Missiles

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Missiles are the real heavy hitters in space combat, as they have their own sensors from which to guide them to their targets.

Missiles can use the law of inertia to maximum effect by using their engines to accelerate to a desired velocity, disengaging them, and then coasting to their targets, periodically reengaging their engines to maintain the correct vector of attack. Also, missiles can carry heavy warheads from large multi-megaton thermonuclear devices to exotic warheads like anti-matter.

The main disadvantage of missiles is that they can be defeated by deflector shields and point-defense systems in their terminal guidance phase.

Guidance systems

For more information, see Seekers.

Dumbfire (DF)
A missile with no guidance logic, dumbfires travel in a straight line from the point of release. Fire these either at short range or by using the lead indicator to aim the missiles.

Heatseeker (HS)
Locks onto heat sources, typically engines of target; most effective if behind target.

Heat-seeking missiles require no lock time, and may be launched as soon as your missile bank is ready to fire. The missile will find the nearest hostile target in its forward view cone and lock onto it. If the target leaves the missile's view cone, it will attempt to lock onto another hostile target.

Image Recognition (IR)
Locks onto shape of target; effective from any angle.

Friend or Foe (FF)
Locks onto nearest hostile ship (or nearest ship not transmitting friendly signal).

See also