Component:vls-2-launcher
In Game Description
Available to nearly all warships, the VLS-2 is the most common missile platform found in the fleets, with a modular system that allow for a mix-and-match mission profile of all medium-size missiles, such as the SGM-2 series of cruise missiles. Despite the ease-of-use, reloading the cells is a delicate task that can only be completed in port, so once a VLS is empty, it's useless for the remainder of an engagement.
Stats
| VLS-2 Launcher | |
|---|---|
| Faction | ANS |
| Cost | 10 pts |
| Dimensions | 3x4x3 (Tiling Mount)[1] |
| Hitpoints | 200 |
| Hitpoints to Function | 10 |
| Damage Threshold | 15 |
| Mass | 5 tonnes |
| Catastrophic Event Prob. (Cell Launcher) | 5% |
| DC Priority | High |
| Missile size | 2[2] |
| Missile Classes | Missile, Hybrid Missile[3] |
| Capacity | Tiling (Minimum 16) |
| Power | -200 (kW) |
Lore
A weapon that predates interstellar flight itself. In my opinion, you're looking at a tried-and-true design here, and I'd gather it'll continue to service the fleets for many campaigns to come. It's a bread-and-butter weapon system for the Alliance fleet and performance-wise, it's as simple as it looks.
Seasoned crewmembers will tell you otherwise, though. A Raines given a couple of these will wind up FFG (if you catch my drift) because of the force projection these can give to a warship, and life on a missile frigate is regarded as anything but glamorous.
Still, you can't beat the classics, and I think the Naval Office agrees, grumbling crewman be damned.
- T. Meadows, LT
- ↑ "Tiling" Mounts, when placed in mounts larger than the listed component size, scale their capacity by the x and z of the hardpoint they are mounted to, but not the y (depth). Not all stats scale with tiling.
- ↑ Missile Launchers cannot use missiles smaller than their size.
- ↑ (ANS only, and excluding Ocello) VLS-2 can also hold and fire 'Conure' Active Decoys.


