The Missile launcher trades rate of fire for a harder guided hit. It is strongest when a target is already committed, exposed, or moving along a predictable escape line.
Missile live module render
Live mini canvas: module cards reuse the current ship-module renderer.
- Role
- Guided burst weapon
- Module HP
- 100
- Mass / drag
- 0.6 / 0.1
- Build price
- Dynamic; next module starts at 100 gold
- Shot
- 30 damage
- Reload
- 2 seconds
- Base range
- 10
- Guidance
- Speed 10→20; turn rate 2.1
- Damaged output
- 70% at 50% HP or lower
How it works
A healthy launcher fires one 30-damage guided missile every two seconds. In current multiplayer authority the projectile starts at speed 10, turns at 2.1 radians per second, and accelerates linearly toward speed 20 near the end of its lifetime.
Best uses
Open a fight against an exposed weapon or propulsion block.
Pressure ships that must keep moving through a known lane.
Add guided reach to a slower frontline build.
Placement and hull design
Keep launchers behind durable outer modules when possible. A Missile mount has less HP than a standard Turret and its slow reload makes every disabled shot expensive.
Synergies
Radar for earlier target acquisition and better automated firing.
Turret or Laser for continuous pressure between missile launches.
Failure points and counterplay
EMP can remove guided ordnance before impact.
The reduced 2.1 turn rate rewards early launch alignment and can be outmaneuvered at close range.