Missile Weapons

Missiles consume 1 missile ammunition each time they fire, but completely ignore shields. They usually deal system, hull, and crew damage in the targeted room.

Like any projectile, missiles can miss. They can be shot down by Defense Drones, if not cloaked (Nyx Missiles). Zoltan Shields block missiles but take damage from them.

Pegasus and Hydra Missiles can be charged to fire three/five missiles; both weapons still only consume one missile when they fire. These Multi-Shot missiles use area targeting, like a flak weapon, making them less accurate when targeting small rooms.

Most missiles have the chance to light fires, cause hull breaches, and stun crew - though some missiles are specialized at these tasks.

Typically, missile weapons should only be used in a supporting role, as constantly firing them will rapidly exhaust your ammunition. In many cases, bombs can do the same job better, but missiles can be a useful tool nonetheless.

## List of Missiles

### 'Leto' Missiles

*"An extremely weak missile weapon that does minor damage, but can provide extra fire support until you can acquire better weaponry."*

* Costs 40
* Fires 1 projectile with 10s cooldown
* Damage: 1 per shot
* Pierces all shields
* Consumes 1 missile per shot
* Low (10%) chance of fire, breach, and stun
* Requires 1 power
* Starting weapon on
	+ Suzerian A
	+ Retail A
	+ Vanilla Federation B
	+ Vanilla Zoltan A
	+ Vanilla Rock A
	+ Alt-MFK Cruiser

### 'Artemis' Heavy Missiles

*"A standard Missile Launcher with reasonable bang for its buck."*

* Costs 45
* Fires 1 projectile with 10s cooldown
* Damage: 2 per shot
* x2 damage on systemless rooms
* Pierces all shields
* Consumes 1 missile per shot
* 10% Accuracy bonus
* Low (20%) chance of fire and breach, moderate (30%) chance of stun
* Requires 1 power
* Starting weapon on
	+ Militia A
	+ Outcast A
	+ Ember A
	+ Guild A
	+ Vanilla Kestrel A
	+ Vanilla Slug B
	+ Onoptimized B
	+ Alpha Kestrel Cruiser

### 'Hermes' Heavy Missiles

*"Standard but powerful missile."*

* Costs 60
* Fires 1 projectile with 14s cooldown
* Damage: 3 per shot
* x2 damage on systemless rooms
* Pierces all shields
* Consumes 1 missile per shot
* 10% Accuracy bonus
* Moderate (30%) chance of fire and breach, moderate (40%) chance of stun
* Requires 2 power
* Starting weapon on
	+ Theocracy B
	+ Obyn's Crewser
	+ Vanilla Rock A
	+ Elite Radiant Cruiser

### 'Ares' Heavy Missiles

*"These Missiles are designed to cause maximum destruction to ship hull armor."*

* Costs 90
* Fires 1 projectile with 17s cooldown
* Damage: 4 plus 1 system per shot (5 total)
* x2 damage on systemless rooms
* Pierces all shields
* Consumes 1 missile per shot
* 10% Accuracy bonus
* Moderate (40%) chance of fire and breach, moderate (50%) chance of stun
* Requires 4 power

### 'Ares' Heavy Missiles🗲

*"These Missiles are designed to cause maximum destruction to ship hull armor."*

* Costs 90
* Fires 1 projectile with 17s cooldown
* Damage: 4 plus 1 system per shot (5 total)
* x2 damage on systemless rooms
* Pierces all shields
* Consumes 1 missile per shot
* 10% Accuracy bonus
* Moderate (40%) chance of fire and breach, moderate (50%) chance of stun
* Requires 3 power
* Starting weapon on
	+ Theocracy C

### 'Pegasus' Burst Missiles

"*Burst Missiles fire multiple low damage warheads for the price of one through patented replication technology.***"**

* Costs 50
* Fires 1-3 projectiles with 6s cooldown
* Charges up to 3 shots
* Damage: 1 per shot
* Pierces all shields
* Consumes 1 missile per shot, regardless of how many charges are fired
* Low (20%) chance of fire and breach, moderate (30%) chance of stun
* Requires 1 power
* Starting weapon on
	+ Proto-MV C
	+ Free Mantis B
	+ Revolutionary A
	+ Augmented C
	+ A5540L3's Crewser
	+ Tuco's Crewser
	+ Vanilla Rock C
	+ Elite Inquisition Cruiser x2
	+ Alt-Paladin Cruiser

### 'Hydra' Burst Missiles

"*Burst Missiles fire multiple low damage warheads for the price of one through patented replication technology.***"**

* Costs 65
* Fires 1-5 projectiles with 4.5s cooldown
* Charges up to 5 shots
* Damage: 1 per shot
* Pierces all shields
* Consumes 1 missile per shot, regardless of how many charges are fired
* Low (20%) chance of fire, breach, and stun
* Requires 3 power

### 'Hydra' Burst Missiles🗲

"*Burst Missiles fire multiple low damage warheads for the price of one through patented replication technology.***"**

* Costs 65
* Fires 1-5 projectiles with 4.5s cooldown
* Charges up to 5 shots
* Damage: 1 per shot
* Pierces all shields
* Consumes 1 missile per shot, regardless of how many charges are fired
* Low (20%) chance of fire, breach, and stun
* Requires 2 power
* Starting weapon on
	+ Theocracy A

### 'Nyx' Missiles

"*A powerful high damage missile loaded with cloaking technology that slows the projectile but makes it undetectable by mark I defense drones."*

* Costs 80
* Fires 1 projectile with 16s cooldown
* Damage: 2 per shot
* Pierces all shields
* Consumes 1 missile per shot
* 100% Accuracy bonus
* Undetectable by non-dedicated defense drones (omni-drones and guardian drones)
* Moderate (30%) chance of fire and breach, moderate (40%) chance of stun
* Requires 2 power
* Starting weapon on
	+ Coalition A

### 'Nyx' Missiles🗲

"*A powerful high damage missile loaded with cloaking technology that slows the projectile but makes it undetectable by mark I defense drones."*

* Costs 80
* Fires 1 projectile with 16s cooldown
* Damage: 1 per shot
* Pierces all shields
* Consumes 1 missile per shot
* 100% Accuracy bonus
* Undetectable by non-dedicated defense drones (omni-drones and guardian drones)
* Moderate (30%) chance of fire and breach, moderate (40%) chance of stun
* Requires 1 power
* Starting weapon on
	+ Peacekeeper B

### 'Hades' Missiles

*"This missile is loaded with explosives which will always start a fire upon impact."*

* Costs 70
* Fires 1 projectile with 16s cooldown
* Damage: 3 per shot
* Pierces all shields
* Consumes 1 missile per shot
* 10% Accuracy bonus
* Guaranteed fire, low (20%) chance of stun
* Requires 2 power
* Starting weapon on
	+ Automated B

### 'Hades' Missiles🗲

*"This missile is loaded with explosives which will always start a fire upon impact."*

* Costs 70
* Fires 1 projectile with 16s cooldown
* Damage: 3 per shot
* Pierces all shields
* Consumes 1 missile per shot
* 10% Accuracy bonus
* Guaranteed fire, low (20%) chance of stun
* Requires 1 power
* Starting weapon on
	+ Lost Sun A

### 'Momus' Missiles

*"This specialized launcher converts useless resources into missiles. However, it has a much longer charge time."*

* Costs 55
* Fires 1 projectile with 15s cooldown
* Damage: 2 per shot
* Pierces all shields
* Consumes no missiles
* Requires 1 power
* Starting weapon on
	+ Knighted A

### 'Ascelpius' Missiles

*"A powerful missile loaded with toxic chemicals that upon impact will create heavy radiation that does significant damage to crew."*

* Costs 55
* Fires 1 projectile with 16s cooldown
* Damage: 3 plus 45 crew per shot (90 total)
* Pierces all shields
* Consumes 1 missile per shot
* 10% Accuracy bonus
* High (70%) chance of breach, low (10%) chance of stun
* Requires 2 power
* Crew who are hit by the weapon will suffer the following radiation debuffs to their stats for 10 seconds:
	+ **Movement Speed** multiplied by **0.33x**
	+ **Stun Duration** multiplied by **1.75x** (also works if the stun is already applied, extending the remaining duration)
	+ **Repair Speed** multiplied by **0.33x** (also affects repairing breaches and putting out fires)

* Starting weapon on
	+ Alt-Knight Cruiser

### 'Eris' Missiles

*"A modified missile weapon thats extra blunt, with a high chance to breach and stuns for 9 seconds."*

* Costs 55
* Fires 1 projectile with 14s cooldown
* Damage: 3 plus 45 crew per shot (90 total)
* Pierces all shields
* Consumes 1 missile per shot
* 10% Accuracy bonus
* High (60%) chance of breach, guaranteed stun (17s)
* Requires 2 power
* Starting weapon on
	+ Prototype A
	+ Outcast C
	+ Augmented C

## Trivia

* Some missile weapons were reworked in 4.10.3 to be more identifiable.
	+ These include the Artemis, Hermes, Pegasus, Hydra, Nyx, Hades and Eris missiles.
* In 5.1, swarm and burst missiles were merged into Pegasus and Hydra