Missile

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Missiles are self-propelled projectiles. Torpedoes, mines, guided bombs, and depth charges also fall under this category.

They come in 3 sizes: Small, Medium, and Large (S, M, and L). S-class holds 4 missiles per Missile Launcher, and 4 modules per metre length. M holds one missile per launcher, and 2 modules per gantry. L-launchers are 2x2x1, and their gantries contain a single module each.

Overview[edit | edit source]

  • Versatile due to large selection of modules. Can be used both offensively as weapons and defensively as decoys or missile interceptors.
  • Expensive, but compact.
  • Can be guided.
  • High ammo consumption.

Minimal missile[edit | edit source]

A minimal missile consists of:

  • a Missile Launcher, which defines in which direction the missile will be launched.
    • S-class launchers, and all Rail Launchers have integrated Gantries. For M-, and L-class normal launchers, you need an additional gantry-block.
  • a Missile Controller, which allows the player or AI to fire the missile.

For example, this launcher fires a 5m long missile in the direction of the launch pad:

G
G
G
G
G
L MC

Where:

  • G - Medium Gantry
  • L - Medium Launcher
  • MC - Missile Controller

Missile modules[edit | edit source]

Looking at a Gantry and pressing Q allows you to select the missile modules. S-class gantries contain 4 modules, M-gantries contain 2, and L-gantries contain just one. The rear of the missile is at the top of the list and the tip of the missile at the bottom.

A list of modules follows:

Module Category Health Drag Details
Short Range Thruster Thruster & Nose 20% 100% Placed on the rear. Adjustable start delay, and max duration. Provides 450/4,500/45,000 thrust at 0.75 thrust/fuel, costing 600/6,000/60,000 fuel/s. 1.7s thrust duration per fuel tank, max duration cannot be set above 5s (using a maximum of 3 fuel tanks). Halves lifetime if placed (to 10s/20s/40s).
Torpedo Propeller Thruster & Nose 20% 100% Placed on the rear. Provides thrust when below water. Adjustable ramp time, start delay, and thrust. Thrust can be set between 20/200/2,000 and 200/2,000/20,000, efficiency is 2.5 thrust/fuel costing between 8/80/800 and 80/800/8,000 fuel/s. Thrust duration per fuel tank is 125s to 12.5s. Keeps full lifetime if placed (20/40/80 seconds).
Variable Thruster Thruster & Nose 20% 100% Placed on the rear. Adjustable ramp time, start delay, and thrust. Thrust can be set between 30/300/3,000 and 300/3,000/30,000, efficiency is one thrust/fuel. Thrust duration per fuel tank is 33.3s to 3.3s. Halves lifetime if placed (to 10s/20s/40s).
Secondary Torpedo Propeller Thruster & Nose 20% 400% Placed on the 2. rear-most slot, in front of a Short Range Thruster or Variable Thruster. Allows for missile/torpedo hybrids. Same propulsion and settings as a normal Torpedo Propeller, but high drag, reducing the hybrid's speed. Restores full lifetime if placed (back to 20/40/80 seconds, like a normal torpedo).
Active Radar Seeker Thruster & Nose 20% 60% Placed on the nose. Seeks targets depending on their radar-signature, potentially decoyed by Radar Buoys. Has a strong tendency to target the biggest vehicle (potentially doing a 180° turn to reach it), making it poorly suited for use against small vessels.
Infra-red Seeker Thruster & Nose 20% 60% Placed on the nose. Targets heat sources (such as engines or jets) in a 120 degree field of view.
Laser Designator Receiver Thruster & Nose 20% 60% Placed on the nose. Targets the vessel designated by a Missile Laser Emitter once positive lock (green beam) is acquired. Can be used to target specific places on the target. Guidance stopped by smoke. Can be set up to use only the own Missile Controller's emitter, any emitter on the launching vehicle, or any emitter of the same team.
Missile Interceptor Thruster & Nose 40% 40% Placed on the nose. Targets enemy missiles, see below. Drag is 40% according to patchnotes; in reality as much as a Torpedo Sonar, but more than a Single Pixel IR Seeker or Thumper Head. Can only be placed on S-, or M-missiles.
Single Pixel IR Seeker Thruster & Nose 50% 40% Placed on the nose. Smaller IR seeker with a 70 degree field of view and a blind spot direct in front of itself, leading to a wobbly flight pattern. Drag is 40% according to patchnotes; in reality as much as a Thumper Head, but less than a Torpedo Sonar or Missile Interceptor.
Thumper Head Thruster & Nose 100% 40% Placed on the nose. Increases thump damage dealt on impact, just like Bodies. Drag is 40% according to patchnotes; in reality as much as a Single Pixel IR Seeker, but less than a Torpedo Sonar or Missile Interceptor.
Torpedo Sonar Thruster & Nose 50% 40% Placed on the nose. Targets underwater vessels with a 120 degree field of view. Drag is 40% according to patchnotes; in reality as much as a Missile Interceptor, but more than a Single Pixel IR Seeker or Thumper Head.
APN Guidance Fuel & Control 40% 100% Maintains the target at constant bearing. Short for Augmented Proportional Navigation. Wikipedia: Proportional navigation Provides free internal space: 1/2 a module for S-class, 15/16 for M, 127/128 for L. The actual health-modifier will be the weighted average of the APN's health-modifier, and the filler's.
Fins Fuel & Control 40% 200% Allows the missile to turn. Placing fins further from the centre of the missile increases turning force – for maximum turn-rate, you will need to place part of the fins near the nose of the missile, although that decreases speed.
Fuel Tank Fuel & Control 40% 100% Provides 1,000/10,000/100,000 fuel to the missile.
Laser Beam Rider Receiver Fuel & Control 40% 100% Follows the beam of a Missile Laser as long as it is within 30 degrees.
LUA Receiver Fuel & Control 10% 100% Receives commands from a LUA Box via the LUA Transceiver. This can include targeting, guidance, and detonation. Note that it should be spelled "Lua", as it's a name and not an acronym.
One Turn Fuel & Control 40% 100% Makes the missile fly parallel to a line from the launcher to the predicted target position when fired (or wherever the player is looking, if not using auto-aim). Note that vertical-launch missiles would pass above the target without guidance, due to gaining altitude while still turning. Provides free internal space: 1/2 a module for S-class, 15/16 for M, 127/128 for L. The actual health-modifier will be the weighted average of the One Turn's health-modifier, and the filler's.
Remote Guidance Fuel & Control 10% 100% Flies towards the target's assumed position. Will fly towards the player's view-direction/target if fired manually. Relies heavily on the AI's detection if AI-controlled. Signal Jammers will add an error to the remote guidance (1.5m per 0.1 strength, only the strongest counts). If fired by AI, it requires processing power – lack of sufficient processing will reduce accuracy.
Target Prediction Guidance Fuel & Control 40% 100% Aims the missile towards the predicted intercept point. Provides free internal space: 1/2 a module for S-class, 15/16 for M, 127/128 for L. The actual health-modifier will be the weighted average of the Target Prediction Guidance's health-modifier, and the filler's.
Turning Thruster Fuel & Control 20% 100% Provides 2.5 times as much turning-force as a fin, and without increased drag. Uses fuel (200/2,000/20,000 per second, i.e. one tank in 5 seconds). Only engages when the angle to the target is above 10°, has a 5° inaccuracy. Not affected by air-density.
Body Warhead 100% 100% High health, and increases thump damage of the missile as much as 20 additional components.
EMP Warhead Warhead 20% 100% Adds an EMP-charge. EMP deals damage to electronics (like AI-components or Ion Thrusters) and Heavy Armour. Charge-strength is 200/2,000/20,000. Will jump up to 6m if the impacted block is destroyed by the missile's thump damage.
Explosive Warhead Warhead 20% 100% Creates an explosion on detonation. 400/4,000/40,000 damage per warhead, increased by up to 50% if underwater. Can damage and destroy other missiles, potentially causing chain-reactions.
Fragmentation Warhead Warhead 20% 100% Creates fragments. Damage depends on cone-angle – 0.66 damage at 1°, 2.5 damage at 180°. AP is 6. It is possible to set an elevation offset, to spray the fragments up or down.
Ballast Tanks Utility 40% 100% Allows float depth to be set from 0m to 500m or buoyancy from -0.5 to +0.5. A float depth will reverse the effect of gravity below the set value. A buoyancy value will multiply the effect of gravity by that value. Missiles without buoyancy tanks will tend to a depth of 1m.
Cable Drum Utility 100% 100% An extra 300m/600m/1200m of cable for a Harpoon.
Camera Utility 40% 100% Allows the infra-red seeker to target the centre of mass, shields, random blocks, or hot objects.
Harpoon Utility 100% 100% Attaches to hostile vehicles with cable and can be winched in. Does not connect to friendly vehicles. Comes with a base cable length of 150m/300m/600m, and pulls the target with a force of 500/2000/8000, requiring the same amount of engine power to provide the pulling force. When a harpoon is mounted on a missile, it requires a unused winch block attached to the Missile Launcher in order to fire. Half of the force from a harpoon is applied at the target's centre of mass, and the other half at the attachment point.
Magnet Utility 40% 100% Attracted to the centre of mass of nearby vessels – including friendly vehicles, even if an FFI-block is placed. Range can be set from 5m to 140m/200m/282.8m. Start delay can be set from 3s to 30s. They can turn the missile, allowing for simple guidance if placed at the nose.
Proximity Fuse Utility 40% 100% Detonates the missile when it passes close to anything that isn't a projectile. Range can be set from 1m to 5m. Causes explosive warhead explosions to originate 90% of the way towards the triggering object from the fuse position, rather than at the warhead position. Can only be selected for medium and large missiles. Provides free internal space: 4/5 of a module for M, 39/40 for L. The actual health-modifier will be the weighted average of the Proximity Fuse's health-modifier, and the filler's.
Radar Buoy Utility 40% 500% Uses the buoy of one Missile Radar Buoy Holder. Potentially lures missiles with an active radar seeker to it. Provides detection if the holder is connected to an AI and the missile is in the air. Cannot fire without a free radar buoy holder.
Regulator Utility 40% 100% Increases the lifetime of the missile by the base lifetime (i.e. 10/20/40 seconds if a Short Range or Variable Thruster is the only propulsion, 20/40/80 seconds otherwise). Stacks additively (e.g. an S-torpedo with 2 regulators has 60s lifetime).
Safety Fuse Utility 40% 100% Prevents the missile from triggering if touching the vehicle it was launched from. Provides free internal space: 1/2 a module for S-class, 15/16 for M, 127/128 for L. The actual health-modifier will be the weighted average of the Safety Fuse's health-modifier, and the filler's.
Sonar Buoy Utility 40% 500% Uses the buoy of one Missile Sonar Buoy Holder. Potentially lures missiles with an active sonar seeker to it. Provides detection if the holder is connected to an AI and the missile is in the water. Cannot fire without a free sonar buoy holder.
Sticky Flare Utility 40% 100% Attracts infra-red seekers. Sticks on impact. Ignition delay can be set from 0 to 20 s and post-ignite drop delay from 0 to 20 s. Burn time is 5s. Strength (shown in detection-view, unknown what vehicle temperature it is comparable to) is 1000 and increases when close to other flares (notably if placing several on one missile). Does not appear to depend on the size-class, so it is recommended to use this on S-class missiles.

Flight characteristics[edit | edit source]

Main article: Missile aerodynamics


Most of the important info is given when editing a missile. Some notes for optimisation:

  • Components generate less drag when further back.
    • Fins (twice normal drag), secondary torpedo propellers (x4), and radar/sonar buoys (x5) generate more drag.
    • All heads have reduced drag (60%), missile-interceptor heads, torpedo sonars, single-pixel IR-seekers, and thumper heads have drag even below normal heads (all 40% according to 2.2.27 patchnotes, but testing shows they generate different speeds).
  • Fins generate more turning force when far from the centre of mass. Place at the ends of the missile – rear for maximum speed, even mix of rear and front for compromise between turning and speed.
    • Turning thrusters also apply more force far from the CoM, but generate no additional drag. They have 2.5 times the force of a fin, are unaffected by air-density, and use 1 fuel tank in 5 seconds. Only engages when the angle to the target is above 10°, has a 5° inaccuracy.
  • Short range thrusters operate at 0.75 thrust per fuel (generating 450/4,500/45,000 thrust for 600/6,000/60,000 fuel on S/M/L missiles). They cannot burn longer than 5s.
  • Variable thrusters generate 1 thrust per fuel. They're limited to a max thrust of 300/3,000/30,000.
  • Torpedo propellers generate 2.5 thrust per fuel, limited to 200/2,000/20,000 thrust, or 80/800/8,000 fuel per second.
    • Secondary torpedo propellers operate like normal torpedo propellers, but their significant drag reduces total speed.
  • Each fuel tank (or 1 unit of internal space used for fuel) holds 1,000/10,000/100,000 fuel.
  • Lifetime is 10/20/40s for missiles, 20/40/80 for torpedoes and bombs. A regulator increases that by 100% of the base value (so an S-class torpedo with 2 regulators has 3 * 20s = 60s lifetime).

Other notes[edit | edit source]

  • Missiles are unaffected by gravity while powered by a Short-Range Thruster or Variable Thruster.
  • Missiles deal thump damage on impact detonation even without a warhead. The damage depends on the reinforcement of the missile (thumper head, bodies, internal space used for reinforcement), the size (both length and class), and the speed. AP is 20.
  • Required accuracy only works on turreted missile systems. Hull-mounted missiles ignore required accuracy, and always fire if a target is within range – If you need them to e.g. only fire when the target is in front of your craft, you will need to limit firing arcs.

Warhead characteristics[edit | edit source]

Fragmentation[edit | edit source]

All fragments have an AP-value of 6. Each warhead spawns its fragments at its own location, so keeping the warheads near the nose can slightly increase the number of fragments that hit.

Class Fragments per warhead Damage per fragment at 180° cone angle Damage per fragment at 1° cone angle Total damage at 180° cone angle
S 15 400 107 6,000
M 30 2,000 536 60,000
L 60 10,000 2,681 600,000

Explosive[edit | edit source]

For general information on explosive damage, see Damage.

Class Damage per warhead Radius for a single warhead
S 400 7.7m
M 4,000 16.8m
L 40,000 36.7m

Damage increases linearly with number of warheads. Radius increases less than linearly.

Internal space (due to APN guidance, target prediction guidance, or one turns) can be converted into HE. 1/2 of a warhead for S, 15/16 of a warhead for M, 127/128 of a warhead for L. Proximity fuses also provide internal space, but only 4/5 of a module for M, and 39/40 for L (cannot be placed on S-missiles).

The explosion is centred on the average position of all explosive warheads in the missile. Therefore it is advantageous to have the warheads near the front of the missile for a head-on hit.

Underwater missiles have greater explosive damage, to a maximum of 1.5x damage at 5m depth. Explosive radius is also increased to up to ?x, but not exceeding the cap of 30m (information on underwater radius may be obsolete, explosion-algorithm and missiles changed since).

If the missile has a proximity fuse, the explosion instead originates 90% of the way towards the triggering object from the fuse position. This does not affect the underwater damage bonus.

EMP[edit | edit source]

EMP-warheads add an EMP-charge. Charge-strength is 200/2,000/20,000. Will jump up to 6m if the impacted block is destroyed by the missile's thump damage.

It is possible to use missiles as shield-killer, using EMP. Unlike APS-, and CRAM-shells they pass through shields, delivering a large EMP-payload that can destroy Shield Projectors. It is also possible to use Particle Cannons for that.

Thump Damage[edit | edit source]

All missiles deal thump damage if impacting on a block. The damage dealt depends on impact-speed and modules. AP is 20. One body-module is worth 20 additional normal modules. While the patchnotes claim that a thumper head increases damage as much as 1.5 bodies, the UI shows it is counted as one body – Nonetheless, a dedicated thumper-missile will do better with a thumper head, due to the head's lower drag. Bodies and thumper heads have the additional advantage of increasing the missile's health.

Internal space used for reinforcement will also increase thump-damage.

Class Damage per module per m/s Additional damage per body per m/s
S 0.05 1
M 0.5 10
L 5 100

Missile Interceptor[edit | edit source]

Interceptors target hostile missiles. They will distribute all available interceptors to comfortably kill as many missiles as possible, and prioritise missiles larger than themselves. Interceptors trigger when very close to their target, or in range but moving away, and are destroyed when triggering, damaging up to 3 missiles within 35m. Should they miss, or should the target be destroyed, the interceptor will acquire a new target.

Missile interceptors are not available for large missiles.

When triggering, any HE-warheads will damage surrounding missiles. This can be used to increase damage of interceptors.

Class Damage vs S-missile at 0m Damage vs S-missile at 35m Damage vs M-missile at 0m Damage vs M-missile at 35m Damage vs L-missile at 0m Damage vs L-missile at 35m
S 100 75 160 120 640 480
M 625 468.75 1,000 750 4,000 3,000

Countermeasures[edit | edit source]

Evasion[edit | edit source]

Very fast vessels (above around 100 m/s) may be able to outrun missiles, or at least require faster and therefore shorter-ranged missiles to catch. This depends heavily on the missile, range, and whether you're moving towards the missile – moving towards the missile may allow it to use APN or target prediction to intercept a faster vessel, while moving away from a faster missile can cause it to run out of fuel before reaching you.

Very manoeuvrable vessels may be able to dodge missiles, though this is less reliable than outrunning them.

Softkill measures[edit | edit source]

IR seeking missiles can be decoyed with flares or diverted to unimportant places with Heat Decoys.

Sonar seeking missiles can be decoyed by sonar buoys, while radar seeking missiles can be decoyed by radar buoys. Note that both will likely still get a lock on large vehicles – Their tendency to target large craft can, however, be used to lure them to a large craft with active defences.

Missile Laser Emitters can't lock onto vehicles surrounded by smoke generated by Smoke Dispensers or smoke shells, so Laser Designated missiles have difficulties hitting vehicles in the presence of smoke. Laser Beam Riding missiles do not require a lock, only a direction, and hence have no such difficulty.

Hardkill Measures[edit | edit source]

Missile health is given by the UI when editing the missile. Larger missiles (both class and length) have more HP, and thumper heads, bodies, and using internal space for reinforcement further increase this. Their armour-class is 1, meaning 2 AP is enough to deal full damage.

Missile Interceptors, Laser Munition Defences, and weapons controlled by Anti Missile Cannon Controllers can destroy hostile missiles, once they have been detected.

Detection Range[edit | edit source]

Detection range is listed by the UI. It depends on a missile's class, length, and thrust. As a rule of thumb, it can be assumed that S-missiles spend roughly one second within detection-range, M-missiles about 2-4s, and L-missiles upwards of 5s.

Do note that an active radar seeker is detectable from much further away by Passive Radars.

All ranges in metres. Only applies above water. If the powered detection range is smaller than the unpowered one, the unpowered range will be used.

Class Base unpowered range Unpowered range per metre length Powered with min-thrust variable thruster Powered with max-thrust variable thruster Short-range thruster
S 100 10 116.9 293.7 345.5
M 200 20 293.7 737.9 867.8
L 400 40 737.9 1,853.4 2,179.7

E.g. a 1m S-bomb has a detection-range of 110m (100m base + 10m from length). Adding a thruster will increase this to at least 116.9m. However, at 2m length an S-missile with minimum thrust will have the unpowered range of 120m instead (as 116.9m is smaller than 120m).


Below-water, only Passive Sonars can be used to detect missiles. All ranges in metres. Only applies below water.

Class Powered with min-thrust torpedo propeller Powered with max-thrust torpedo propeller
S 99.4 249.8
M 249.8 627.4
L 627.4 1,575.9

Missile launcher components[edit | edit source]

  • Missile Launcher: Determines where and in which direction the missile will be launched from. S-class launchers contain one built-in gantry.
    • Also available as Missile Rail Launcher. These contain modules on all size-classes, are lighter, and more vulnerable.
  • Missile Controller: Core-block of any missile-system. Allows player or Local Weapon Controllers to fire the missiles.
  • Gantry: The missile itself. Contains the missile's internal modules. 4/2/1 modules per gantry for S/M/L.
  • Missile 6 Way Connector: Connects other parts of the missile launcher together.
  • Ejector Add On: Each Ejector gives the missile an initial speed-boost, depending on the size-class. Connects directly to the Missile Launch Pad. Up to four may be stacked on S or M launchers, up to 8 on L launchers.
  • Missile Laser Emitter: Used for missiles with laser beam rider receivers or laser designator receivers.
  • Identify Friend or Foe Add-On: Ensures that missiles only target enemies and not friends. Does not prevent triggering if hitting a vessel.
  • Staggered Fire Add-On: Allows multiple launchers to be fired in sequence.
  • Missile Winch: Used to reel targets in with a harpoon missile.
  • LUA Transceiver: Used to communicate with a LUA receiver module on the missile.

Strategy[edit | edit source]

  • Place high-drag components at the rear of the missile so they contribute less to the missile's overall drag.
  • Within reason, shorter missiles are more manoeuvrable than long missiles. Combined with their higher rate of fire, it is usually advisable to not build "doom-sticks".
    • However, building too short may leave insufficient room for all required components.
  • The larger the missile-class, the higher the theoretical ammo-efficiency. A 1m "missile" with exclusively fragmentation-warheads at 180° cone would deal a total of 24,000/120,000/600,000 kinetic damage (with 6 AP), costing 25/100/400 ammo – 960/1,200/1,500 damage per ammo.
    • Practically, smaller missiles can still be more efficient against smaller and more agile targets. Larger missile-classes may deal overkill damage, are more vulnerable to interceptors, and typically easier to evade.
  • Magnets can be used as a very effective guidance, if placed on the nose of the missile. However, they will also "lock" onto friendly vehicles, making high-range magnets potentially dangerous for your own fleet.
  • Missile interceptors can also act as torpedo-interceptors, if placing a ballast-tank and propeller, instead of a thruster.
  • Placing buoys and/or flares on interceptors can make hostile missiles fly towards them, making interception easier.
  • A missile-drone (or torpedo-drone) can be supplied with ammo by a larger vessel when within its Supply Radius. This can allow for very compact drones with high firepower and little risk of explosions.
  • With proper code, a Lua receiver can act as a combined seeker, guidance, and fuse, saving module slots on the missile. With a good script it can also provide more intelligent behaviour.

AI[edit | edit source]

Considerations when letting an AI use missiles:

  • Laser-guided missiles (both designated, and beam-riding) need good bearing-accuracy to work accurately. Range-accuracy is not required.
  • Remote-guided missiles need both good range-, and good bearing-accuracy. On top of that, they require significant processing power (1/4/16 per missile), and the required General Purpose Processing Cards can increase total cost significantly.
  • IR-guided missiles typically need a "good estimate" of the target's position. How good the estimate needs to be depends on the IR-signature of the target, and the range.
  • Active radar and sonar seekers can often work if simply fired within 90° of the target – Against sufficiently large targets, a vertical-launch radar-seeking missile will not need a one-turn. Against low-return vehicles (alloy and rubber can be used to reduce both radar-, and sonar-return, although this will not help large vehicles much) at medium-long range, you will need more accuracy, however.
  • Consider limiting the range on the Local Weapon Controller to only fire when the target is within range. Moreover, you can set a minimum and maximum altitude
    • For torpedoes, you will want a maximum altitude of about 5-15m (altitude is measured from centre of mass and CoM can be above the waterline on boats, with waves potentially pushing them up further).
    • For missiles, a minimum altitude of about -10m can prevent shooting submarines.
  • Anti Missile Cannon Controllers do not work on hull-mounted weapons. If you want hull-mounted missile-interceptors, you need an Automated Control Block firing the missiles.
    • However, whether you use turrets or ACBs, an AI on the craft needs to be aware of the hostile missile. Use Munition Warners to detect missiles. Passive radars can be used to increase detection-range against active radar seekers, and passive sonars are required to detect torpedoes.
  • A drone spawned using a Subvehicle Spawner will return to the mothership if the AI is set to fleetmove mode. You can use an Automated Control Block setting the AI to fleetmove if low on ammo to automatically return and rearm.

Examples[edit | edit source]

This is not intended as a complete list, but rather to show some of the most basic types of missiles. Feel free to experiment, and/or create a separate page with more pre-made designs, which you can then link here.

Bomb[edit | edit source]

MagnetBomb.jpg
  • M-class used for the screenshot
  • 1x Gantry

This gives us two modules.

Configuration (rear -> front):

  • 1x Fragmentation Warhead set to 120° (the magnet ensures the bomb will point roughly towards the enemy, but may still hit at an angle hence a bit more than 90°)
    • Alternatively a HE-warhead, but that can cause chain-reactions if dropping several bombs.
  • 1x magnet set to 3 seconds. Range depends on how far away the launching vehicle is after 3s.

Guided Bomb/Grenade[edit | edit source]

GuidedBomb.jpg
  • M-class used for the screenshot
  • 3x Gantry

This gives us six modules. As a bomb, best if faced horizontally. As a grenade, you must use ejectors to achieve sufficient speed.

Configuration (rear -> front):

  • 1x Fins
  • 1x Target Prediction Guidance
    • Alternatively, if used against near-stationary targets, another warhead
  • 3x HE warhead
  • Single Pixel IR Seeker
    • Alternatively another seeker of your choice, but this has the lowest drag – Needs to point roughly towards the enemy, consider using radar-guided bombs if you cannot ensure that
  • Internal space used for HE

Unguided Rocket[edit | edit source]

UnguidedRocket.jpg
  • M-class used for the screenshot
  • 4x Gantry

This gives us eight modules. Must be turreted using a Two Axis Turret, or the entire craft must aim accurately with its hull. Due to the high speed and health, rockets may have more success piercing enemy active defences (like LAMS or CIWS).

Configuration (rear -> front):

  • Short Range Thruster
  • 2x Fuel Tank
    • You can use one or three fuel tanks instead, depending on the desired range – 2 fuel tanks achieve roughly 1.1km powered range, with about another 400m gliding, if launched horizontally.
  • 3x HE Warhead
  • 1x Body
  • Thumper Head

Torpedo[edit | edit source]

NormalTorpedo.jpg
  • M-class used for the screenshots
  • 5x Gantry

This gives us ten modules. Best if facing roughly towards the enemy (+/- 90°).

Configuration (rear -> front):

  • Torpedo Propeller (set to 1,500 thrust)
  • 1x Fins
  • 1x Fuel Tank
  • 1x Ballast Tanks
  • 1x Target Prediction Guidance
  • 4x Explosive Warhead (perhaps fragmentation, but HE gets a 50% bonus underwater)
  • Torpedo Sonar
  • Internal space used for fuel


AgileTorpedo.jpg

Variant with a one-turn and more agility – This will allow the torpedo to be launched from almost any orientation, and is more likely to hit agile targets:

  • Torpedo Propeller (set to 1,400 thrust)
  • 2x Fins
  • 1x Ballast Tanks
  • 1x Target Prediction Guidance
  • 1x One Turn
  • 3x Explosive Warhead
  • Torpedo Sonar
  • Internal space used for fuel
    • Note that this relies heavily on the internal space and will likely need at least one fuel tank if scaled down to S-class

Short-Range AA Missile[edit | edit source]

AAMissile.jpg
  • S-class used for the screenshot
    • It is recommended to keep these S-class, as small missiles tend to be faster and more manoeuvrable, on top of getting a higher volume-of-fire and needing less space to work at all.
  • 3x Gantry

This gives us twelve modules.

Configuration (rear -> front):

  • Variable Thruster set to 0 ramp time and 220 thrust
  • 3x Fins
  • 1x APN Guidance set to a gain of 1
  • 1x Fuel Tank
  • 3x Fragmentation Warhead set to 140° cone-angle
  • 2x Fins
  • Infra-Red Seeker or Single Pixel IR Seeker
    • Radar-guidance is only recommended if planes are the only target in-play, due to the radar-seeker's tendency to target large craft.
  • Internal space used for fuel

Long-Range Cruise Missile[edit | edit source]

CruiseMissile.jpg
  • L-class used for the screenshot
  • 10x Gantry

This gives us ten modules. If scaling it down, remember that the lifetime of missiles is limited, and you may need either greater speed or a regulator to achieve the desired range using smaller classes.

Configuration (rear -> front):

  • Variable Thruster set to a ramp time of 10s and 4,800 thrust
  • 1x Fins
  • 1x Target Prediction Guidance
  • 1x Fuel Tank
  • 4x Fragmentation Warhead. Cone angle to whatever you prefer, but recommended below about 150°
  • 1x HE Warhead
  • Active Radar Seeker
  • Internal space used for HE

Using more HE would likely deal overkill-damage, and exceed the radius-cap of 30m even more.

Exceeding an effective range of about 2km is usually not necessary, as no faction-craft is allowed to have an intended range greater than that – You will only encounter ranges above 2km if you choose to do so, or if a crippled craft is unable to close distance.