Armament

## Missiles

**Missiles** can be divided into two general categories: within visual range (heat-seeking) missiles used during combat and tactical/cruise/theater missiles used on the strategic map. Most of the latter can carry nuclear warheads which are extremely powerful, but using them can have serious consequences. Note that none of the tactical/cruise missiles differentiate between friend or foe so be careful when launching them blind.

For aircraft missiles see aircraft.

### WVR Missiles

**Heat-seeking missiles:** select an enemy by pointing in their general direction then press Space. The missile can be destroyed in flight so it's best to fire between volleys. It can also be destroyed *while still on your ship* so it's best to use them early in combat. Heat-seeking missiles can be countered by flares (ASO-75) the AI never uses flares. If your ship has missiles equipped the UI will show a broken line which is your indicator of the missile's flight path. Don't fly into your missile after launching it!

* R-5 ZENITH - the standard WVR missile and only one available since game version 1.14.

**AA Defence missiles:** these lock on automatically to incoming heat-seeking/tactical/cruise missiles and aircraft so you just have to press C and hope they hit. Launching multiple missiles will spread them between different targets. They carry a shrapnel warhead so one missile can take out few planes flying in a formation. Even if they miss they will at least quickly tell you from which direction the attack is coming from so you can engage your guns faster. They require a Fire Control Radar (MR-12, MR-2M) to use.

* R-9 SPRINT - the only AA defence missile in the game.

### Tactical Missiles

With speed of 4000 km/h but range of only 400 km, they hit the target almost instantly and are useful as a defense against enemy missiles, planes, etc. The conventional ones carry a shrapnel warhead to intercept such targets more easily but this also makes them ineffective against enemy ships. If fired blind they activate their own radar guidance 100 km before aiming point; their radar cone has range of 75 km at a 90 degree angle (about 110 km wide). They can also be guided directly to the target with Missile Tracking (see below). These missiles have a 75 percent chance of intercepting other missiles and a 66 percent chance of intercepting strike aircraft.

* A-100 - conventional warhead, radar guided.
* A-100N - nuclear warhead, radar guided.

### Cruise Missiles

With a respectable range of 1600 km and a speed of 900 km/h, cruise missiles are made for long range bombardment. They come in two variations: radar guided and anti-radiation. Anti-radiation missiles have the letter "P" in their title and bear the satellite dish icon. They will lock on any radar or jammer sources they detect.

The radar guided version has same properties as the A-100. If fired blind it activates its own radar guidance 100 km before aiming point. The radar cone has range of 75 km at a 90 degree angle (about 110 km wide). You can also guide it directly to the target with some kind of Missile Tracking (see below). The anti-radiation version has coverage of 360 degrees and lock on range of 100 km unless jammed by the enemy, in which case it's 500 km (yes, it's *better* when jammed) and can only be fired blind. The conventional Kh-15 warhead explodes on impact and can easily blow up half a frigate.

* Kh-15 - conventional warhead, radar guided.
* Kh-15N - nuclear warhead, radar guided.
* Kh-15P - conventional warhead, anti-radiation.
* Kh-15PN - nuclear warhead, anti-radiation.

### Theater Missiles

Range of 2000 km and speed of 8280 km/h. As of game version 1.13 they cannot be obtained during the Campaign as they're only used by the AI at the very end of it. They can however be spawned in the Shipworks editor. They carry no on-board guidance. One simply points and clicks on the strategic map, so they're only useful against stationary targets.

* R-3 - conventional warhead.
* R-3N - nuclear warhead.

### Missile Tracking

All radar guided missiles (no "P" in their title) can be guided remotely if the target is in your Tracking range as indicated by the yellow circle on the strategic map. This range is by default 100 km (visual range, 75 km at night) and can be extended with the Fire Control Radar (MR-12 - 400 km, MR-2M - 250 km). You can also use the Tracking range of other ships or even aircraft. When provided Tracking the missiles fly straight at the target and do not engage their own on-board guidance at all.

### Missile Jamming

If a radar guided missile is in an area covered by enemy jammer its onboard guidance will be drastically reduced (but not completely removed). It can still be used directly with Missile Tracking (see above) as usual. A friendly jammer does not affect the guidance of friendly missiles.

### Visual flow chart guide

Here is Daud's flow chart of some good practices when a missile is inbound,

### FAB-1000

There is currently only one ship bomb in the game, the FAB-1000. If you hold the middle mouse button you will see the projected flight trajectory of the bomb which makes aiming a lot easier. Just like projectiles the bombs inherit the inertia on your ship so with small and fast bombers such as the Rook it's possible to "drop" them almost sideways.

Bombs can take a surprising amount of damage before being destroyed (they have durability of 100, same as a 2x2 hull block) assuming you even manage hit them in the first place as they're very small targets. As such defending your ships from enemy bombs using CIWS is extremely difficult; try dodging them instead or just shoot down the enemy planes before they drop the bombs. Bombs still attached to ships are much easier to destroy as they will take splash damage from HE shells and when they explode they usually take rest of the ship with them.

## Armaments

Value: 200

Mass: 37.3t

Size: 1×2

Range: ?

Value: 600

Mass: 5.4t

Size: 2×1

Range: ?

Value: ?

Mass: ?

Size: ?

Range: ?

Value: 300

Mass: 4.6t

Size: 1×1

Range: ?

Value: 1500

Mass: 261.1t

Size: 4×2

Range: ?

Value: 1500

Mass: 261.1t

Size: 4×2

Range: ?

Value: 1500

Mass: 261.1t

Size: 4×2

Range: 400

Value: 2000

Mass: 261.1t

Size: 4×2

Range: ?

Value: 4000

Mass: 261.1t

Size: 4×2

Range: ?

Value: 4000

Mass: 261.1t

Size: 4×2

Range: ?

Value: 4000

Mass: 261.1t

Size: 4×2

Range: 400

Value: 4000

Mass: 261.1t

Size: 4×2

Range: ?