Missiles completely ignore shields and deal system, hull, and crew damage in the targeted room. Missile weapons consume 1 missile ammunition each time they fire.
Like any projectile, missiles can miss. They can be shot down by Defense Drones (Mark I and Mark II). Zoltan Shields block missiles but take damage from them.
All missiles have chance to start fire, cause hull breach, and stun crew (except for Swarm and Boss Missiles which do not have the stun effect). A missile can either start 1-2 fires or cause a hull breach: the fire chance is rolled first, and if it fails, the hull breach chance is rolled next (which can also fail). Hermes, Pegasus, Breach, and Boss Missiles have the highest chance for fires (30%), while Hull and Breach Missiles have the highest breach chance (27% and 56% correspondingly).
Pegasus Missiles fire two missiles at once, and Swarm Missiles can be charged to fire up to three missiles; both weapons still only consume one missile ammunition when they fire. Swarm Missiles uses area targeting, like a flak weapon, making them less accurate when targeting small rooms.
Typically, missile weapons should only be used in a supporting role, as constantly firing them will rapidly exhaust your ammunition. In most cases, bombs do the same job better, albeit they don't damage the ship hull.
Missile weapons table[]
Weapon | Price | Power | Charge time | Shots | Damage | Fire, breach[1], stun % | Speed[2] | Rarity |
---|---|---|---|---|---|---|---|---|
Leto Missiles |
Sells for 10 |
1 | 9 | 1 | 1 | 10, 9, 10 | 35 | 0 |
Artemis Missiles |
Sells for 19 |
1 | 11 | 1 | 2 | 10, 9, 10 | 35 | 0 |
Artemis Missiles (enemy) |
N/A | 2 | 10 | 1 | 2 | 10, 9, 10 | 35 | 0 |
Hermes Missile |
45 | 3 | 14 | 1 | 3 | 30, 14, 10 | 35 | 2 |
Breach Missiles |
65 | 3 | 22 | 1 | 4 | 30, 56, 10 | 35 | 3 |
Hull Missile [3] |
65 | 2 | 17 | 1 | 2* | 10, 27, 10 | 35 | 3 |
Swarm Missiles [3][4] |
65 | 2 | 7 | 1-3 | 1* | 10, 9, 0 | 45 | 4 |
Pegasus Missile [3] |
60 | 3 | 20 | 2 | 2 | 30, 14, 10 | 35 | 3 |
Boss Missile |
N/A | varies | 11.5 -- 28.75* | 3 | 1 | 30, 14, 0 | 35 | 0 |
Notes:
- Leto, Artemis, and Pegasus missile launchers all look the same. It's often impossible to tell the difference between enemy Artemis and Leto Missiles until they fire (the missile projectiles look different), or without knowledge on enemy ship generation (for certain ship setups and in certain, often early, sectors; e.g. in Sector 1 and 2 enemy ships with Drone Control cannot have Artemis Missile).
- Hermes, Breach, and Hull missile launchers all look the same. Enemies never have Hull Missiles, but it can be difficult to tell the difference between Hermes and Breach Missiles until they are partly charged (and/or without knowledge on enemy ship generation).
- There are some specific missile weapons absent on enemy ships: Auto-ships and Zoltans do not have Breach Missiles, Slugs do not have Hermes and Leto Missiles, Engi do not have any missile weapons.
List of Missile weapons[]
Leto Missiles[]
"This launcher is outdated and weak, but can still be effective." |
- Sells for: 10 (cannot be bought or found)
- Power requirement: 1 power
- Charge time: 9 seconds
- Shots: 1
- Damage per shot: 1
- Effect: low chance of fire or breach. Low chance to stun crew (Advanced Edition Content)
- Comes equipped on Federation B and Zoltan A
Artemis Missiles[]
"Standard missile launcher on most Federation ships." |
- Sells for: 19 (cannot be bought or found)
- Power requirement: 1 power
- Charge time: 11 seconds
- Shots: 1
- Damage per shot: 2
- Effect: low chance of fire or breach. Low chance to stun crew (Advanced Edition Content)
- Only available on Kestrel A, Slug B, and Rock A
Artemis Missiles (enemy)[]
"Standard missile launcher on most Federation ships." |
- Availability: only used by enemy ships
- Power requirement: 2 power
- Charge time: 10 seconds
- Shots: 1
- Damage per shot: 2
- Effect: low chance of fire or breach. Low chance to stun crew (Advanced Edition Content)
Hermes Missile[]
"Standard but powerful missile." |
- Purchase price: 45 (Store rarity: 2)
- Power requirement: 3 power
- Charge time: 14 seconds
- Shots: 1
- Damage per shot: 3
- Effect: moderate chance of fire or moderate-low chance of breach. Low chance to stun crew (Advanced Edition Content)
Breach Missiles[]
"These missiles are designed to cause maximum destruction to ship hull armor." |
- Purchase price: 65 (Store rarity: 3)
- Power requirement: 3 power
- Charge time: 22 seconds
- Shots: 1
- Damage per shot: 4
- Effect: moderate chance of fire or high chance of breach. Low chance to stun crew (Advanced Edition Content)
- Capable of killing a Zoltan, if the missile causes 2 fires and stuns the crew.
Hull Missile[]
"High hull damage plus a decent breach chance." |
- Purchase price: 65 (Store rarity: 3)
- Power requirement: 2 power
- Charge time: 17 seconds
- Shots: 1
- Damage per shot: 2 (to system rooms) or 4 (to systemless rooms)
- Effect: low chance of fire or moderate chance of breach. Low chance to stun crew (Advanced Edition Content)
- Enemies never use this weapon
- Comes equipped on Rock A
Swarm Missiles[]
"If given time to prepare, the 'Swarm' launcher can replicate multiple warheads." |
- Purchase price: 65 (Store rarity: 4) (Advanced Edition Content)
- Power requirement: 2 power
- Charge time: 7 seconds per shot
- Shots: 1-3
- Damage per shot: 1
- Effect: low chance of fire or breach.
- Aims in an area, which can cause shots to miss small rooms
- If the autofire setting is on, it will fire a charge as soon as it is gained
- Only consumes one missile per volley, with a maximum efficiency of 3 shots per missile
- Enemies never use this weapon
- Comes equipped on Rock C
Pegasus Missile[]
"Creative missile design allows for two projectiles for the cost of one!" |
- Purchase price: 60 (Store rarity: 3)
- Power requirement: 3 power
- Charge time: 20 seconds
- Shots: 2
- Damage per shot: 2
- Effect: moderate chance of fire or moderate-low chance of breach. Low chance to stun crew (Advanced Edition Content)
- Only consumes one missile per volley
- Enemies never use this weapon
Boss Missile[]
"Artillery that fires 3 missiles that deal 1 damage." |
- Availability: only used by the Rebel Flagship in phase 1-3 (and its prototype in the Rebel shipyard event)
- Artillery system: with 4 system levels maximum
- Fires 3 missile at 1 damage, with moderate chance of fire or moderate-low chance of breach
- Charge time depends on the system level: 28.75s for level 1, 23s for level 2, 17.25s for level 3, 11.5s for level 4