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 | 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 | 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 | 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 | 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 | 20 | 60 | 80 | 80 | 500 | Unguided | Dumb-fire rockets. Excellent for taking slower targets or fighters at medium ranges. | ||||
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 | 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 | 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 | 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 | 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.