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Missiles are secondary weapons mounted on fighters, increasing their firepower and combat flexibility. Each fighter has a number of missile hardpoints that can carry one or more missiles (depending on their type).

Game files mention six other missiles: Stalker, Blazer, Iron Tooth, Death Claw, Brute, and Hell Fire, but these have no stats associated with them.

Types[ | ]

Name Missiles per mount Range Damage Maneuverability Lock-on Unlocked Description
Shield Hull Speed Pitch rate Distance Time Decoy1
Fuel Pod
Fuel Pod
Not applicable. Adds +50 seconds of afterburners. Start

(Bronze)

Mounted on a single hardpoint, adds 50 seconds worth of afterburner fuel. Universally useful for each mission and fighter.
Bandit
Bandit
1 60 220 200 500 0.14 100 5 s 20% Available since the beginning. Although you only get one, it's an excellent dogfighting missile until you gain access to the Raptor (mission 12).
Havoc
Havoc
1 80 300 - 400 0.16 100 3 s 20% Electromagnetic pulse missile. Deals no damage, but releases a shock-wave that temporarily disables all fighters in range, sending them spinning wildly. Can knock out groups of ships but makes them difficult to kill due to a combination of disabled fighters rapidly rotating their shield facings and it confuses the lead cursor which is calculated by speed from the nose. The lead cursor in particular makes it almost impossible to hit disabled ships if you have blind fire enabled.
Jackhammer
Jackhammer
1 80 2500 2500 240 0.1 100 6 s 40% A scaled-down torpedo mounted on Alliance fighters. Unsuitable for use against other fighters, intended for use against corvettes, large ships, and special mission objectives.
Screamer
Screamer
Screamer Pod
20
60 80 80 500 Unguided Dumb-fire rockets. Excellent for taking slower targets or fighters at medium ranges.
Imp
Imp
1 60 240 - 500 0.18 100 2 s 40% Mission 12

(Silver)

Explodes on proximity and disables the shields of ships caught in the blast.
Raptor
Raptor
Raptor pod
3
50 250 200 500 0.2 160 3 s 30% Another dogfighting missile. Improved damage and pod capacity, but reduced range and increased chaff susceptibility.
Vagabond
Vagabond
1 100 500 350 600 0.12 140 4 s 20% Superior dogfighting missile. Sacrifices maneuverability for damage and ability to retain its homing even against cloaked targets like Kamovs and Basilisks.
Hawk
Hawk
Hawk Pod
4
120 120 120 400 0.14 300 4 s 30% Mission 17

(Gold)

Advanced dogfighting missile, sacrificing damage for range, lock-on speed and pod capacity.
Solomon
Solomon
Solomon Pod
4
60 200 100 400 0.14 Fire-and-forget Mission 19

(Platinum)

Fire-and-forget missile that locks onto the nearest hostile target. Excellent for torpedo defense.

1 - Decoy refers to the chance that a missile will be fooled by countermeasures.

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