Missiles

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See Also: Weapons

Contents

[edit] Overview

Missiles are expendable munitions.

Most attack missiles and torpedoes detonate to cause damage to shields and hulls. Their primary purpose, to distinguish themselves from energy weapons, is that they consume much more space and functionally cost you money to attack, but compensate by being capable of inflicting far more damage in a given period of time than a regular weapon can. A good many types of missiles cannot be bought at all, and must be hoarded from enemy kills, making them more precious as a weapon, or else simply sellable loot from a kill. Many powerful missiles and torpedoes have ranges far greater than normal lasers, making them capable of being used from "safe" ranges where a smaller ship would be vaporized by capital ship fire if they traveled into standard weapons range.

This means missiles have a large role in combat strategy, as it gives weaker ships a chance to kill stronger ships, if they are willing to sacrifice money or rare loot, or simply have the missile complexes to buy victory.

Boarding pods are a "missile" which delivers marines from the firing ship to the target.

Attack missiles have a variety of properties.
Damage yield is the amount of damage inflicted on targets within the Area of Effect.
Range describes how far the missile can travel, generally you want to launch at targets well within range to compensate for target movement.
Speed describes how quickly it moves towards a target.
Cooldown describes how much time the launcher takes between firings to prepare the next launch.
Seeker determines how the missile acquires targets and when it may be fired: Targetted, requiring a target prior to launch or Autonomous which relies on the missile's onboard systems.
Swarming refers simply to missiles which release multiple warheads. There are always eight warheads released. Note: warhead behavior is detailed in other columns such as dumbfire, heat-seeking, etc.
Guidance determines how a missile tracks and follows targets: Heat seeking missiles will attempt to attack the nearest warm target, Image Recognition or Standard Guidance will follow a specific target primarily based on its appearance, Dumb-fire have no guidance at all and will travel in direction of launch without maneuvering relying on the pilot's intuition of target movement.
Fusing controls detonation, most missiles detonate when they impact a target. Proximity fusing will detonate when the missiles gets close enough to the target, generally once it's already missed impact and is getting farther away. A few missiles may be Manually Triggered to detonate remotely, also known as synaptic triggering.
Some missiles have extremely powerful detonations which affect large areas the size of this influence is noted by Area of Effect.

[edit] Table of Missiles

Name Damage Range (Km) Speed (m/s) Swarm Requires target Guidance Type Fusing Race Ship Type Producing Race
Banshee Missile 74,000 14.814 153 no yes standard impact Commonwealth M1-M2 M6-M7 none
Tomahawk Heavy Missile 625,000 43.1 196 no standard impact Commonwealth M8
Hornet Missile 200,000 31.2 186 no yes standard impact Commonwealth M1-M2 M6-M71
Thorn 15,000 17.777 158 no yes standard proximity Kha'ak M1-M3 M6 none
Typhoon Missile 240,000 74.8 195 yes yes standard impact All M1-M2 M6-M71
Firestorm Torpedo 1,000,000 99.0 165 no standard impact All M1-M2 M6-M71
Hammer Heavy Torpedo 300,000 75.9 253 no standard proximity Commonwealth M7M
Flail Barrage Missile 40,000 58.3 486 yes standard impact Commonwealth M7M
Boarding pods 0 76.8 480 no yes standard impact Commonwealth M7
Poltergeist Missile 12,000 12.5 250 yes standard impact Terran Xenon All Terran
Wraith Missile 1,000,000 51.0 170 yes yes heat seeker proximity Terran Xenon M1-M2 M6-M7 Terran
Spectre Missile 260,000 24.1 228 no yes heat seeker proximity Terran Xenon M1-M3 M6-M7 Terran
Shadow Missile 560,000 80.8 245 yes standard proximity Terran Skirnir Terran
Ghoul Missile 52,000 56.2 450 yes standard impact Terran Skirnir Terran
Phantom Missile 650,000 53.0 212 no standard proximity Terran M8 Terran
Sting 4,000 39.9 257 no yes standard proximity Kha'ak M5-M3 none
Needle 7,400 26.6 174 no yes standard proximity Kha'ak M4-M3 none
Windstalker Missile 30,000 22.2 179 no no dumbfire synaptic Commonwealth All none
Wildfire Missile 15,000 33.3 246 no no standard impact Commonwealth All none
Disruptor Missile 6,000 39.9 514 no yes standard impact Commonwealth All none
Hammerhead Missile 1,200,000 86.0 172 no yes standard impact Commonwealth All none
Beluga Missile 100,000 89.9 211 no yes standard impact Commonwealth All none
Remote Guided Warhead 100,000 79.9 142 no standard impact Commonwealth All none
Firefly Missile 1,500 24.9 576 no no dumbfire proximity Commonwealth All
Thunderbolt Missile 75,000 78.0 195 no yes heat seeker impact Commonwealth All Split
Aurora Missile 8,000 18.7 589 no no dumbfire synaptic Commonwealth All Paranid
Tornado Missile 400,000 24.9 312 yes no dumbfire proximity Commonwealth All Split
Cyclone Missile 23,000 59.9 148 no yes standard proximity Commonwealth All Boron
Tempest Missile 60,000 62.4 195 no no standard impact Commonwealth All
Hurricane Missile 6,000 29.9 471 no yes standard proximity Commonwealth All Paranid
Silkworm Missile 19,000 28.4 190 no yes standard impact Commonwealth All
Mosquito Missile 200 14.6 590 no yes standard impact All All
Firelance Missile 4,500 49.9 500 no no dumbfire proximity Commonwealth All none
Wasp Missile 8,000 18.1 560 yes yes standard impact Commonwealth All
Rapier Missile 1,000 99.9 657 no yes standard impact Commonwealth All none
Dragonfly Missile 5,000 18.7 250 no yes standard proximity Commonwealth All

Note 1: The Medusa Prototype M3-class fighter can also launch these Corvette-class missiles.

[edit] Note

  1. M8s and M7Ms are not normally included in "All" because they have a "Specific" missile. (Besides Mosquito)
  2. M5s are not usually included in "All" and normally use Mosquito missiles or low-yield Terran missiles.
  3. Commonwealth includes Yaki and Xenon, since they do not have specific race-based missiles. However, Xenons supports almost every single missile in the game besides Kha'ak missiles.
  4. the "Producing race = none" means that it's super rare and is not producible by ANY factory.
  5. Blank "Producing race" means that the Commonwealth make the missile.

[edit] See Also

Missiles
Key Commonwealth (damage in k) | Terran (damage in k) | Kha'ak (damage in k) | Not Purchasable (damage in k)
Standard Missiles Dragonfly Missile (5k) | Wasp Missile (8x1k) | Poltergeist Missile (8x1.5k) | Silkworm Missile (19k) | Cyclone Missile (23k) | Tempest Missile (60k) | Thunderbolt Missile (75k) | Hornet Missile (200k) | Typhoon Missile (8x30k) | Spectre Missile (260k) | Firestorm Torpedo (1,000k) | Wraith Missile (8x125k)
M7M & M8 Missiles Flail Barrage Missile (8x5k) | Ghoul Missile (8x6.5k) | Hammer Heavy Torpedo (300k) | Shadow Missile (755k TC / AP: 560k) | Tomahawk Heavy Missile (625k) | Phantom Missile (650k) |
Non-Purchasable Missiles Rapier Missile (1k) | Sting (4k) | Firelance Missile (4.5k) | Disruptor Missile (6k) | Needle (7.45k) | Thorn (15k) | Wildfire Missile (15k) | Windstalker Missile (30k) | Banshee Missile (74k) | Remote Guided Warhead (100k) | Beluga Missile (100k) | Hammerhead Missile (1,200k)
Other Missiles Boarding pods (0.005k) | Mosquito Missile (0.2k) | Firefly Missile (1.5k) | Hurricane Missile (6k)