| Name |
Equipment |
Description |
| Short-ranged missiles (SRM)
|
| SRM Dumbfire |
 |
Used by many small ships, this missile has poor
aim, but does great damage. It can be used in dogfight against
bad pilots, or against slower targets, such as miners and
constructors. |
| SRM Dumbfire Dual |
 |
Used by Heavy Scouts, this version of the Dumbfire
simply consists in two missiles fired at once. Heavy scouts
can carry 4 dual missiles per slot. |
| SRM Anti-Base |
 |
Bombers use this missile to destroy enemy stations.
The more it is upgraded, the greater the power and the faster the reload. |
| SRM EMP Missile |
 |
Heavy troop transports carry this to deactivate base shields, allowing
them to dock and capture the station. |
| SRM Tactical Nuke |
 |
When capital ships are closer to a station, they can fire this missile
to destroy it quicker. However, this huge, slow missile can be shot
down by smaller ships, or stopped my minefields. |
| SRM Seismic |
 |
A short ranged version of the Seismic missile that can be used by
medium-class ships against asteroids. |
| SRM Nerve Gas |
 |
This short ranged missile exclusive to the Belters is fired on any station
that has its shields down to kill the crew inside in an instant.
The station is immediately claimed by the Belters. Only mounted
on Cruisers, the missile can even capture stations at which ships
cannot dock, such as teleport receivers. The missile has a unique
radar icon: a skull. |
| SRM Doomsday |
 |
Developed by the Ga'Taraan Federation,
this high cost sector resonator results
in total annihilation of both sectors on each side of the aleph.
All ships and stations are destroyed. It can only be fired at a
very short range due to its instability, by a special capital ship:
the Harbringer of Doom. |
| Kinetic Bomb |
 |
Developed by the Federation, the kinetic bomb is fired at very short range
without any lock or propulsion by Corvettes, using its momentum
for travel. It costs 250$ a piece. It has a very long reload time,
and damages like AB1. |
| Medium-ranged missiles (MRM) |
| MRM Seeker |
 |
Widely used in dogfighting, this is the regular
missile used in most types of fights. It aims quite well,
and does good damage. Upgraded versions can replace Hunter1
in agility, but at shorter ranges. |
| MRM Seeker Dual |
 |
The dual version of the seeker is used by heavy scouts. Two missiles
are fired at once. The heavy scout can carry four per slot. |
| MRM Seismic |
 |
A rarely used missile, good at destroying asteroids, necessary to
keep the enemy from hiding assault ships, stealth bombers or teleport
probes, and from building tech stations. Other weapons can do the
same job. |
| MRR Lightning |
 |
Rockets do not aim. They instead are fired in high numbers at high speeds
on targets, and inflict high damage. This type has a good range,
and it is specialized in destroying small-class ships. It cannot
hit targets within 300 meters. |
| MRR Thunder |
 |
This rocket is specialized in destroying capital ships.
It works in the same manner as MRR Lightning. |
| MRM Zeus |
 |
This missile is a hybrid between the SRM Dumbfire
and MRM Seeker, having mediocre accuracy and inflicting mediocre
damage. Excellent for operations requiring versatility. It
is exclusive to the Federation. |
| Long-ranged missiles (LRM) |
| LRM Hunter |
 |
Used by stealth crafts and bombers, this missile
has a great range and does very good damage, ideal for firing
while remaining unseen. Bombers can use it to support their
turret gunners when particular violence is expected. |
| LRM Killer |
 |
Also used by stealth crafts, this missile inflicts very high damage,
but has terrible aim. Use against capital ships. |
| LRM Aleph Resonator |
 |
When an aleph is camped, heavy bombers and capitals can fire this missile
in the aleph, creating a massive explosion and killing both enemy
and friendly ships in a certain range on each side. Each missile
costs a certain amount of credits. |
| LRM Killer Swarm |
 |
Capital ships fire the killer swarm to destroy other
capital ships at great distances. Multiple missiles are fired
in each shot. |
| Extreme range missiles (XRM) |
| XRM Hunter Killer |
 |
Capital ships can kill either small or capital ships
at great distances. The missile aims extremely well, capable
of hitting boosting interceptors 5 Km away, and inflicts very
high damage. |
| XRM Cruise |
 |
Used to destroy bases, the missile is mounted on capital ships and fired
from great distances. Its drawback is that the long travel distance
and large size allow the enemy to shoot it down more easily. |
| Pods |
| Combat Pod |
 |
Pod fighters deploy this. They fire with
good accuracy at targets at medium distances, does average damage. |
| Heavy Pod |
 |
With less aiming capacity, this is also deployed by pod fighters to deal
greater damage, ideal for camping alephs. |
| Station Pod |
 |
Pod bombers deploy these around bases to destroy them. They are powerful,
but easily shot down. They can be deployed while remaining out of
enemy sensors. |
| Heavy Station Pod |
 |
Dropped by pod frigates, this is the pod with the highest damage rating,
being the equivalent of the tactical nuke. The main problem is that
it is easier to shoot down than tactical nukes. |
| Seismic Pod |
 |
This pod is used to destroy asteroids in the same manner as the seismic
missile is used. |