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.

There are three types of missile guidance:

  • Command guided missiles are guided by the launching ship. They fly in a straight line and if they miss the target they will turn around and try again until they runs out of fuel, are shot down, or finally hit the target. They are very difficult to avoid but can be rendered harmless by destroying the launching ship or jamming its sensors or communications. Command guided missiles must be shot at a sensor track.
  • Active radar guided missiles guide themselves. They can be ordered to fly along indirect paths. When they reach the end of their path they will seek a target in a cone in front of them. If fired at long range they can be avoided with evasive maneuvers. They are also vulnerable to jamming or sufficiently advanced decoys.
  • Semi-active guided missiles guide themselves but require an illuminator to home in on a target. The illuminating signal can be provided by any ship with an illuminator but can be blocked by asteroids. They are less vulnerable to jamming and decoys.

Missile designer

Missiles can be designed 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
Warhead shaped.png HE Impact Contact 31 317 Shaped Angle: 70 deg
Warhead hekp.png HE Kinetic Penetrator Delayed Contact 18 81+528 None
Warhead frag.png Blast Fragmentation Proximity 1 56 Blast Fragmentation Radius: 47m
Warhead frag el.png Blast Fragmentation EL Proximity 1 56 Blast Fragmentation Radius: 61m