Munition:dl: Difference between revisions
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This module add 3 decoy missiles to the host missile. These decoys are launched from the host missile when the missile detects a target (or upon staging for hybrids). | This module add 3 decoy missiles to the host missile. These decoys are launched from the host missile when the missile detects a target (or upon staging for hybrids). | ||
Missile decoys have 15 hp, deploy one per second in a ring around the missile, are ejected ~3.81 deg offset, and move 15m/s faster their host missile's speed. Once deployed, decoys do not make any more maneuvers, and last for 20 seconds. | Missile decoys have 15 hp, deploy one per second in a ring around the missile, are ejected ~3.81 deg offset, and move 15m/s faster their host missile's speed.<ref>For bomber launched decoys, the host is considered the bomber's payload, not the bomber itself.</ref> Once deployed, decoys do not make any more maneuvers, and last for 20 seconds. | ||
Decoys have higher priority, so automatic point defense turrets will target decoys first, increasing the chance a host missile makes it to the target. AMMs will not be fired on decoys but the blast frag fuze can trip on decoys if they come within range, and radar seekers set to detect small or fired by the PD controller can lock onto them. Decoys have slightly different visual size and engine trails compared to normal missiles. | Decoys have higher priority, so automatic point defense turrets will target decoys first, increasing the chance a host missile makes it to the target. AMMs will not be fired on decoys but the blast frag fuze can trip on decoys if they come within range, and radar seekers set to detect small or fired by the PD controller can lock onto them. Decoys have slightly different visual size and engine trails compared to normal missiles. | ||
+3 Decoys Fired | +3 Decoys Fired | ||
Base Cost: 12 | Base Cost: 12 | ||
Revision as of 17:55, 15 October 2026
Decoy Launcher
This module add 3 decoy missiles to the host missile. These decoys are launched from the host missile when the missile detects a target (or upon staging for hybrids).
Missile decoys have 15 hp, deploy one per second in a ring around the missile, are ejected ~3.81 deg offset, and move 15m/s faster their host missile's speed.[1] Once deployed, decoys do not make any more maneuvers, and last for 20 seconds.
Decoys have higher priority, so automatic point defense turrets will target decoys first, increasing the chance a host missile makes it to the target. AMMs will not be fired on decoys but the blast frag fuze can trip on decoys if they come within range, and radar seekers set to detect small or fired by the PD controller can lock onto them. Decoys have slightly different visual size and engine trails compared to normal missiles.
+3 Decoys Fired Base Cost: 12
- ↑ For bomber launched decoys, the host is considered the bomber's payload, not the bomber itself.


