Mine Launchers

Mine launchers are a lot like missile weapons, i.e. the projectile can pierce any number of shields for the cost of consuming a missile when fired. Unlike missiles, a mine launcher can launch mines quite quickly. The mines themselves travel very slowly, making them very vulnerable to defense drones and they also deal no direct system damage.

Mine launchers are only found on trapper enemies (and sometimes on Sylvan's trades), which usually spawn in unique sectors. Trappers will always drop a mine launcher of a random type when defeated with any methods.

All mine launchers can be used at empty beacons to create minefields which delay the rebel fleet, depending on the mine launcher the fleet delay and ammo consumption values may vary (usually stronger mine launchers are cheaper). Most of them will increase general notoriety (fed/militia/civilian) by 1 each time they are used, except for the first 3 uses in a run, which will not increase any notoriety whatsoever. Both the notoriety and "safe use" count are kept for the entire run and are not affected in any way by the sector in which they are used.

## Table of Fleet Trapping

Includes every single mine launcher in the mod, beware of spoilers.

## List of Mine Launchers

### 'Geb' Mine Launcher

*"Mine Launchers charge quickly and fire a burst of slow moving projectiles. Also serves as an efficient way to lay traps for the fleet."*

* Costs 50
* Fires 3 projectiles with 7s cooldown
* Damage: 1 minus 1 system damage per shot (0 total)
* Has a targeting radius of 45px
* Pierces all shields
* Consumes 1 missile per shot
* Moderate (40%) chance of fire and breach
* Requires 2 power
* Starting weapon on
	+ Brood A

### 'Osiris' Mine Launcher

*"Mine Launchers charge quickly and fire a burst of slow moving projectiles. Also serves as an efficient way to lay traps for the fleet."*

* Costs 65
* Fires 4 projectiles with 9s cooldown
* Damage: 1 minus 1 system damage per shot (0 total)
* Has a targeting radius of 50px
* Pierces all shields
* Consumes 1 missile per shot
* Moderate (30%) chance of fire and breach
* Requires 3 power
* Starting weapon on
	+ Federation B

### 'Ra' Mine Launcher

*"Mine Launchers charge quickly and fire a burst of slow moving projectiles. Also serves as an efficient way to lay traps for the fleet."*

* Costs 80
* Fires 5 projectiles with 11s cooldown
* Damage: 1 minus 1 system damage per shot (0 total)
* Has a targeting radius of 60px
* Pierces all shields
* Consumes 1 missile per shot
* Moderate (30%) chance of fire and breach
* Requires 4 power

### 'Nephthys' Mine Launcher

*"Mine Launchers charge quickly and fire a burst of slow moving projectiles. Also serves as an efficient way to lay traps for the fleet. Does not take missiles like normal minelaunchers, but charges slower and has fewer shots."*

* Costs 50
* Fires 2 projectiles with 14s cooldown
* Damage: 1 minus 1 system damage per shot (0 total)
* Has a targeting radius of 40px
* Pierces all shields
* Consumes no missiles
* Low (10%) chance of fire, moderate (40%) chance of breach
* Requires 1 power
* Starting weapon on
	+ Federation B

### 'Sekhmet' Mine Launcher

*"Mine Launchers charge quickly and fire a burst of slow moving projectiles. Also serves as an efficient way to lay traps for the fleet. Modified variant that always starts fires."*

* Costs 50
* Fires 3 projectiles with 11s cooldown
* Damage: 1 minus 1 system damage per shot (0 total)
* Has a targeting radius of 55px
* Pierces all shields
* Consumes 1 missile per shot
* Guaranteed fire
* Requires 2 power
* Starting weapon on
	+ Ellie's Crewser
	+ Unoptomized Cruiser C

### 'Sobek' Mine Launcher

*"Mine Launchers charge quickly and fire a burst of slow moving projectiles. Also serves as an efficient way to lay traps for the fleet. Modified variant that always opens breaches."*

* Costs 50
* Fires 3 projectiles with 8s cooldown
* Damage: 1 minus 1 system damage per shot (0 total)
* Has a targeting radius of 45px
* Pierces all shields
* Consumes 1 missile per shot
* Guaranteed breach
* Requires 2 power
* Starting weapon on
	+ Prototype B

### 'Anubis' Mine Launcher

*"Mine Launchers charge quickly and fire a burst of slow moving projectiles. Also serves as an efficient way to lay traps for the fleet. Modified variant that stuns crew for a long time."*

* Costs 60
* Fires 3 projectiles with 9s cooldown
* Damage: 1 minus 1 system plus 45 crew per shot (0 system total, 60 crew total)
* Has a targeting radius of 50px
* Pierces all shields
* Consumes 1 missile per shot
* Low (20%) chance of fire, moderate (30%) chance of breach, Guaranteed stun (12s)
* Requires 2 power
* Starting weapon on
	+ Kleptocracy C

### Shard Launcher

*"A specialized Mine Launcher that uses crystalline projectiles loaded with explosives. Does not use ammunition, but can only pierce 2 layers of shields."*

* Costs 50
* Fires 3 projectiles with 14s cooldown
* Damage: 1 minus 1 system (0 total)
* Locks down rooms on a hit
* Has a targeting radius of 60px
* Pierces 2 shield layers
* Consumes no missiles
* Low (20%) chance of fire, moderate (40%) chance of breach, moderate (30%) chance of stun
* Requires 2 power
* Starting weapon on
	+ SSLG A

### Vine Launcher

*"Mine Launchers reload faster than regular missiles, but also have slower projectiles. Fires a modified kernel mine with a chance to ignore its ammo cost."*

* Costs 65
* Fires 3 projectiles with 10s cooldown
* Damage: 1 minus 1 system (0 total)
* Has a targeting radius of 50px
* Pierces all shields
* Consumes 1 missile per shot with a 50% chance to ignore
* Moderate (50%) chance of breach, Guaranteed stun
* Requires 2 power