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Missiles

Name Equipment Description
Short-ranged missiles (SRM)
SRM Dumbfire 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 srm duel dumbfire 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 SRM antibase 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 SRM EMP missile Heavy troop transports carry this to deactivate base shields, allowing them to dock and capture the station.
SRM Tactical Nuke 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 SRM seismic A short ranged version of the Seismic missile that can be used by medium-class ships against asteroids.
SRM Nerve Gas 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 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 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 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 mrm seeker duel 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 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 mrm 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 mrm thunder This rocket is specialized in destroying capital ships. It works in the same manner as MRR Lightning.
MRM Zeus 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 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 lrm killer Also used by stealth crafts, this missile inflicts very high damage, but has terrible aim. Use against capital ships.
LRM Aleph Resonator 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 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 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 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 combat pod Pod fighters deploy this. They fire with good accuracy at targets at medium distances, does average damage.
Heavy Pod heavy combat pod With less aiming capacity, this is also deployed by pod fighters to deal greater damage, ideal for camping alephs.
Station Pod 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 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 seismic pod This pod is used to destroy asteroids in the same manner as the seismic missile is used.
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