Rocket Launch Site

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 0.49.

## View Structure Health

The **Rocket Site** is a world structure that allows a group of players to launch a **Rocket** to permanently destroy structures within an area. The site can be destroyed to prevent further use, but can be rebuilt with Basic Materials. The launch site is a single use structure - once a rocket is launched you cannot use it again. It will then show up in red on the map. The structure is immune to friendly fire.

## Building

First, the launch site itself must be built with 200 Refined Materials using a Construction Vehicle. Next, 10 squad members must be in the same region as the launch site and select the Build Rocket  option in the site's menu. Any Rocket built by a squad can only be accessed by that squad or by members of the enemy faction. Needless to say, the Rocket must be protected from the enemy or you risk having it shot into your own lines.

####  Build Rocket

Requires a Rocket Booster and a Warhead in your inventory to create. The Rocket can be completed with 200 Basic Materials

## Fueling

Once built, the Rocket automatically begins fuelling where it consumes 1 litre of Petrol from the Rocket Site's inventory each minute until it is fully fuelled. Rockets require 720 litres (7.2 cans) of Petrol in order to launch in the current region, or 1440 litres (14.4 cans) of petrol to launch in any region (12h and 24h to fuel it respectively).

## Decay and Rebuilding

Once the rocket has been constructed, it will take **72 hours** before it will decay, this includes the time for fuelling which means for a max-range launch you will have 48hrs to use it before it decays.

Once the rocket has decayed, it takes 200 Basic Materials in order to rebuild it, the previously used Rocket Booster and Warhead are retained and can be used to complete the rebuild; it will however need to be refuelled.

## Spotting

Any player can spot for a "nuke" regardless of whether or not they are a member of a squad who built a rocket. This is accomplished through use of a Radio Backpack by crouching and holding the Transmitting Launch Codes key `J`. The position of the cursor at the time transmission of the launch codes begins determines the spot at which the rocket will land. It is recommended to use Binoculars to increase the distance from which you can spot, however this distance is limited to 100m from the player. Since the blast radius of the rocket is 80m, the effective maximum distance from which you can hit a target is 180m. The targeted position must be on land.

Launch codes can only be transmitted while standing on solid ground. Launch codes cannot be transmitted while in a vehicle, inside a house, standing on rocks, standing in water, or standing in the back of an APC or similar vehicle. They also cannot be transmitted if there are vehicles or other obstacles above you. Additionally, there must be an enemy structure within 80m of the position of your cursor (the blast radius of the rocket) for the codes to appear. Once the codes appear, you will not be able to perform **any action** other than canceling the launch by pressing Transmitting Launch Codes key `J` once more. Since you will not be able to defend yourself, it's recommended to wear a Scout Uniform and to hide in a bush to evade enemy intelligence structures and search parties respectively. A gas mask and a large number of gas mask filters will also be useful as enemies have been known to utilize gas grenades to hunt down spotters.

The spotter will not be able to see how much time is left in the countdown.

## Launching

In order to launch, 10 players from the squad who built the rocket must first be in the same region as the launch site. Next, launch codes need to be entered by 3 players from either the squad that built it or the enemy faction in order to begin the launch sequence. This will commence a 10 minute countdown and result in a game-wide message will be broadcast to each team. The friendly team will be notified of the exact region, grid square, and keypad of the spotter. The enemy team will be notified of the region and grid square of the position that the rocket is targeting. A siren alarm will play for anyone near a world base in the targeted area to audibly alert all nearby players that a spotter is nearby and a "nuke" is incoming.

This message will usually result in a massive manhunt for the spotter depending on the importance of the target. Since the maximum distance between the spotter and the position the rocket is targeting can only be 100m, the spotter will always be located in the grid square the rocket is targeting or an adjacent one. This is not a particularly large area to hide in and as such it is recommended to have additional players protecting the helpless spotter.

The siren stops if the spotter stops spotting or is killed, or if the world base that's sounding the alarm is destroyed through other means. If the latter, beware that this does not mean that the spotter is dead or that the "nuke" has been canceled.

Once the launch codes have been entered, the launch can only be aborted by the spotter canceling his transmission or dying. The only way to abort from the Launch Site is to destroy the rocket itself before it can launch. This is especially problematic if the enemy team is able to launch a friendly rocket. For the same reason, caution must be used with codes from an untrusted source and it is recommended to take additional steps to verify what exactly is being targeted.

####  Enter Launch Code

Allows you to enter a 4 digit launch code, obtained via a Radio Backpack, to initiate the Rocket's launch sequence. This must be done by three soldiers at the launching site. Upon filling in all three codes, the Rocket will launch.

## Effect

The blast will destroy players, vehicles, and structures within the an 80m radius, and will 'scorch' buildings such as Town Halls/Relics, Seaports/Factories, etc; which then cannot be rebuilt by either Faction, and turn 'red' on the Map. If a Town Hall is destroyed then it will be impossible to unlock Industry which will prevent logistics structures from being rebuilt in that area.

Scorching a VP, will reduce the number required for a Faction to win, e.g. if a Faction has 31/32 and then destroys an Enemy/Neutral VP, they will win the War (given upgrade/etc criteria is met).

Only one rocket can be launched from a site per war as the act of launching will permanently destroy (turn red) the launch site.

A visual effect will appear when standing in a location that has been nuked. However, the launch of a rocket, contrary to its nickname of "*Nuke*", **does not** cause an after-effect that requires a Gas Mask and filter, the area is as safe as before. The effects are **rather similar** as a M.O.A.B (Massive Ordnance Air Blast bomb).

Despite the rumors, the Great Warden Dam itself cannot be destroyed by a rocket and will not result in a flood.

It is possible to destroy another launch site using a "nuke" rendering it unable to be rebuilt just like any other building or structure.

There is no friendly fire penalty for either the spotter or the 3 players who enter the codes.

## Gallery

* Destroyed Rocket Site
* The rocket itself once built and fueled.

1. ↑ Tested at the end of War 87 by the SPUDs
2. ↑ The Endless Shore launch site was destroyed by a Colonial rocket fired from Origin in War 90.