Munition:bfel

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Revision as of 19:12, 17 October 2026 by Larcrivereagle (talk | contribs) (Created page with "{| class="wikitable" style="float: right; width: 240px; padding: 20px;" |- ! Type !! Head-On !! Side !! Rear |- | BF || 50% || 20% || 80% |- | BF-EL || 85% || 65% || 95% |+ style="caption-side:bottom; background-color:#21252a;padding: 10px"|"Chance to hit based on angle of intercept." |} Blast Frag detonates on the first enemy that comes within fuze range (regardless if it's the current target or not, as the fuze is separate from the seeker), and has a chance of hitting...")
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Type Head-On Side Rear
BF 50% 20% 80%
BF-EL 85% 65% 95%
"Chance to hit based on angle of intercept."

Blast Frag detonates on the first enemy that comes within fuze range (regardless if it's the current target or not, as the fuze is separate from the seeker), and has a chance of hitting against all missiles in its AoE. The fuze is a box whose edge is 1.8 times the blast radius, capped at 50 m. Stock warheads hit that cap, so the box reaches about 42 m ahead, 25 m to each side, and 8 m behind. The damage radius is the blast radius, which is larger. The fuze will trigger on everything, including other ships and terrain (But does not damage ships whatsoever, and a detonation on a ship is counted as a hit. Terrain impacts, and contact before the fuze is armed, are counted as misses).

Each missile within range of a blast frag detonation only has a chance of taking damage depending on the angle of intercept (based on the velocity vectors between the two missiles)[1]. A Blast Frag-Enhanced Lethality missile hitting another missile head on has a high chance of dealing damage, a side-on hit has a moderate chance of damage, and a rear, or chasing hit, has the greatest chance of damage.

BF-EL is the most expensive warhead type in the game, greater even than HEKP. It should only be used in specific anti-missile missiles with small warheads.

  1. ↑ This is calculated using the dot product between the normalized velocity vectors of the two missiles, which is effectively just calculating the cosine of the angle.