"Hurricane" Guided Rocket System

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## Equipment Details

### Availability

Unlock

Purchased for:

 — Item Description

The **"Hurricane" Guided Rocket System** is an unlockable primary weapon for the Gunner. It is a portable multi-tube rocket launcher system with a targeting package including a laser designator, allowing for its missiles to be manually guided after launch. It consists of a nine-tube launch assembly in the front, a large drum on the side that feeds missiles into the weapon, and a laser designator mounted near the rear grip.

The most notable feature of this weapon is its ability to guide missiles to wherever the operator is aiming the laser designator. The guidance is applied to all missiles that are launched and cannot be disabled except through the use of Overclock modifications. However, unequipping the weapon switch off the laser designator and cause any in-flight missiles to lose their guidance. The guidance of these missiles can then be re-established by swapping back to the weapon while the missiles remain in flight.

## Modifications

There are five tiers of modifications and each tier has two to three upgrades. Only one modification can be equipped per tier.

## Overclocks

Overclock calculations happen after modifiers.

## Stats Breakdown

### Understanding the Weapon

* **Direct Damage** is how much damage is dealt upon direct impact of a missile.
* **Area Damage** is how much damage is dealt in addition to the direct damage within the damage radius around the impact.

### Unique Modifications

#### Nitroglycerin Rounds

 For every 0.75 seconds that a missile has flown through the air it gains +1 Area Damage.

### Unique Overclocks

#### Minelayer System

When missiles impact terrain, they transform into mines that will detonate when enemies get too close. Mines have a 15 second lifetime, do 2.75x Area Damage, have a x1.5 AoE Radius, and trigger when enemies get within 2m.

* While the mines do benefit from Nitroglycerin Rounds, they only accumulate the damage bonus while in flight. After impacting terrain the mine will not accumulate any further bonus damage from Nitroglycerin Rounds.

#### Plasma Burster Missiles

Missiles are no longer destroyed when they impact enemies. Each missile can damage enemies up to 5 times, there's a maximum of 18 missiles in the air at once, and each missile has a lifetime of 20 seconds.

#### Salvo Module

Hold down the trigger to load up to 9 missiles into a single, unguided shot. Salvo Missiles have their Starting Velocity and Max Velocity increased to 20 m/sec by default. For each additional missile added to the salvo all missiles deal bonus area and direct damage up to +4 Area Damage and +4 Direct Damage. The minimum damage bonus is +1 Area Damage and +1 Direct damage for only one missile launched. Missiles fired by tapping the trigger are still guided, however, these missiles also suffer from the initial salvo spread.

* Bonus Damage Formula: 0.625 + (0.375 \* Missiles Loaded)

## Mastery

Each modification that is purchased advances a mastery bar by one unit.

Mastery unlocks:

* Three modifications – **First Stripe** Weapon Paintjob
* Seven modifications – **Deepcore** Weapon Paintjob
* All modifications – **The Company Special** Weapon Paintjob

## Trivia

* The weapon's full ammo interaction consists of the Gunner removing the middle rocket from the exposed top and "flying" it slowly through the air like a toy, occasionally mimicking rocket sounds before putting it back.
	+ If the weapon has no ammo left, the Gunner will reach for a rocket and shake his fist angrily upon realizing there are none left, usually accompanied by angry grumbling.
		- The Hurricane is the only weapon in Deep Rock Galactic to have a unique out-of-ammo interaction.

* The Hurricane's weapon prototype used an early version of the Fuel Canister model.