Ship Missiles

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TypeDamageScaleCostRangeSizeROENotes
Normal1Dintermediate2550 km0.1 tonne10m
Seeker1Dintermediate3550 km0.1 tonne10m+3 to hit
Idiot Savant1Dintermediate5050 km0.1 tonne10m0 dice to launch,
each missile has 4D to attack
Normal1Dship250200 km0.5 tonne100m
Seeker1Dship350200 km0.5 tonne100m+3 to hit
Idiot Savant1Dship500200 km0.5 tonne100m0 dice to launch,
each missile has 4D to attack
Heavy4Dship500200 km1 tonne1km
Tenderizer4Dship1000200 km1 tonne6km
Tactical Nuke20Dship5000200 km1 tonne3km
Standard Nuke40Dship15000200 km2 tonne9km

Suddenly, I think missiles have become a very important aspect of ship combat.

  • "ROE" = Range Of Effect or "blast radius", and depending on available movement can be translated into a bonus to hit (or certainty of doom).
  • "Range" for missiles is the same for fixed, aimed, and ultimate effective because of the "guided" nature of these weapons.
  • "Size" for mounting is true for internal mounting. For ships not needing to be capable of hyperspace travel, missiles can be mounted externally. External mounting capability is generally 1/10th the total size of the vessel.

"Nukes" show up as glinty little sparkles of doom on etheric sensors, even as cargo. It is very hard to be stealthy with them.