost / Validator Cost
|-
|-
| [[File:Seeker command.png|25px]] Command Receiver || COMMS || Fleet || Fleet || Fleet || <span style="color:orange;">'''Fleet'''</span> || <span style="color:red;">'''No'''</span> || <span style="color:red;">'''No'''</span> || <span style="color:green;">'''Yes'''</span> || <span style="color:green;">'''Yes'''</span> || 3.5 / 3
| [[File:Seeker command.png|25px]] [[munition:cmd|Command Receiver]] || COMMS || Fleet || Fleet || Fleet || <span style="color:orange;">'''Fleet'''</span> || <span style="color:red;">'''No'''</span> || <span style="color:green;">'''Yes'''</span> || <span style="color:green;">'''Yes'''</span> || 3.5 / 3
|-
|-
| [[File:Seeker active fixed.png|25px]] Fixed Active Radar Seeker || RADAR || 2000 || 50 || 95 || <span style="color:red;">'''No'''</span> || <span style="color:green;">'''Yes'''</span> || <span style="color:green;">'''Yes'''</span> || <span style="color:green;">'''Yes'''</span> || <span style="color:green;">'''Yes'''</span> || 1 / 0.25
| [[File:Seeker active fixed.png|25px]] [[munition:fact|Fixed Active Radar Seeker]] || RADAR || 2000 || 50 || 95 || <span style="color:red;">'''No'''</span> || <span style="color:green;">'''Yes'''</span> || <span style="color:green;">'''Yes'''</span> || <span style="color:green;">'''Yes'''</span> || 1 / 0.25
|-
|-
| [[File:Seeker active steerable.png|25px]] Steerable Active Radar Seeker || RADAR || 2000 || 40 || 95 || <span style="color:green;">'''Yes'''</span> || <span style="color:green;">'''Yes'''</span> || <span style="color:green;">'''Yes'''</span> || <span style="color:green;">'''Yes'''</span> || <span style="color:green;">'''Yes'''</span> || 1.5 / 0.5
| [[File:Seeker active steerable.png|25px]] [[munition:sact|Steerable Active Radar Seeker]] || RADAR || 2000 || 40 || 95 || <span style="color:green;">'''Yes'''</span> || <span style="color:green;">'''Yes'''</span> || <span style="color:green;">'''Yes'''</span> || <span style="color:green;">'''Yes'''</span> || 1.5 / 0.25
|-
|-
| [[File:Seeker active steerable.png|25px]] Steerable Extended Active Radar Seeker || RADAR || 5000 || 40 || 95 || <span style="color:green;">'''Yes'''</span> || <span style="color:green;">'''Yes'''</span> || <span style="color:green;">'''Yes'''</span> || <span style="color:green;">'''Yes'''</span> || <span style="color:green;">'''Yes'''</span> || 3 / 1
| [[File:Seeker active steerable.png|25px]] [[munition:seact|Steerable Extended Active Radar Seeker]] || RADAR || 5000 || 40 || 95 || <span style="color:green;">'''Yes'''</span> || <span style="color:green;">'''Yes'''</span> || <span style="color:green;">'''Yes'''</span> || <span style="color:green;">'''Yes'''</span> || 3 / 1
|-
|-
| [[File:Seeker semiactive fixed.png|25px]] Fixed Semi-Active Radar Seeker || RADAR || 4000 || 50 || 95 || <span style="color:red;">'''No'''</span> || <span style="color:green;">'''Yes'''</span> || <span style="color:green;">'''Yes'''</span> || <span style="color:red;">'''Direction Only'''</span> || <span style="color:green;">'''Yes'''</span> || 0.5 / 0.5
| [[File:Seeker semiactive fixed.png|25px]] [[munition:sah|Fixed Semi-Active Radar Seeker]] || RADAR || 4000 || 50 || 95 || <span style="color:red;">'''No'''</span> || <span style="color:green;">'''Yes'''</span> || <span style="color:red;">'''Direction Only'''</span> || <span style="color:green;">'''Yes'''</span> || 0.5 / 0.5
|-
|-
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker || PSV RADAR || 3000 || 50 || 93 || <span style="color:red;">'''No'''</span> || <span style="color:green;">'''Yes'''</span> || <span style="color:green;">'''Yes'''</span> || <span style="color:red;">'''Direction Only'''</span> || <span style="color:red;">'''No'''</span> || 2 / 2
| [[File:Seeker arh fixed.png|25px]] [[munition:arad|Fixed Anti-Radiation Seeker]] || PSV RADAR || 3000 || 50 || 93 || <span style="color:red;">'''No'''</span> || <span style="color:green;">'''Yes'''</span> || <span style="color:red;">'''Direction Only'''</span> || <span style="color:red;">'''No'''</span> || 2 / 2
|-
|-
| [[File:Seeker arh fixed.png|25px]] Fixed Anti-Radiation Seeker (Home On Jam) || PSV JAM || &infin; || 50 || 93 || <span style="color:red;">'''No'''</span> || <span style="color:green;">'''Yes'''</span> || <span style="color:green;">'''Yes'''</span> || <span style="color:red;">'''Direction Only'''</span> || <span style="color:red;">'''No'''</span> || 0.5 / 0.5
| [[File:Seeker arh fixed.png|25px]] [[munition:hoj|Fixed Anti-Radiation Seeker (Home On Jam) ]]|| PSV JAM || &infin; || 50 || 93 || <span style="color:red;">'''No'''</span> || <span style="color:green;">'''Yes'''</span> || <span style="color:red;">'''Direction Only'''</span> || <span style="color:red;">'''No'''</span> || 0.5 / 0.5
|-
|-
| [[File:Seeker eo.png|25px]] Electro-Optical Seeker || EO || 3000 || 60 || 100 || <span style="color:green;">'''Yes'''</span> || <span style="color:green;">'''Yes'''</span> || <span style="color:green;">'''Yes'''</span> || <span style="color:green;">'''Yes'''</span> || <span style="color:red;">'''No'''</span> || 8 / 5
| [[File:Seeker arh fixed.png|25px]] [[munition:parad|Fixed Anti-Radiation Seeker (Pulsed Radar)]] || PSV PULSED || 3000 || 50 || 93 || <span style="color:red;">'''No'''</span> || <span style="color:green;">'''Yes'''</span> || <span style="color:red;">'''Direction Only'''</span> || <span style="color:red;">'''No'''</span> || 2.50 / 2.50
|-
|-
| [[File:Seeker wake.png|25px]] Wake-Homing Seeker || WAKE || 1500 || 120 || 100 || <span style="color:green;">'''Yes'''</span> || <span style="color:green;">'''Yes'''</span> || <span style="color:green;">'''Yes'''</span> || <span style="color:red;">'''Direction Only'''</span> || <span style="color:red;">'''No'''</span> || 0.25 / 0.5
| [[File:Seeker eo.png|25px]] [[munition:eo|Electro-Optical Seeker]] [[File:Alliance Roundel.png|25px]] || EO (ANS only) || 3000 || 60 || 100 || <span style="color:green;">'''Yes'''</span> || <span style="color:green;">'''Yes'''</span> || <span style="color:green;">'''Yes'''</span> || <span style="color:red;">'''No'''</span> || 8 / 5
|-
| [[File:Seeker wake.png|25px]] [[munition:wake|Wake-Homing Seeker]] || WAKE || 1500 || 120 || 100 || <span style="color:green;">'''Yes'''</span> || <span style="color:green;">'''Yes'''</span> || <span style="color:red;">'''Direction Only'''</span> || <span style="color:red;">'''No'''</span> || 0.25 / 0.5
|-
| [[File:Seeker wake.png|25px]] [[munition:therm|Wake-Homing Seeker (THERM)]] [[File:OSP Roundel.png|25px]] || THERM (OSP only) || 1500 || 120 || 100 || <span style="color:green;">'''Yes'''</span> || <span style="color:green;">'''Yes'''</span> || <span style="color:red;">'''Direction Only'''</span> || <span style="color:red;">'''No'''</span> || 0.25 / 3
|}
|}


Line 266: Line 536:
! Base Cost (pts)
! Base Cost (pts)
|-
|-
| [[File:Support coldgas.png|25px]] Cold Gas Bottle || <span style="color:green;">'''+150%'''</span> Boost-Phase Strafe<br><span style="color:green;">'''+100%'''</span> Boost-Phase Turn Rate || 1
| [[File:Support coldgas.png|25px]] [[munition:cgb|Cold Gas Bottle]] || <span style="color:green;">'''+150%'''</span> Boost-Phase Strafe<br><span style="color:green;">'''+100%'''</span> Boost-Phase Turn Rate || 1
|-
|-
| [[File:Support decoys.png|25px]] Decoy Launcher || <span style="color:green;">'''+3'''</span> Decoys Fired || 12
| [[File:Support decoys.png|25px]] [[munition:dl|Decoy Launcher]] || <span style="color:green;">'''+3'''</span> Decoys Fired || 12
|-
|-
| [[File:Support decoys cluster.png|25px]] Cluster Decoy Launcher || <span style="color:green;">'''+6'''</span> Decoys Fired || 30
| [[File:Support decoys cluster.png|25px]] [[munition:cdl|Cluster Decoy Launcher]] || <span style="color:green;">'''+6'''</span> Decoys Fired || 30
|-
|-
| [[File:Support fastboot.png|25px]] Fast Startup Module || <span style="color:green;">'''-66%'''</span> Programming Time<br><span style="color:red;">'''_20%'''</span> Failure Rate || 3
| [[File:Support fastboot.png|25px]] [[munition:fsb|Fast Startup Module]] || <span style="color:green;">'''-66%'''</span> Programming Time<br><span style="color:red;">'''+20%'''</span> Failure Rate || 3
|-
|-
| [[File:Support armor.png|25px]] Hardened Skin || <span style="color:green;">'''+20'''</span> Body Integrity || 5
| [[File:Support armor.png|25px]] [[munition:hs|Hardened Skin]] || <span style="color:green;">'''+20'''</span> Body Integrity || 5
|-
|-
| [[File:Support stealth.png|25px]] Radar Absorbent Coating || <span style="color:green;">'''-40%'''</span> Radar Signature Bonus || 4
| [[File:Support stealth.png|25px]] [[munition:rac|Radar Absorbent Coating]] || <span style="color:green;">'''-40%'''</span> Radar Signature Bonus || 4
|-
|-
| [[File:Support jammer.png|25px]] Self-Screening Jammer || <span style="color:green;">'''RADAR'''</span> - range: 1000 m; radiated power: 0.5 kW; gain: 2 dB || 5
| [[File:Support jammer.png|25px]] [[munition:ssj|Self-Screening Jammer]] || <span style="color:green;">'''RADAR'''</span> - range: 2500m; radiated power: 5 kW; gain: 2 dB || 5
|-
|-
| [[File:Support jammer.png|25px]] Boosted Self-Screening Jammer || <span style="color:green;">'''RADAR'''</span> - range: 4000 m; radiated power: 0.5 kW; gain: 4 dB; beam width: 10 deg || 10
| [[File:Support jammer.png|25px]] [[munition:bssj|Boosted Self-Screening Jammer]] || <span style="color:green;">'''RADAR'''</span> - range: 5000m; radiated power: 5 kW; gain: 4 dB; beam width: 10 deg || 10
|}
|}


Line 286: Line 556:
There are certain types of ammunition that could be loaded into launchers and operate just like missiles, but cannot be modified.
There are certain types of ammunition that could be loaded into launchers and operate just like missiles, but cannot be modified.


=== Mines ===
=== Mines [[File:OSP Roundel.png|25px]] ===
Mines are loitering traps that can be deployed to destroy passing ships and delay enemy movement
Mines are loitering traps that can be deployed to destroy passing ships and delay enemy movement


Upon deployment, mines will move up to 500m away. They take 90 seconds to arm, and are triggered by a magnetic detector. A non-friendly ship that comes within 2km will trigger the mine. Notably, the mine identifies friendly ships via Comms signal. If the comms signal is disrupted (''e.g.'' manually turning off comms, antenna destroyed from battle damage, mine jammed by comms jammer<ref>Mine comms are simillar to CMD and do not check for same jammer cone</ref>) the mine will not be able to identify the friendly ship and will trigger on it.
Upon deployment, mines will move up to 500m away. They take 90 seconds to arm, and are triggered by a magnetic detector with an activation range of 2000m. A non-friendly ship that comes within 2km will trigger the mine. Notably, the mine identifies friendly ships via Comms signal. If the comms signal is disrupted (''e.g.'' manually turning off comms, antenna destroyed from battle damage, mine jammed by comms jammer<ref>Mine comms are similar to CMD but do not check for same jammer cone</ref>) the mine will not be able to identify the friendly ship and will trigger on it. All mines have a wall thickness of 0.2, with a body integrity of 50, and are classified as size 3.


Unlike other missiles, the seeker on mines will not differentiate between friendly or hostile shops, even with comms on. A mine tripped by an enemy ship that then misses can then seek onto a friendly ship and hit it. In this case, friendly PD will not fire on the incoming mine.
Unlike other missiles, the seeker on mines will not differentiate between friendly or hostile shops, even with comms on. A mine tripped by an enemy ship that then misses can then seek onto a friendly ship and hit it. In this case, friendly PD will not fire on the incoming mine.


Mines use an HEI payload, but with 100 damage fragments rather than 50 damage fragments
Mines use an HEI payload, but with 100 damage fragments rather than 50 damage fragments, allowing it to destroy components much more easily on ships with a [[Component Damage|high damage resistance and damage threshold]] statistic.


Mines have 40 hp, 2.0cm wall thickness
{| class="wikitable"
! Mine Body
! Range (m)
! Cruise Speed (m/s)
! width=1% | Cost (pts)
! Networked
|-
| [[munition:m-30-mattoc|M-30 'Mattock' Mine]] || 3750 || 250 || 5 || <span style="color:red;">'''No'''</span>
|-
| [[munition:m-30-n-coop|M-30-N 'Mattock' Cooperative Mine]] || 3750 || 250 || 6 || <span style="color:green;">'''Yes'''</span>
|-
| [[munition:m-50-auger-sprint|M-30 'Auger' Sprint Mine]] || 3750 || 700 || 10 || <span style="color:red;">'''No'''</span>
|}


There are currently 3 types of mines in game, they are:
Mines can be deployed from the [[component:ml-9-mine-launcher|'''ML-9 'Mine' Launcher''']].
* [[munition:m-30-mattock-mine | M-30 Mattock Mine]]
* [[munition:m-30-n-mattock-cooperative-mine | M-30-N Mattock Cooperative Mine]]
* [[munition:m-50-auger-sprint-mine | M-50 Auger Sprint Mine]]


Mines can be deployed from a mine container; this container behaves similarly to a cruise missile but instead releases its payload at the end of the cruise path, distributing mines within a 2km sphere. The mine container itself has 50 and does not drop mines if it is prematurely destroyed.
=== Bombs ===
Bombs are an unguided dumb munition meant to either finish or disable ships. Mainly used by spacecraft such as fighters and bombers as finisher weapons, they utilize their high damage fragments similar to mines to break components with a high [[Component Damage|high damage resistance and damage threshold]]. Bombs have fratricide, meaning they detonate when destroyed, chain-reacting with other bombs in the radius. Despite being in the bomb category, FBU-15 behaves like a rocket.


=== Rockets ===
{| class="wikitable"
Rockets are unguided missiles. They are not perfectly accurate and will slightly drift off course over time
! Bomb Body
! Size
! Range (m)
! Cruise Speed (m/s)
! Wall Thickness (m/s)
! Body Integrity (m/s)
! Component Damage (Hp)
! Damage per Ray (Hp)
! Armor Penetration (cm)
! Cost (pts)
! Ability
! Faction
|-
| [[File:FBU-15.png|25px]] [[component:fbu|FBU-15 Fragmentation Bomb]] [[File:Alliance Roundel.png|25px]] || 1 || 3999 || 300 || 0.075 || 25 || 700 || 20 || 15 || 1 per 3 units || <span style="color:green;"> '''Yes''' </span>; Boosted bomb with Fragmentation effect similar to HE-RPF || [[File:Alliance Roundel.png|25px]]
|-
| [[File:KBU-15.png|25px]] [[component:kbu1|KBU-15 Bomb]] || 1 || 2000 || 200 || 0.075 || 25 || 500 || 75 || 40 || 1 || <span style="color:red;">'''No'''</span> || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]
|-
| [[File:KBU-22.png|25px]] [[component:kbu2|KBU-22 Bomb]] || 2 || 2000 || 200 || 0.1 || 40 || 2500 || 100  || 60 || 2 || <span style="color:red;">'''No'''</span> || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]
|-
| [[File:CBU-40.png|25px]] [[component:cbu|CBU-40 Cluster Bomb]] || 3 || 2250 || 200 || 0.5 || 100 || 500 per submunition || 75 per subminition || 40 per submunition || 5 || <span style="color:green;">'''Yes'''</span>; Releases 10 RBU-15 Boosted Bomblets || [[File:Alliance Roundel.png|25px]][[File:OSP Roundel.png|25px]]
|}


R-2 rockets have 8 health and 1.5cm wall thickness
=== Rockets [[File:OSP Roundel.png|25px]] ===
Rockets are unguided missiles. They are not perfectly accurate and will slightly drift off course over time. Rockets are used exclusively by OSP.


=== Decoy Containers ===
{| class="wikitable"
* [[munition:cm-4d1-decoy-container-clipper | CM-4D1 Decoy Container Clipper]]
! Rocket Body
* [[munition:cm-4d2-decoy-container-line-ship | CM-4D2 Decoy Container Line Ship]]
! Size
! Body Integrity
! Wall Thickness
! Range (m)
! Speed (m/s)
! Armor Penetration (cm)
! Component Damage (Hp)
! Cost (pts)
|-
| [[File:R-1_perch.png|25px]] [[component:r-1|R-1 'Perch' Rocket]] || 1 || 4 || 0.15 || 2975 || 350 || 15 || 300 || 1 per 6 units
|-
| [[File:R-2_pirhana.png|25px]] [[component:r-2|R-2 'Piranha' Rocket]] || 2 || 8 || 0.18 || 7000 || 350 || 38 || 850 || 2
|-
| [[File:R-3_spearfish.png|25px]] [[component:r-3|R-3 'Spearfish' Rocket]] || 3 || 4 || 0.15 || 6000 || 300 || 60 || 1500 || 3
|}
 
=== Decoy Containers [[File:OSP Roundel.png|25px]] ===
{| class="wikitable"
! Decoy Body
! Range (m)
! Speed (m/s)
! Signatures
! Cost (pts)
|-
| [[component:clipper-decoy-container|CM-4D1 Decoy Container (Clipper)]] || 12528 || 54 || RADAR; PSV RADAR || 4
|-
| [[component:liner-decoy-container|CM-4D1 Decoy Container (Line Ship)]] || 10080 || 24 || RADAR; PSV RADAR || 6
|}
Decoy containers appear as a ship, similar to the effects of a masquerade. These missiles are given a randomly generated name and take fleet prefixes friendly ships when being identified by enemy intelligence. These containers also emit radar signals that appear similar to a search radar which will show up on ELINT and attract ARAD seekers.


Decoy containers are destroyed in exactly three hits, regardless of if the damage source is RPF or torpedo hits. These missiles are given a randomly generated name and take fleet prefixes friendly ships when being identified by enemy intelligence. For ship launched decoys designed to fool seekers, please refer to [[Electronic_Warfare#Soft_Kill_Decoys | Soft Kill Decoys]].
Decoy containers have 150hp, 2.0cm wall thickness, and unlike most other missiles, decoy containers can be hit and damaged by all weapons and projectiles.<ref>Oddly, damage types that emit multiple rays (HEI, frac blocks, HE-SH) will only hit decoy containers with one ray, which results in strange behavior such as HEI always dealing 50 damage per hit regardless of warhead size, or fracturing blocks taking ten hits to destroy decoy containers. Decoy containers will also be hit by RPF fragments, unlike every other missile.</ref>


== Trivia ==
== Trivia ==
Line 320: Line 649:
== External Links ==
== External Links ==
* [https://rocketpuppy.github.io/Nebulous-Fleet-Command-Minmax-Tool/missile-engine-tuner.html Puppy's online missile engine tuner]
* [https://rocketpuppy.github.io/Nebulous-Fleet-Command-Minmax-Tool/missile-engine-tuner.html Puppy's online missile engine tuner]
* [https://www.desmos.com/calculator/2w72bqixck Marion's Neb Missile Range Isoline Calculator]
* [https://www.desmos.com/calculator/aiqqjgavfq TTGI Calculator]
* [https://www.desmos.com/calculator/nmjqnuqgtf Salvo Leapfrog Calculator]


== Notes ==
== Notes ==
<references />
<references />

Latest revision as of 06:08, 13 September 2026

Missiles & Munitions

Missiles and Munitions comprise the physical weapons fired and thrown around from both factions. From dedicated anti-ship missiles and Anti-Missile Missiles, to capital-grade shells and energy projectiles. Each faction has their own specific ammo types, but a lot of ammo types and calibres are shared between both.

Munitions

Munitions comprise mainly of unguided shells with a specific calibre attributed to them. Unlike their missile counterparts, these weapons are unable to be decoyed or shot down, and have hardset statistics like speed and range.

Some, but not all, craft can share munitions with ships, although this is limited to only a few calibres.

Ballistic

Ballistic munitions make up the bulk of all ammo types found in the game, from 100mm grapeshot shells to 600mm HESH rounds, all of these shells serve to destroy and harm ships in some capacity.

Many of the ability sections are summaries of how the shell preforms in-game, for more detailed descriptions reference the component damage page.

Guidelines

Ammo selection for a given targets can be accomplished visually in several steps

  • Start by shooting with AP
  • If you’re shooting AP, and your shells punch out the back of the target, switch to HE.
  • If you’re shooting HE, and you see showers of sparks for ricochets, switch to AP.
  • If you’re firing at a small target, fire RPF/Bombshell/Grape until it stops evading, then HE to destroy

Key: X -> Y = “shoot X to damage, then finish with Y”
X or Y = “use X, but Y has situational uses”. Lack of bolding indicates either works
X :-( = “your best option, but alas, it won’t do much”

Ammo Selection Chart
OSP firing at... 100mm 250mm 450mm 600mm
FFL Sprinter Grape -> HE Bomb -> HE HE Bomb or HESH
FF Raines HE Bomb -> HE HE Bomb or HESH
DD Keystone HE or AP HE HE Bomb -> HESH
CL Vauxhall (bow) AP AP HE Bomb -> HESH
CL Vauxhall (side) AP HE HE Bomb -> HESH
CVE Levy HE Bomb -> HE HE Bomb or HESH
CH Axford (bow) AP AP AP HESH
CH Axford (side) AP AP or HE HE HESH
BB Solomon (bow) AP :-( AP AP HESH
BB Solomon (side) AP :-( AP HE HESH
Any plasma'd target HE-HC Bomb -> HE HE Bomb or HESH


Ammo Selection Chart
ANS firing at... 120mm 250mm 450mm
Shuttle/Ferryman RPF-> HE RPF -> HE HE
Tug/Draugr RPF -> HE RPF -> HE HE
MN Flathead (angle) AP HE AP
MN Flathead (flat) AP AP HE -> AP
CVL Journeyman HE HE HE
CC Ocello (bow) AP AP AP
CC Ocello (flat) AP HE HE
LN Marauder (bow) AP or HE HE or AP HE or AP
LN Marauder (flat) HE or AP HE HE
CLN Moorline HE or AP HE HE

100mm

Shell classification Shell type Role Damage (Hp) Range (m) Speed (m/s) Penetration (cm) Armor strip radius (m) Cost (pts per X amount) Ability
100mm AP Shell Ballistic/Chemical Offensive 25 7200 900 45 0.4 1/250 None
100mm Grape Ballistic/Canister Dual-Purpose 25 7997 1100 16 0.4 1/250 12.5m Pellet Spread Radius; Increased crit chance and crew damage (500%)
100mm HE-HC Shell Ballistic/Chemical Offensive 70 7200 900 8 0.4 1/250 None
100mm HE Shell Ballistic/Chemical Offensive 45 7200 900 30 0.4 1/250 None

120mm

Shell classification Shell type Role Damage (Hp) Range (m) Speed (m/s) Penetration (cm) Armor strip radius (m) Cost (pts per X amount) Ability
120mm AP Shell Ballistic/Chemical Offensive 30 7200 800 45 0.4 1/100 None
120mm HE-RPF Shell Ballistic/Chemical Dual-Purpose 64/8 7200 800 30 0.2 1/100 Once a target has been detected within a 37.5 meter zone infront of the shell (???), 8 fragments with 8 Hp worth of damage is sent towards the direction of the ship.
120mm HE Shell Ballistic/Chemical Offensive 50 7200 800 30 0.4 1/100 None

250mm

Shell classification Shell type Role Damage (Hp) Range (m) Speed (m/s) Penetration (cm) Armor strip radius (m) Cost (pts per X amount) Ability
250mm AP Shell Ballistic/Chemical Offensive 70 8000 800 60 0.8 1/50 None
250mm HE-RPF Shell Ballistic/Chemical Dual-Purpose 128/8 8000 800 20 0.3 1/50 Once a target has been detected within a 45 meter zone infront of the shell (???), 8 fragments with 16 Hp worth of damage is sent towards the direction of the ship.
250mm HE Shell Ballistic/Chemical Offensive 80 8000 800 40 0.8 1/50 None
250mm Bombshell Ballistic/Chemical/Timed Dual-Purpose 96 per target/6 8000 800 22 0.5 1/50 For every target in a 500 meter bubble around the shells activation range, 6 fragments will be launched at each target each with 16 Hp of damage per target.

450mm

Shell classification Shell type Role Damage (Hp) Range (m) Speed (m/s) Penetration (cm) Armor strip radius (m) Cost ( pts per X amount) Ability
450mm AP Shell Ballistic/Chemical Offensive 100 11240 800 120 1.25 1/25 None
450mm HE Shell Ballistic/Chemical Offensive 150 11240 800 65 1.25 1/25 None

600mm

Shell classification Shell type Role Damage (Hp) Range (m) Speed (m/s) Penetration (cm) Armor strip radius (m) Cost (pts per X amount) Ability
600mm Bomb Shell Ballistic/Chemical Offensive 480 per target/12 9800 700 40 0.5 1/25 For every target in a 500 meter bubble around the shells activation range, 12 fragments will be launched at each target each with 40 Hp of damage per target.
600mm HE-SH Shell Ballistic/Chemical Offensive 420/7 9800 700 85 1.75 1/25 Damage model similar to HEI missile warheads with 7x 60hp damage rays; Ignores armor angling.

Energy Weapons (350mm / 400mm / 500mm)

Shell classification Shell type Role Damage (Hp) Range (m) Speed (m/s) Penetration (cm) Armor strip radius (m) Cost (pts per X amount) Ability
300mm AP Rail Sabot Ballistic/Magnetic Offensive 80 21000 2000 200 1 1/25 Crit chance of 10000%, specializes in creating fires and critical debuffs in a ship.
400mm Plasma Ampoule Ballistic/Magnetic Offensive 60 7800 600 60 10 1/25 Armor strip falls off with range.
500mm Fracturing Block Ballistic/Magnetic Offensive 300/20 21000 2000 120 1.5 1/25 Damage model similar to HEI missile warheads with 20x 15hp damage rays.

Point Defense

These munitions are specifically made for defensive work, to destroy targets such as craft, missiles, and some light ships.

Shell classification Shell type Damage (Hp) Range (m) Speed (m/s) Penetration (cm) Cost (pts per X amount) Ability
15mm Sandshot Ballistic/Magnetic 75 8000 2500 0.275 1/50 Pellet Spread Radius: 7.5m
20mm Slug Ballistic/Chemical 15 1750 700 0.3 1/2000 None
35mm Slug Ballistic/Chemical 15 1750 700 4 1/1000 Duel-Purpose craft shell.
35mm Flechette Ballistic/Chemical 15 1750 700 0.1 1/250 Pellet Spread Radius of 3.3m.
50mm Flak Shell Ballistic/Chemical/Timed 15 2002 650 0.176 1/75 None

Missiles

The missile designer

Missiles are the most powerful weapons a ship can carry but they have limited ammunition, can be shot down and fire slower than other weapons. The number of missiles that can be prepared to fire at the same time depends on the ship's missile programming channels.

Missile Mechanics

Targeting

Target Selection Cycle

Most seekers choose targets with a lottery. Every 0.5 seconds, the seeker sweeps its cone for targets and adds them to a list. Note that this list is not stored between search cycles, the only thing the missile remembers is the "current target".

  • Each target is given an initial score based on its power, how strong the signal is. All powers fall off with distance, so closer targets are usually scored higher initially.
    • ACT and SARH power is based on the radar return power density. Also, targets further from the center of the missile's view are scored lower, down to 50% at the edge. ACT power is based on the distance from the missile to the target while SARH is based on the distance from the illuminator to the target.
    • For the EO seeker, ship size does not matter; ships give off the same "optical" power, modified only by their distance to the seeker.
  • If the missile has an active validator, the validator checks each target and marks it as valid or invalid (this is not saved between seeker cycles for validators other than [ARAD], which has a 30 second memory)
    • If the missile has multiple validators, every validator will check each target.[1]
    • If the seeker is set to accept unvalidated, and at least one target is valid, then every invalid is removed from the list. If no targets are valid, then the validator is ignored.
    • If the seeker is set to reject unvalidated, invalid targets are always ignored.
  • The scores of the targets are then modified based on a few factors
    • If the missile has a current target, and that target appears in the list again, then:
      • If the time to impact is less than the seeker's lock Target TTGI[2] stat (3.0 seconds for most vanilla seekers, 2.5s for ACT seekers, 2.0s for WAKE variants), the seeker is guaranteed to choose this target again.
      • Otherwise, its score is multiplied by the Target Affinity stat of the seeker (10x for most seekers, 3x for WAKE variants).
    • If the seeker is EO, and it was fired at a track with intel, all targets matching the same ship class have their scores multiplied by 250.
  • Select a random target weighted by the scores of the targets remaining in the list.

CMD seekers do not undergo this process as their only target is the track they were fired on.

If the seeker is under jamming, the target's return power has to exceed the combined jamming power felt by the seeker to detect the target and add it to the lottery. Note that this is slightly different from the search radar calculations, as the combined jamming power is compared directly without converting it to noise first. As a result, missile seekers are not affected by ambient noise at all.

If the seeker is jammed and cannot see any targets, it will follow a fake target, therefore causing the missile to veer off target. This fake target is placed 1km away from the missile, at a random point up to 4 degrees off the nose with a velocity of 10m/s in a random direction, and changes once every second. Equipping the missile with any validator and setting the seeker to reject unvalidated will push the fake target out to 50km, preventing premature staging if the seeker can detect range.

Validation

Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake. Comparison of dual-seeker and seeker-validator behavior. Diagram by smolcake.

All seekers can be set to validation mode. When a seeker is operating in Validation mode, it does NOT provide its original function. Instead, it validates target tracks spotted by the targeting seekers, and tags them valid or invalid.

The validator checks every track spotted by the targeting seekers, ignoring the validator's default range and seeker cone. These targets are tagged valid if the validator can also see it, and tagged invalid otherwise. Validators otherwise spot targets in the same way as if it was a targeting seeker.

Validator reliability is the chance that the validator will provide accurate info. The seeker rolls its validator chance once on launch. If the check fails, the validator will always be wrong (eg, an invalid target will be tagged valid, and a valid target will be tagged invalid).

Validators can negate some secondary effects of jamming when paired with a targeting seeker set to reject unvalidated (assuming the validator itself is not jammed). The seeker will not follow the fake targets produced by jamming (unless the validator is also affected or attracted to the jamming source), and seekers will not stage early due to jamming (unless the seeker cannot detect distance, as the staging prevention comes from pushing the fake target from 1km to 50km). Both of these effects are not affected by validator reliability. Note that validators otherwise do not improve the seeker's ability to acquire targets through jamming; the targeting seeker will spot targets at the same range regardless if it has a validator or not.

Validators will apply to all targeting seekers in the missile, even if the targeting seeker is placed behind the validator.

Backup Seeker

Seekers in targeting mode placed in slots behind other seekers will function as backup seekers. They will only activate if the seekers ahead of them do not see a target. If a seeker has an active backup behind it, it can automatically turn itself off in the event of jamming, preventing early staging and following fake targets, and allowing the backup seeker to take over. However, note that the backup itself will not turn itself off when jammed, even if the primary has a clear view; the backup will only turn off if the primary finds a target or the backup also has another backup.

Backups will also utilize any existing validators, regardless of position.

Launching Missiles

Missiles may be launched in one of two modes which behave differently based on the avionics/guidance package of the missile

Track mode (TRK)

Firing missiles in track mode is accomplished by right clicking an enemy track and selecting the weapon from the list. This will create a red firing vector and the volley confirmation window. When moused over a track you will see the number of missiles to be fired, the volley count, the distance to target, and the estimated intercept time. ALT will add missiles to the volley one at a time while SHIFT+ALT will add one volley worth of missiles (based on the firing ships missile programming channel count). Right click will remove missiles one at a time and escape cancels the firing selector entirely. Note that while Track mode automatically assigns one missile to the original track, subsequent missiles can be assigned to other tracks. Track mode is useful for quickly getting missiles launched but care should be used both to confirm the correct target and to ensure that the target will not move beyond the seeker cones range by the time the missiles near the target.

Missiles fired in track mode will try to plot an intercept using the reported position and velocity from the sensor network unless the track is moving toward the shooter (within a 30 deg margin), where they will then default to shooting straight at the target instead.

Cruise missiles fired in track mode can also make use of TRP waypoints while in the mode. TRP waypoints are selected with CTRL while in track fire mode and can be used to route cruise missiles around obstacles or to put them on advantageous strike angles.

Position mode (POS)

To position fire a missile right click on open space and select the weapon from the list. This will pull up the sphere widget and and show a red cone representing the missiles primary seeker detection cone. Unlike track fire mode every missile fired in position mode must be individually vectored (Volley size and time to the position are also available in the tooltip). Although more cumbersome than track firing there are number of advantages to position firing even for direct guidance missiles. It's possible to create a "spread fire" pattern with volleys of missiles if the whereabouts of the target are not certain. Also, if the target is moving quickly position fire can be used to lead the target based on its predicted path. Keep in mind unlike track fire mode the final left click confirmation while in position fire mode will add one additional missile to the volley fired.

  • Direct missiles fired in position mode will proceed straight on course with seeker active. Care should be used in the sphere tool because if a small sphere is used (adjustable with CTRL), even a few pixels distance between each missile vector will result in a large spread at distance. Note that the seeker will be active as soon as the missiles launch.
  • Cruise missiles fired in position mode receive a unique ability. While in position fire mode holding SHIFT and left clicking will create a waypoint for the missiles and move the sphere tool to the location selected. From there a further waypoints can be created. Using this method it is possible to create incredibly complex flight paths for cruise missiles which dodge or even curve behind obstacles. Once the final waypoint is chosen, individual or multiple missiles can be fired using the sphere tool. If multiple missiles are fired in a volley they will travel together to the final waypoint, then follow their individual vectors from there. Care should be used when creating cruise waypoints as the missile seekers are only activated upon reaching the final position from the final waypoint. It is possible to fly inactive cruise missiles directly past enemy fleets exposing them to PD fire.

If the target is too close to the launcher, a "too close" warning will be shown. This warning does not prevent firing or otherwise affect the missile. The specific range where the warning is shown depends on the seeker, (1000m for most seekers, 500m for Wake). A missile with multiple seekers will use the longest "too close distance" for the warning.

Programming

Missile launches out of VLS tubes are affected by Programming Time and Programming Channels.

Each ship has a default number of programming channels available, which can be increased with Bus/Bus Array modules. No matter how many missile launchers are on the ship, only a set number of missiles up to the number of channels can be programmed at one time. If you queue more missiles to launch than there are channels available the remaining missiles are queued to program after the first salvo fires.

Programming time is the amount of time it takes to program the channels. Programming time can be reduced by the strike planning center, the missile parallel interface module, or by the Fast Startup missile support module.

Mixed Salvos

Ships with VLS can create and fire mixed salvos of missiles by pressing the "+" icon next to the missile in the weapon menu. Mixed salvos will remain in the weapon menu for reuse until a new mixed salvo is created. When creating mixed salvos for formations, the missile has to be present on every ship in the formation in order to add it into the mixed salvo.

MLS Launcher

MLS launchers use an autoloader system, enabling each launcher to fire a certain amount of missiles on demand without using channels or programming time. However, MLS launchers require a lengthy reload once it runs out of missiles or when changing missile type.

MLS launchers are not affected by programming channels or programming time, but ammunition elevators will speed up its reload time.

MLS will not fire defensive missiles automatically.

Defensive Missiles

Also known as anti-missile missiles, or AMMs. Missiles set to "defensive" in their avionics and placed in VLS tubes will be fired by the ship for point defense.

When fired automatically, AMMs have no programming time (only limited by the time it takes to open the tubes), and their seekers are automatically set to only detect small targets and will not lock onto ships.

Multiple ships with AMMs and comms on will communicate with each other to "deconflict" AMM launches, which means only one of them will fire a salvo against incoming missiles rather than all of them firing individual salvos. Note that this will only work if the ship has full communication with the rest of the team, if comms are cut (by combat damage, comms jamming, or intentional emcon), then the ship will not participate in deconfliction and will fire AMMs at all applicable targets

Defensive Targeting Doctrine

Doctrine decides how defensive missiles are fired against incoming missiles. These settings can be overridden by the Point Defense Missile Setting if Fire Mode is switched away from DCTRN/D.

Threat Size

Threat size controls which missile threats the AMM will automatically launch against. Size 1, 2, and/or 3 can be toggled on or off. There is an additional switch which allows the missile to target all missiles (ALL), conventional missiles only (CONV),hybrid missiles only (HYBRID), and spacecraft (CRAFT). The threat types of some special missiles are listed below.

  • SDM-1: Size 1 conventional
  • SDM-2: Size 2 Conventional
  • SGM-H-2: Size 2 Hybrid
  • SGM-H-3: Size 3 Hybrid
  • SGM-3: Size 3 Hybrid
  • Containers: Size 3 conventional
  • R-2 Rockets: Size 2 conventional
  • Mines: Size 3 conventional
  • Fighters: Size 2 spacecraft
  • Bombers: Size 3 spacecraft
  • SEWAC / Skiff / Scout: Size 1 spacecraft

Alternatively, a more in-depth matrix targeting system can be used. This presents all of the same information above but allows for more defined behavior; for instance a missile can be targeted towards specific types of craft and missiles. Missiles using this matrix system, even if the information in it is otherwise identical to the above system, is easier for the game to read and allows for more reliable use of multiple types of defensive missiles on the same ship.

Size Ordering

The size ordering setting has three modes.

  • DESCEND: The missile will be fired at the largest valid threat size first before firing against smaller threats.
  • ASCEND: The missile will be fired at the smallest valid threat size first before firing against larger threats.
  • EQUAL: The missile launch sequence will be unaffected by threat size so long as it is the correct size.
Salvo Size

The salvo size setting controls whether 1, 2 or 3 AMMs will be fired at a threat.

Distance Priority
  • NEAR-TO-FAR: The missile will be fired at the closest threats first before firing against further threats.
  • FAR-TO-NEAR: The missile will be fired at the furthest threats first before firing against closer threats.

Point Defense Missile Setting

The Point Defense Missile Settings (PDMSL) are settings which control the behaviour of ships' and formations' AMMs and can override the AMMs' defensive targeting doctrines. The default values for these settings can be changed in the Settings screen off the Main Menu. These settings are abbreviated when displayed in the ship's control console (e.g. Fire Mode DCTRN / Fire Policy 1 Salvo / Salvo Size 1 / Last Salvo Yes will be displayed as D 1 1 Y).

Firing Mode

The fire mode controls the logic that governs automatic launching of AMMs.

  • DCTRN (D): The AMMs will launch automatically according to their defensive targeting doctrine.
  • ALL (A): The AMMs will be indiscriminately launched against all nearby threats.
  • MAN (M): AMMs will only launch against prioritized threats (ones the player has 'Z'+clicked on).
Fire Policy

The fire policy controls the number of salvoes launched against a threat (not including last salvo).

  • 1 Salvo (1): One salvo will be launched.
  • 2 Salvo (2): Two salvoes will be launched.
  • MAX DOF (M): Follow-up salvoes will be launched after the previous salvo's India time (time to intercept) has elapsed until the threat is destroyed.
Salvo Size

Salvo size controls the number of AMMs launched in a single salvo against a threat.

  • 1 (1): One AMM will be fired pre salvo.
  • 2 (2): Two AMMs will be fired per salvo.
  • 3 (3): Three AMMs will be fired per salvo.
  • DCTRN (D): The AMMs' salvo size setting will be followed.
Last Salvo

Last salvo controls whether or not a final salvo of missiles will be fired at the last possible moment regardless of fire policy or if other AMMs are in flight.

  • YES (Y): A last salvo will be fired.
  • NO (N): A last salvo will not be fired.

This setting appears to have been removed in favor of the NEZ setting in the carriers update

Missile Construction

Missiles can be designed and colored in the fleet editor. If a design is deleted it will be removed from all missile launchers in the fleet.

Selecting a missile's engine will show the engine configuration triangle, allowing the engine to be focused on Top Speed, Maneuverability or Turn Rate.

Note that some of the missile body stats are exaggerated, specifically engine tunings like max speed. While it is possible to make a 15km range sdm-1, you will most likely be on the lower end or middle of the spectrum of range. These statistics where made with EXTREME values. The missile body cost has engine cost considered as well, as while the SGM-H-200 Cyclone has a missile body cost of 3, the actual minimum cost is closer to 5 with no components added.

Missile Body Size Integrity Wall Thickness Socket Weight Programming Time (s) Components Main Speed (m/s) Thruster Speed (m/s) Range (m) Acceleration (G) Top Speed (s) Turn Rate (G) Radar Cross Section (Front / Side) Cost (Rounded, Minimum) (pts) Faction
SGM-100 Balestra Missile 1 10 0.05 0.33x 6 3 250-400 40-50 1458-11911 35.7-76.5 0.3-1.1 3.9-13.3 156m2 / 400m2 1
SDM-100 Lunge Missile 1 10 0.05 0.33x 6 3 650-850 Boost
250-400 Main
30-40 Boost
40-50 Main
1844-3795 Boost
958-11911 Main
153.1-204.1 Boost
3.9-13.3 Main
0.3-0.6 Boost
0.3-1.1 Main
6.5-17.5 Boost
3.9-13.3 Main
156m2 / 400m2 1
SSM-100 Remise Missile 1 10 0.05 0.33x 6 4 250-400 40-50 1458-11911 35.7-76.5 0.3-1.1 35.7-76.5 156m2 / 400m2 1
SGM-200 Tempest Missile 2 30 0.05 1x 8 4 150-350 30-40 2826-32284 14.3-30.6 0.5-2.5 1.5-5.3 625m2 / 950m2 2
SDM-200 Typhoon Missile 2 25 0.05 1.25x 10 4 650-850 Boost
225-150 Main
30-40 Boost
150-225 Main
4936-8098 Boost
1165-7130 Main
61.2-81.6 Boost
16.3-32.7 Main
1.4-0.8 Boost
1.4-0.5 Main
4.4-12.8 Boost
2.8-8.2 Main
625m2 / 950m2 2
SGM-300 Flail 3 60 0.05 1.5x 16 5 125-200 20-35 7425-26888 Cruise
448-11125 Sprint
10.2-15.3 Cruise
6.7-61.2 Sprint
150-250 Cruise
250-450 Sprint
0.9-4 Cruise
6.7-18.9 Sprint
900m2 / 2400m2 4
SGT-300 Pilum Torpedo 3 160 0.25 3x 3 4 175-300 20-35 814-10135 1.2-5.5 0.7-2.0 1.2-5.5 900m2 / 2400m2 1
SGM-H-200 Cyclone Hybrid Missile 2 25 0.5 0.8x 10 4 150-350 Cruise
500-1000 Sprint
30-40 Cruise
500-1000 Sprint
5930-19359 Cruise
1438-4875 Sprint
8.2-16.3 Cruise
120.0-204.1 Sprint
0.9-4.4 Cruise
0.3-1.0 Sprint
0.7-2.8 Cruise
14.8-31.9 Sprint
625m2 / 950m2 3
SGM-H-300 Atlatl Hybrid Missile 3 60 0.5 1.8x 16 5 100-200 Cruise
550-1000 Sprint
20-40 Cruise
550-1000 Sprint
7944-24917 Cruise
2216-7361 Sprint
6.1-9.2 Cruise
76.5-127.6 Sprint
1.1-3-3 Cruise
0.4-1.3 Sprint
0.5-2.5 Cruise
16.9-40.8 Sprint
1600m2 / 3600m2 8
CM-400 Container 4 150 0.2 2x 20 5 125-275 20-35 1083-65943 19.1-6.4 4-12.8 1.1-4.0 1600m2 / 40002 1
CM-S-400 Container 4 150 0.2 4x 20 5 125-275 20-35 1083-65943 19.1-6.4 1.1-4.0 0.1-3.3 1600m2 / 40002 1

Wall Thickness

Missile wall thickness is armor for the missile, though unlike ship armor, missiles use a far simpler system. If the AP of the incoming attack is less than the wall thickness, it will only deal half damage to the missile. It is measured in centimeters, i.e. 0.2 wall thickness is 0.2cm or 2mm.

Payload

The payload determines how a missile inflicts damage. The exact damage type depends on the size of the missile.
SSM-1, SDM-1 and SDM-2 missiles can only equip Blast Fragmentation and Blast Fragmentation EL warheads.

Payload Fuze Area Damage Type Base Cost (pts) Notes
HE Impact Contact Shaped Angle 70 deg 0.25
HE Kinetic Penetrator Delayed Contact None 1.75 Penetration depth depends on the missile's top speed
Blast Fragmentation Proximity Blast Fragmentation Radius 0.25 Larger missiles increase the area damage radius as well
Blast Fragmentation EL Proximity Blast Fragmentation Radius 3.5 Larger missiles increase the area damage radius as well

Avionics Package

The avionics package determines how the missile is controlled. It has the following configuration options:

  • Weapon Role sets how the missile may be launched:
    • DEFENSIVE: Missiles can be launched manually and by the point defense system.
    • OFFENSIVE: Missiles can be launched manually.
  • Launch Type sets the behavior immediately after launching:
    • HOT: The missile's engine will ignite immediately, good for getting the missile moving quickly when fired in range of enemy point defenses.
    • COLD: The missile will maneuver around the launching ship with thrusters until it has an unobstructed line to the target or first waypoint before igniting the main engines.
  • Target Lost Behavior sets what the missile will do if it loses the target:
    • RESUME SEARCH: The missile will search for a new target.
    • SELF DESTRUCT: The missile will self destruct.
  • Terminal Maneuvers sets what evasive maneuvers the missile will perform on its terminal approach to the target:
    • NONE: No evasive maneuvers.
    • WEAVE: Missile will weave from side to side.
    • CORKSCREW: Missile will spiral towards the target.
  • Trajectory Preference sets the approach angle the guidance system will try to maintain.
    • FREE APPRAOCH: Missile will fly directly towards the target.
    • MINIMUM ANGLE: Missile will try to avoid getting between the launch ship and the target.
Avionics Package Description Base Cost (pts)
Direct Guidance The simplest form of missile guidance system. This avionics package guides the missile in a straight line towards the target that has been acquired by the missile's seeker. 0
Cruise guidance A more advanced form of missile guidance that is capable of following a complex waypoint path to the target, enabling blind strikes around asteroids and more. 2

Seeker

The seeker determines the method the missile uses to track its target. Most seekers can choose whether to ignore small targets such as other missiles or not. If a missile has two seekers the secondary one (the one not placed at the nose of the missile) can be set to a Seeker Mode:

  • TARGETING: Secondary seeker will be used to acquire a target if the primary seeker does not find any.
  • VALIDATION: Secondary seeker will be used to validate targets. Missile will favor targets validated by both seekers, greatly reducing the effectiveness of enemy decoys.
  • STUN: When dazzled, EO seekers are "Stunned", causing it to remain jammed for 1 second after leaving a dazzler's area of effect.
Seeker Type Range (M) FOV (deg) Validator Reliability (%) Steerable Position Trageting Measures Position Measures Velocity Base Cost / Validator Cost
Command Receiver COMMS Fleet Fleet Fleet Fleet No Yes Yes 3.5 / 3
Fixed Active Radar Seeker RADAR 2000 50 95 No Yes Yes Yes 1 / 0.25
Steerable Active Radar Seeker RADAR 2000 40 95 Yes Yes Yes Yes 1.5 / 0.25
Steerable Extended Active Radar Seeker RADAR 5000 40 95 Yes Yes Yes Yes 3 / 1
Fixed Semi-Active Radar Seeker RADAR 4000 50 95 No Yes Direction Only Yes 0.5 / 0.5
Fixed Anti-Radiation Seeker PSV RADAR 3000 50 93 No Yes Direction Only No 2 / 2
Fixed Anti-Radiation Seeker (Home On Jam) PSV JAM 50 93 No Yes Direction Only No 0.5 / 0.5
Fixed Anti-Radiation Seeker (Pulsed Radar) PSV PULSED 3000 50 93 No Yes Direction Only No 2.50 / 2.50
Electro-Optical Seeker EO (ANS only) 3000 60 100 Yes Yes Yes No 8 / 5
Wake-Homing Seeker WAKE 1500 120 100 Yes Yes Direction Only No 0.25 / 0.5
Wake-Homing Seeker (THERM) THERM (OSP only) 1500 120 100 Yes Yes Direction Only No 0.25 / 3

Auxiliary

Auxiliary components can be used to grant a bonus to the missile. They can only be used on missiles that include at least 4 components.

Auxiliary Modifiers Base Cost (pts)
Cold Gas Bottle +150% Boost-Phase Strafe
+100% Boost-Phase Turn Rate
1
Decoy Launcher +3 Decoys Fired 12
Cluster Decoy Launcher +6 Decoys Fired 30
Fast Startup Module -66% Programming Time
+20% Failure Rate
3
Hardened Skin +20 Body Integrity 5
Radar Absorbent Coating -40% Radar Signature Bonus 4
Self-Screening Jammer RADAR - range: 2500m; radiated power: 5 kW; gain: 2 dB 5
Boosted Self-Screening Jammer RADAR - range: 5000m; radiated power: 5 kW; gain: 4 dB; beam width: 10 deg 10

Special Missiles

There are certain types of ammunition that could be loaded into launchers and operate just like missiles, but cannot be modified.

Mines

Mines are loitering traps that can be deployed to destroy passing ships and delay enemy movement

Upon deployment, mines will move up to 500m away. They take 90 seconds to arm, and are triggered by a magnetic detector with an activation range of 2000m. A non-friendly ship that comes within 2km will trigger the mine. Notably, the mine identifies friendly ships via Comms signal. If the comms signal is disrupted (e.g. manually turning off comms, antenna destroyed from battle damage, mine jammed by comms jammer[3]) the mine will not be able to identify the friendly ship and will trigger on it. All mines have a wall thickness of 0.2, with a body integrity of 50, and are classified as size 3.

Unlike other missiles, the seeker on mines will not differentiate between friendly or hostile shops, even with comms on. A mine tripped by an enemy ship that then misses can then seek onto a friendly ship and hit it. In this case, friendly PD will not fire on the incoming mine.

Mines use an HEI payload, but with 100 damage fragments rather than 50 damage fragments, allowing it to destroy components much more easily on ships with a high damage resistance and damage threshold statistic.

Mine Body Range (m) Cruise Speed (m/s) Cost (pts) Networked
M-30 'Mattock' Mine 3750 250 5 No
M-30-N 'Mattock' Cooperative Mine 3750 250 6 Yes
M-30 'Auger' Sprint Mine 3750 700 10 No

Mines can be deployed from the ML-9 'Mine' Launcher.

Bombs

Bombs are an unguided dumb munition meant to either finish or disable ships. Mainly used by spacecraft such as fighters and bombers as finisher weapons, they utilize their high damage fragments similar to mines to break components with a high high damage resistance and damage threshold. Bombs have fratricide, meaning they detonate when destroyed, chain-reacting with other bombs in the radius. Despite being in the bomb category, FBU-15 behaves like a rocket.

Bomb Body Size Range (m) Cruise Speed (m/s) Wall Thickness (m/s) Body Integrity (m/s) Component Damage (Hp) Damage per Ray (Hp) Armor Penetration (cm) Cost (pts) Ability Faction
FBU-15 Fragmentation Bomb 1 3999 300 0.075 25 700 20 15 1 per 3 units Yes ; Boosted bomb with Fragmentation effect similar to HE-RPF
KBU-15 Bomb 1 2000 200 0.075 25 500 75 40 1 No
KBU-22 Bomb 2 2000 200 0.1 40 2500 100 60 2 No
CBU-40 Cluster Bomb 3 2250 200 0.5 100 500 per submunition 75 per subminition 40 per submunition 5 Yes; Releases 10 RBU-15 Boosted Bomblets

Rockets

Rockets are unguided missiles. They are not perfectly accurate and will slightly drift off course over time. Rockets are used exclusively by OSP.

Rocket Body Size Body Integrity Wall Thickness Range (m) Speed (m/s) Armor Penetration (cm) Component Damage (Hp) Cost (pts)
R-1 'Perch' Rocket 1 4 0.15 2975 350 15 300 1 per 6 units
R-2 'Piranha' Rocket 2 8 0.18 7000 350 38 850 2
R-3 'Spearfish' Rocket 3 4 0.15 6000 300 60 1500 3

Decoy Containers

Decoy Body Range (m) Speed (m/s) Signatures Cost (pts)
CM-4D1 Decoy Container (Clipper) 12528 54 RADAR; PSV RADAR 4
CM-4D1 Decoy Container (Line Ship) 10080 24 RADAR; PSV RADAR 6

Decoy containers appear as a ship, similar to the effects of a masquerade. These missiles are given a randomly generated name and take fleet prefixes friendly ships when being identified by enemy intelligence. These containers also emit radar signals that appear similar to a search radar which will show up on ELINT and attract ARAD seekers.

Decoy containers have 150hp, 2.0cm wall thickness, and unlike most other missiles, decoy containers can be hit and damaged by all weapons and projectiles.[4]

Trivia

  • Missile number codes do not need to be filled out, a tempest can have the code SGM-21 or SGM-2 and the game will allow it. The game will also allow multiple missiles to have the same number (though same name missiles will overwrite templates)

External Links

Notes

  1. It can be assumed that the final result will either require all validators or only one validator in order to count as passed, but there appears to be a bug where the pass/fail status is set by an assignment operator rather than a bitwise operator, making each validator overwrite the previous one, resulting in only the last validator in the list having an impact.
  2. Stands for Time To Go to Intercept. This is measured using the missile's current speed. In addition, it's measured using the target's actual position, so direction only seekers will still benefit
  3. Mine comms are similar to CMD but do not check for same jammer cone
  4. Oddly, damage types that emit multiple rays (HEI, frac blocks, HE-SH) will only hit decoy containers with one ray, which results in strange behavior such as HEI always dealing 50 damage per hit regardless of warhead size, or fracturing blocks taking ten hits to destroy decoy containers. Decoy containers will also be hit by RPF fragments, unlike every other missile.