Missiles

From NEBULOUS: Fleet Command Official Wiki
The missile designer

Missiles are the most powerful weapons a ship can carry but they have limited ammunition, can be shot down and fire slower than other weapons. The number of missiles that can be prepared to fire at the same time depends on the ship's maximum salvo size.

Missile designer

Missiles can be designed and colored in the fleet editor.

Selecting a missile's engine will bring the engine configuration triangle, allowing the engine to be focused on Top Speed, Maneuverability or Turn Rate.

Missile Body Size Integrity Socket Weight Programming Time (s) Components Main Speed (m/s) Thruster Speed (m/s) Range (m) Acceleration (G) Top Speed (s) Turn Rate (G)
SGM-100 Balestra Missile 1 10 0.33x 6 3 250-400 40-50 1458-5911 35.7-76.5 0.3-1.1 3.9-13.3
SGM-200 Tempest Missile 2 30 1x 8 4 150-350 30-40 2962-14920 14.3-30.6 0.5-2.5 1.5-5.3
SGM-300 Pilum Torpedo 3 110 3x 6 4 125-200 20-35 2573-14797 10.2-15.3 0.8-2.0 0.8-3.6
SGM-H-200 Cyclone Hybrid Missile 2 25 0.8x 10 4 150-350 Cruise
500-1000 Sprint
30-40 Cruise
500-1000 Sprint
5930-19359 Cruise
1438-4875 Sprint
8.2-16.3 Cruise
120.0-204.1 Sprint
0.9-4.4 Cruise
0.3-1.0 Sprint
0.7-2.8 Cruise
14.8-31.9 Sprint
SGM-H-300 Atlatl Hybrid Missile 3 60 1.8x 16 5 100-200 Cruise
550-1000 Sprint
20-40 Cruise
550-1000 Sprint
7944-24917 Cruise
2216-7361 Sprint
6.1-9.2 Cruise
76.5-127.6 Sprint
1.1-3-3 Cruise
0.4-1.3 Sprint
0.5-2.5 Cruise
16.9-40.8 Sprint

Payload

The payload determines the damage done by a missile.

Payload Fuze Armor Penetration (cm) Component Damage (hp) Area Damage Base Cost (pts)
Warhead shaped.png HE Impact Contact 31 317 Shaped Angle: 70 deg 0.25
Warhead hekp.png HE Kinetic Penetrator Delayed Contact 18 81+528 None 2
Warhead frag.png Blast Fragmentation Proximity 1 56 Blast Fragmentation Radius: 47m 0.25
Warhead frag el.png Blast Fragmentation EL Proximity 1 56 Blast Fragmentation Radius: 61m 3.5

Avionics Package

The avionics package determines how the missile is controlled. It has the following configuration options:

  • Weapon Role sets how the missile may be launched:
    • DEFENSIVE: Missiles can be launched manually and by the point defense system.
    • OFFENSIVE: Missiles can be launched manually.
  • Launch Type sets the behavior immediately after launching:
    • HOT: The missile's engine will ignite immediately, good for getting the missile moving quickly when fired in range of enemy point defenses.
    • COLD: The missile will maneuver around the launching ship with thrusters until it has an unobstructed line to the target or first waypoint before igniting the main engines.
  • Target Lost Behavior sets what the missile will do if it loses the target:
    • RESUME SEARCH: The missile will search for a new target.
    • SELF DESTRUCT: The missile will self destruct.
  • Terminal Maneuvers sets what evasive maneuvers the missile will perform on its terminal approach to the target:
    • NONE: No evasive maneuvers.
    • WEAVE: Missile will weave from side to side.
    • CORKSCREW: Missile will spiral towards the target.
  • Trajectory Preference sets the approach angle the guidance system will try to maintain.
    • FREE APPRAOCH: Missile will fly directly towards the target.
    • MINIMUM ANGLE: Missile will try to avoid getting between the launch ship and the target.
Avionics Package Description Base Cost (pts)
Avionics basic.png Direct Guidance The simplest form of missile guidance system. This avionics package guides the missile in a straight line towards the target that has been acquired by the missile's seeker. 0
Avionics cruise.png Cruise guidance A more advanced form of missile guidance that is capable of following a complex waypoint path to the target, enabling blind strikes around asteroids and more. 2

Seeker

The seeker determines the method the missile uses to track its target. Most seekers can choose whether to ignore small targets such as other missiles or not. If a missile has two seekers the secondary one (the one not placed at the nose of the missile) can be set to a Seeker Mode:

  • TARGETING: Secondary seeker will be used to acquire a target if the primary seeker does not find any.
  • VALIDATION: Secondary seeker will be used to validate targets. Missile will favor targets validated by both seekers, greatly reducing the effectiveness of enemy decoys.
Seeker Type Range (M) FOV (deg) Validator Reliability (%) Steerable Position Trageting Support TRPs Measures Position Measures Velocity Base Cost (pst)
Seeker command.png Command Receiver COMMS Fleet Fleet Fleet Fleet No No Yes Yes 3
Seeker active fixed.png Fixed Active Radar Seeker RADAR 2000 50 95 No Yes Yes Yes Yes 1
Seeker active steerable.png Steerable Active Radar Seeker RADAR 2000 40 95 Yes Yes Yes Yes Yes 1.5
Seeker active steerable.png Steerable Extended Active Radar Seeker RADAR 5000 40 95 Yes Yes Yes Yes Yes 3
Seeker semiactive fixed.png Fixed Semi-Active Radar Seeker RADAR 4000 50 95 No Yes Yes Direction Only Yes 0
Seeker arh fixed.png Fixed Anti-radiation Seeker PSV RADAR 3000 50 93 No Yes Yes Direction Only No 2
Seeker eo.png Electro-Optical Seeker EO 3000 60 100 Yes Yes Yes Yes No 8
Seeker wake.png Wake-Homing Seeker WAKE 1500 120 100 Yes Yes Yes Direction Only No 0.25

Auxiliary

Auxiliary components can be used to grant a bonus to the missile. They can only be used on missiles that include at least 4 components.

Auxiliary Modifiers Base Cost (pst)
Cold Gas Bottle +150% Boost-Phase Strafe
+100% Boost-Phase Turn Rate
1
Decoy Launcher +3 Decoys Fired 12
Cluster Decoy Launcher +6 Decoys Fired 30
Fast Startup Module -66% Programming Time
_20% Failure Rate
3
Hardened Skin +20 Body Integrity 5
Radar Absorbent Coating -40% Radar Signature Bonus 4
Self-Screening Jammer RADAR - range: 1000 m; radiated power: 0.5 kW; gain: 2 dB 5
Boosted Self-Screening Jammer RADAR - range: 4000 m; radiated power: 0.5 kW; gain: 4 dB; beam width: 10 deg 10