Missiles are self-propelled projectiles. Torpedoes, mines, guided bombs, and depth charges also fall under this category.
They come in 4 sizes: Small (S), Medium (M), Large (L) and Huge (H). S-launchers hold 4 missiles per launcher and 4 modules per gantry, of which one is integrated into the launcher itself. M holds one missile per launcher, and 2 modules per gantry. L-launchers are 2x2x1, and their gantries contain a single module each. H-launchers are 2x3x1, and their gantries take up 2m of space per module.
A minimal missile consists of:
For example, this launcher fires a 5m long missile in the direction of the launch pad:
G G G G G L MC
Looking at a Gantry and pressing Q allows you to select the missile modules. S-class gantries contain 4 modules, M-gantries contain 2, and L-gantries contain just one. The rear of the missile is at the top of the list and the tip of the missile at the bottom.
A list of modules follows:
Module | Category | Health | Drag | Details |
---|---|---|---|---|
Short Range Thruster | Thruster & Nose | 20% | 100% | Placed on the rear. Adjustable start delay, and max duration. Provides 450/4,500/45,000 thrust at 0.75 thrust/fuel, costing 600/6,000/60,000 fuel/s. 1.7s thrust duration per fuel tank, max duration cannot be set above 5s (using a maximum of 3 fuel tanks). Halves lifetime if placed (to 10s/20s/40s). |
Torpedo Propeller | Thruster & Nose | 20% | 100% | Placed on the rear. Provides thrust when below water. Adjustable ramp time, start delay, and thrust. Thrust can be set between 20/200/2,000 and 200/2,000/20,000, efficiency is 2.5 thrust/fuel costing between 8/80/800 and 80/800/8,000 fuel/s. Thrust duration per fuel tank is 125s to 12.5s. Keeps full lifetime if placed (20/40/80 seconds). |
Variable Thruster | Thruster & Nose | 20% | 100% | Placed on the rear. Adjustable ramp time, start delay, and thrust. Thrust can be set between 30/300/3,000 and 300/3,000/30,000, efficiency is one thrust/fuel. Thrust duration per fuel tank is 33.3s to 3.3s. Halves lifetime if placed (to 10s/20s/40s). |
Secondary Torpedo Propeller | Thruster & Nose | 20% | 400% | Placed on the 2. rear-most slot, in front of a Short Range Thruster or Variable Thruster. Allows for missile/torpedo hybrids. Same propulsion and settings as a normal Torpedo Propeller, but high drag, reducing the hybrid's speed. Restores full lifetime if placed (back to 20/40/80 seconds, like a normal torpedo). |
Active Radar Seeker | Thruster & Nose | 20% | 60% | Placed on the nose. Seeks targets depending on their radar-signature, potentially decoyed by Radar Buoys. Has a strong tendency to target the biggest vehicle (potentially doing a 180° turn to reach it), making it poorly suited for use against small vessels. |
Infra-red Seeker | Thruster & Nose | 20% | 60% | Placed on the nose. Targets heat sources (such as engines or jets) in a 120 degree field of view. |
Laser Designator Receiver | Thruster & Nose | 20% | 60% | Placed on the nose. Targets the vessel designated by a Missile Laser Emitter once positive lock (green beam) is acquired. Can be used to target specific places on the target. Guidance stopped by smoke. Can be set up to use only the own Missile Controller's emitter, any emitter on the launching vehicle, or any emitter of the same team. |
Missile Interceptor | Thruster & Nose | 40% | 40% | Placed on the nose. Targets enemy missiles, see below. Drag is 40% according to patchnotes; in reality as much as a Torpedo Sonar, but more than a Single Pixel IR Seeker or Thumper Head. Can only be placed on S-, or M-missiles. |
Single Pixel IR Seeker | Thruster & Nose | 50% | 40% | Placed on the nose. Smaller IR seeker with a 70 degree field of view and a blind spot direct in front of itself, leading to a wobbly flight pattern. Drag is 40% according to patchnotes; in reality as much as a Thumper Head, but less than a Torpedo Sonar or Missile Interceptor. |
Thumper Head | Thruster & Nose | 100% | 40% | Placed on the nose. Increases thump damage dealt on impact, just like Bodies. Drag is 40% according to patchnotes; in reality as much as a Single Pixel IR Seeker, but less than a Torpedo Sonar or Missile Interceptor. |
Torpedo Sonar | Thruster & Nose | 50% | 40% | Placed on the nose. Targets underwater vessels with a 120 degree field of view. Drag is 40% according to patchnotes; in reality as much as a Missile Interceptor, but more than a Single Pixel IR Seeker or Thumper Head. |
APN Guidance | Fuel & Control | 40% | 100% | Maintains the target at constant bearing. Short for Augmented Proportional Navigation. Wikipedia: Proportional navigation Provides free internal space: 1/2 a module for S-class, 15/16 for M, 127/128 for L. The actual health-modifier will be the weighted average of the APN's health-modifier, and the filler's. |
Fins | Fuel & Control | 40% | 200% | Allows the missile to turn. Placing fins further from the centre of the missile increases turning force – for maximum turn-rate, you will need to place part of the fins near the nose of the missile, although that decreases speed. |
Fuel Tank | Fuel & Control | 40% | 100% | Provides 1,000/10,000/100,000 fuel to the missile. |
Laser Beam Rider Receiver | Fuel & Control | 40% | 100% | Follows the beam of a Missile Laser as long as it is within 30 degrees. |
LUA Receiver | Fuel & Control | 10% | 100% | Receives commands from a LUA Box via the LUA Transceiver. This can include targeting, guidance, and detonation. Note that it should be spelled "Lua", as it's a name and not an acronym. |
One Turn | Fuel & Control | 40% | 100% | Makes the missile fly parallel to a line from the launcher to the predicted target position when fired (or wherever the player is looking, if not using auto-aim). Note that vertical-launch missiles would pass above the target without guidance, due to gaining altitude while still turning. Provides free internal space: 1/2 a module for S-class, 15/16 for M, 127/128 for L. The actual health-modifier will be the weighted average of the One Turn's health-modifier, and the filler's. |
Remote Guidance | Fuel & Control | 10% | 100% | Flies towards the target's assumed position. Will fly towards the player's view-direction/target if fired manually. Relies heavily on the AI's detection if AI-controlled. If fired by AI, it requires processing power – lack of sufficient processing will reduce accuracy. |
Target Prediction Guidance | Fuel & Control | 40% | 100% | Aims the missile towards the predicted intercept point. Provides free internal space: 1/2 a module for S-class, 15/16 for M, 127/128 for L. The actual health-modifier will be the weighted average of the Target Prediction Guidance's health-modifier, and the filler's. |
Turning Thruster | Fuel & Control | 20% | 100% | Provides 2.5 times as much turning-force as a fin, and without increased drag. Uses fuel (200/2,000/20,000 per second, i.e. one tank in 5 seconds). Only engages when the angle to the target is above 10°, has a 5° inaccuracy. Not affected by air-density. |
Body | Warhead | 100% | 100% | High health, and increases thump damage of the missile as much as 20 additional components. |
EMP Warhead | Warhead | 20% | 100% | Adds an EMP-charge. EMP deals damage to electronics (like AI-components or Heavy Armour. Charge-strength is 200/2,000/20,000. Will jump up to 6m if the impacted block is destroyed by the missile's thump damage. |
Explosive Warhead | Warhead | 20% | 100% | Creates an explosion on detonation. 400/4,000/40,000 damage per warhead, increased by up to 50% if underwater. Can damage and destroy other missiles, potentially causing chain-reactions. |
Fragmentation Warhead | Warhead | 20% | 100% | Creates fragments. Damage depends on cone-angle – 0.66 damage at 1°, 2.5 damage at 180°. AP is 6. It is possible to set an elevation offset, to spray the fragments up or down. |
Ballast Tanks | Utility | 40% | 100% | Allows float depth to be set from 0m to 500m or buoyancy from -0.5 to +0.5. A float depth will reverse the effect of gravity below the set value. A buoyancy value will multiply the effect of gravity by that value. Missiles without buoyancy tanks will tend to a depth of 1m. |
Cable Drum | Utility | 100% | 100% | An extra 300m/600m/1200m of cable for a Harpoon. |
Camera | Utility | 40% | 100% | Allows the infra-red seeker to target the centre of mass, shields, random blocks, or hot objects. |
Harpoon | Utility | 100% | 100% | Attaches to hostile vehicles with cable and can be winched in. Does not connect to friendly vehicles. Comes with a base cable length of 150m/300m/600m, and pulls the target with a force of 500/2000/8000, requiring the same amount of engine power to provide the pulling force. When a harpoon is mounted on a missile, it requires a unused Missile Launcher in order to fire. Half of the force from a harpoon is applied at the target's centre of mass, and the other half at the attachment point. It is possible to pull the missile (and the launching vessel) while still in the air, if setting the winch up correctly. |
Magnet | Utility | 40% | 100% | Attracted to the centre of mass of nearby vessels – including friendly vehicles, even if an FFI-block is placed. Range can be set from 5m to 140m/200m/282.8m. Start delay can be set from 3s to 30s. They can turn the missile, allowing for simple guidance if placed at the nose. |
Proximity/Altitude Fuse | Utility | 40% | 100% | Detonates the missile when it passes close to anything that isn't a projectile. Range can be set from 1m to 5m. Causes explosive warhead explosions to originate 90% of the way towards the triggering object from the fuse position, rather than at the warhead position. Altitude slider can be used to detonate the missile when below the set altitude. Can only be selected for medium and large missiles. Provides free internal space: 4/5 of a module for M, 39/40 for L. The actual health-modifier will be the weighted average of the Proximity Fuse's health-modifier, and the filler's. The Proximity Fuse is no longer present in the game. |
Radar Buoy | Utility | 40% | 500% | Uses the buoy of one detection if the holder is connected to an AI and the missile is in the air. Cannot fire without a free radar buoy holder. |
Regulator | Utility | 40% | 100% | Increases the lifetime of the missile by the base lifetime (i.e. 10/20/40 seconds if a Short Range or Variable Thruster is the only propulsion, 20/40/80 seconds otherwise). Stacks additively (e.g. an S-torpedo with 2 regulators has 60s lifetime). |
Safety Fuse | Utility | 40% | 100% | Prevents the missile from triggering if touching the vehicle it was launched from. Provides free internal space: 1/2 a module for S-class, 15/16 for M, 127/128 for L. The actual health-modifier will be the weighted average of the Safety Fuse's health-modifier, and the filler's. |
Sonar Buoy | Utility | 40% | 500% | Uses the buoy of one detection if the holder is connected to an AI and the missile is in the water. Cannot fire without a free sonar buoy holder. |
Sticky Flare | Utility | 40% | 100% | Attracts infra-red seekers. Sticks on impact. Ignition delay can be set from 0 to 20 s and post-ignite drop delay from 0 to 20 s. Burn time is 5s. Strength (shown in detection-view, unknown what vehicle temperature it is comparable to) is 1000 and increases when close to other flares (notably if placing several on one missile). Does not appear to depend on the size-class, so it is recommended to use this on S-class missiles. |
Most of the important info is given when editing a missile. Some notes for optimisation:
All fragments have an AP-value of 6. Each warhead spawns its fragments at its own location, so keeping the warheads near the nose can slightly increase the number of fragments that hit.
Class | Fragments per warhead | Damage per fragment at 180° cone angle | Damage per fragment at 1° cone angle | Total damage at 180° cone angle |
---|---|---|---|---|
S | 15 | 400 | 107 | 6,000 |
M | 30 | 2,000 | 536 | 60,000 |
L | 60 | 10,000 | 2,681 | 600,000 |
For general information on explosive damage, see Damage.
Class | Damage per warhead | Radius for a single warhead |
---|---|---|
S | 400 | 7.7m |
M | 4,000 | 16.8m |
L | 40,000 | 36.7m |
Damage increases linearly with number of warheads. Radius increases less than linearly.
Internal space (due to APN guidance, target prediction guidance, or one turns) can be converted into HE. 1/2 of a warhead for S, 15/16 of a warhead for M, 127/128 of a warhead for L. Proximity fuses also provide internal space, but only 4/5 of a module for M, and 39/40 for L (cannot be placed on S-missiles).
The explosion is centered on the average position of all explosive warheads in the missile. Therefore it is advantageous to have the warheads near the front of the missile for a head-on hit.
Underwater missiles have greater explosive damage, to a maximum of 1.5x damage at 5m depth. Explosive radius is also increased to up to ?x, but not exceeding the cap of 30m (information on underwater radius may be obsolete, explosion-algorithm and missiles changed since).
If the missile has a proximity fuse, the explosion instead originates 90% of the way towards the triggering object from the fuse position. This does not affect the underwater damage bonus.
EMP-warheads add an EMP-charge. Charge-strength is 200/2,000/20,000. Will jump up to 6m if the impacted block is destroyed by the missile's thump damage.
It is possible to use missiles as shield-killer, using EMP. Unlike APS-, and CRAM-shells they pass through shields, delivering a large EMP-payload that can destroy Shield Projectors. It is also possible to use Particle Cannons for that.
All missiles deal thump damage if impacting on a block. The damage dealt depends on impact-speed and modules. AP is 20. One body-module is worth 20 additional normal modules. While the patch notes claim that a thumper head increases damage as much as 1.5 bodies, the UI shows it is counted as one body – Nonetheless, a dedicated thumper-missile will do better with a thumper head, due to the head's lower drag. Bodies and thumper heads have the additional advantage of increasing the missile's health.
Internal space used for reinforcement will also increase thump-damage.
Class | Damage per module per m/s | Additional damage per body per m/s |
---|---|---|
S | 0.05 | 1 |
M | 0.5 | 10 |
L | 5 | 100 |
Interceptors target hostile missiles. They will distribute all available interceptors to comfortably kill as many missiles as possible, and prioritise missiles larger than themselves. Interceptors trigger when very close to their target, or in range but moving away, and are destroyed when triggering, damaging up to 3 missiles within 15/30m. Should they miss, or should the target be destroyed, the interceptor will acquire a new target.
Missile interceptors are not available for large missiles.
HE warheads do not damage hostile missiles, even if placed on an interceptor, though they did in the past.
Class | Damage vs S-missile | Damage vs M-missile | Damage vs L-missile |
---|---|---|---|
S | 125 | 250 | 500 |
M | 625 | 1,250 | 2,500 |
Very fast vessels (above around 100 m/s) may be able to outrun missiles, or at least require faster and therefore shorter-ranged missiles to catch. This depends heavily on the missile, range, and whether you're moving towards the missile – moving towards the missile may allow it to use APN or target prediction to intercept a faster vessel, while moving away from a faster missile can cause it to run out of fuel before reaching you.
Very manoeuvrable vessels may be able to dodge missiles, though this is less reliable than outrunning them.
IR seeking missiles can be decoyed with flares or diverted to unimportant places with Heat Decoys.
Sonar seeking missiles can be decoyed by sonar buoys, while radar seeking missiles can be decoyed by radar buoys. Note that both will likely still get a lock on large vehicles – Their tendency to target large craft can, however, be used to lure them to a large craft with active defences.
Missile Laser Emitters can't lock onto vehicles surrounded by smoke generated by Smoke Dispensers or smoke shells, so Laser Designated missiles have difficulties hitting vehicles in the presence of smoke. Laser Beam Riding missiles do not require a lock, only a direction, and hence have no such difficulty.
Missile health is given by the UI when editing the missile. Larger missiles (both class and length) have more HP, and thumper heads, bodies, and using internal space for reinforcement further increase this. Their armour-class is 20, like every other projectile.
Missile Interceptors, Laser Munition Defences, and weapons controlled by Anti Missile Cannon Controllers can destroy hostile missiles, once they have been detected.
Detection range is listed by the UI. It depends on a missile's class, length, and thrust. As a rule of thumb, it can be assumed that S-missiles spend roughly one second within detection-range, M-missiles about 2-4s, and L-missiles upwards of 5s.
Do note that an active radar seeker is detectable from much further away by Passive Radars.
All ranges in metres. Only applies above water. If the powered detection range is smaller than the unpowered one, the unpowered range will be used.
Class | Base unpowered range | Unpowered range per metre length | Powered with min-thrust variable thruster | Powered with max-thrust variable thruster | Short-range thruster |
---|---|---|---|---|---|
S | 100 | 10 | 116.9 | 293.7 | 345.5 |
M | 200 | 20 | 293.7 | 737.9 | 867.8 |
L | 400 | 40 | 737.9 | 1,853.4 | 2,179.7 |
E.g. a 1m S-bomb has a detection-range of 110m (100m base + 10m from length). Adding a thruster will increase this to at least 116.9m. However, at 2m length an S-missile with minimum thrust will have the unpowered range of 120m instead (as 116.9m is smaller than 120m).
Below-water, only Passive Sonars can be used to detect missiles. All ranges in metres. Only applies below water.
Class | Powered with min-thrust torpedo propeller | Powered with max-thrust torpedo propeller |
---|---|---|
S | 99.4 | 249.8 |
M | 249.8 | 627.4 |
L | 627.4 | 1,575.9 |
This is not intended as a complete list, but rather to show some of the most basic types of missiles. Feel free to experiment, and/or create a separate page with more pre-made designs, which you can then link here.
This gives us two modules.
Configuration (rear -> front):
This gives us six modules. As a bomb, best if faced horizontally. As a grenade, you must use ejectors to achieve sufficient speed.
Configuration (rear -> front):
This gives us eight modules. Must be turreted using a Two Axis Turret, or the entire craft must aim accurately with its hull. Due to the high speed and health, rockets may have more success piercing enemy active defences (like LAMS or CIWS).
Configuration (rear -> front):
This gives us ten modules. Best if facing roughly towards the enemy (+/- 90°).
Configuration (rear -> front):
Variant with a one-turn and more agility – This will allow the torpedo to be launched from almost any orientation, and is more likely to hit agile targets:
This gives us twelve modules.
Configuration (rear -> front):
This gives us ten modules. If scaling it down, remember that the lifetime of missiles is limited, and you may need either greater speed or a regulator to achieve the desired range using smaller classes.
Configuration (rear -> front):
Using more HE would likely deal overkill-damage, and exceed the radius-cap of 30m even more.
Exceeding an effective range of about 2km is usually not necessary, as no faction-craft is allowed to have an intended range greater than that – You will only encounter ranges above 2km if you choose to do so, or if a crippled craft is unable to close distance.
This configuration allows for 8 slots, which is actually more than needed but also allows for faster turning
Configuration, Rear -> Front
This vertical launch interceptor is primarily used for close-medium ranges as the 5 fin modules and the activation delay on the thruster allows for a very small turning circle.
t h r u s t = − ( 2 ∗ f u e l ) r a m p + ( 2 ∗ d e l a y − 2 ∗ l i f e ) >>