Missiles
ALLEGOPEDIA | |
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FACTIONS | |
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Dreghklar | Ga'Taraan |
GigaCorp | Iron Coalition |
Omicron Hive | Rixian Unity |
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Phoenix | Valkyrie |
SHIPS | |
Buying Ships | |
Small Class | |
Eject Pod | Interceptor |
Fighter | Scout |
Stealth Fighter | Other Small Ships |
Medium Class | |
Bomber | Fighter Bomber |
Gunship | Stealth Bomber |
Troop Transport | Other Medium Ships |
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Assault Ship | Attack Carrier |
Battlecruiser | Battleship |
Corvette | Cruiser |
Destroyer | Devastator |
Freighter | Frigate |
Other Capital Ships | |
Ship Equipment | |
Dispenser Items | Missiles |
Weapons | Other Equipment |
AI Drone Ships | |
Carrier | Caltrop |
Constructor | Miner |
Tower | Other Drones |
BASES | |
Buying Bases | |
Minor Bases | |
Outpost | Refinery |
Teleport Receiver | Other Minor Bases |
Special Bases | |
Garrison | Shipyard |
Technology Bases | |
Expansion Complex | Supremacy Center |
Tactical Laboratory | Other Tech Bases |
Information taken from CC_03. Values are for Mk I versions of weapons only.
Tip: For information on the behavior and use of missiles in-game, see Cadet_I/Missiles
SRM - Short Range Missiles
Short range missiles tend to have poor tracking and large payloads.
Name Image Range Lock time CM resistance Damage Notes Anti-base 1000 0 1 400 Abbreviation: AB Bombers use this missile to destroy enemy stations. Upgrades improve damage and reload speed.
Doomsday resonator 500 0 99 20000 Ga'Taraan Federation only. 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 Harbinger of Doom. Dumbfire 900 0 3 100 Abbreviation: Dumb or DF 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. Upgrades improve range and damage.
EMP 1000 0 1 7000 Heavy troop transports carry this to deactivate enemy base shields, allowing them to dock and capture the station. Nerve gas 104 0 99 500 Abbreviation: NG This short ranged version is mounted on stealth bombers and is fired on any station that has its shields down to kill the crew inside in an instant. The station is immediately captured.
Seismic 375 0 1 200 The seismic missile is used to destroy asteroids. This short ranged version can be used by bombers. Tactical nuke 1320 0 1 800 Abbreviation: Nuke Used by capital ships against stations, this missile has less range but more damage than their longer range anti-base missiles. Upgrades improve damage and range.
MRM - Medium Range Missiles
Medium range missiles tend to be used for dogfighting, and have moderate tracking and payloads.
Name Image Range Lock time CM resistance Damage Notes Nerve gas 750 0 99 500 Abbreviation: NG Belters only. This medium ranged version is mounted on a cruiser and is fired on any station that has its shields down to kill the crew inside in an instant. The station is immediately captured.
Quickfire 1100 0.25 0.9 40 Abbreviation: qf This rapid firing missile does low damage against most targets and is easily spoofed. Upgrades improve lock time, agility, range, damage, and CM resistance.
Seeker 1230 2 1 60 Widely used in dogfighting, the seeker aims quite well and does decent damage. Upgrades improve lock time, agility, range, damage, and CM resistance. Seismic 1875 0 1 500 The seismic missile is used to destroy asteroids. This medium ranged version can be used by capital ships. Zeus 1230 0.75 2 100 Ga'Taraan Federation only. This missile is a hybrid between the SRM Dumbfire and the MRM Seeker, having moderate accuracy and inflicting moderate damage. Excellent for operations requiring versatility.
LRM - Long Range Missiles
Long range missiles tend to be used by stealth fighters or capital ships, track well, and inflict high damage.
Name | Image | Range | Lock time | CM resistance | Damage | Notes |
Aleph resonator | ![]() |
1700 | 0 | 99 | 5000 | Abbreviation: Res
When an aleph is camped heavy bombers and capital ships can fire this missile into 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. Upgrades improve missile range and range of the explosion. |
Anti base | ![]() |
1840 | 0 | 3 | 200 | Ga'Taraan Federation only. This weapon is mounted on PT bombers and heavy bombers. GT do not get XRM AB, and this is their replacement. |
Hunter | ![]() |
1673 | 2 | 1.5 | 120 | Abbreviation: Hunt
Used by stealth fighters and some medium and capital class ships, the hunter missile has a great range and does very good damage, ideal for firing while remaining unseen. Upgrades improve lock time, agility, range, damage, and CM resistance. |
Killer | ![]() |
1840 | 0 | 3 | 120 | Also used by stealth crafts this missile inflicts very high damage but has terrible aim. Designed for use against capital ships. Upgrades improve agility slightly, range, damage, and CM resistance. |
Killer swarm | ![]() |
2200 | 0 | 3 | 80 | Capital ships fire the killer swarm to destroy other capital ships at great distances. Multiple missiles are fired in each shot. Upgrades improve damage and CM resistance. |
XRM - eXtreme Range Missiles
Extreme range missiles tend to be anti-base missiles used by heavy bombers or capital ships.
Name | Image | Range | Lock time | CM resistance | Damage | Notes |
Anti-base | ![]() |
3344 | 0 | 4 | 60 | Used by heavy bombers, normally during a TP2 attack, the XRM AB does little damage per shot. Upgrades improve damage and reload time. |
Cruise | ![]() |
3300 | 0 | 4 | 400 | Used to destroy stations, cruise missiles 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. Upgrades improve damage. |
Hunter killer | ![]() |
5250 | 2 | 2 | 400 | Used by capital ships to kill small ships or damage capital ones. The missile aims extremely well, capable of hitting boosting interceptors 5 Km away, and inflicts very high damage. Upgrades improve damage, agility, and reload time. |
Torpedo | ![]() |
3750 | 0 | 3 | 120 | Extra long range anti-capital ship torpedo. Upgrades improve range and CM resistance. |
Rockets, projectiles, and torpedoes
These missiles are generally used by factions that don't have access to missiles, and are characterised by absolutely zero agility so they travel in straight lines.
Name | Image | Range | Lock time | CM resistance | Damage | Notes |
Short Range Projectile "Killer" | ![]() |
1105 | 0 | 99 | 60 | Technoflux only. A stealth fighter mounted projectile that is rapid firing and rapid moving. Will travel in the direction you're aiming. Designed for anti-cap use. Upgrades improve damage. |
Medium Range Rocket "Lightning" | ![]() |
1313 | 0 | 99 | 120 | Ga'Taraan Federation only. Mounted on PT bombers, these rockets are extremely rapid firing and rapid moving, and will travel in the direction you're aiming. Designed for anti-small ship use. Upgrades improve damage. |
Medium Range Torpedo Anti-Base | ![]() |
852 | 0 | 2 | 300 | Ga'Taraan Federation only. Mounted on PT bombers, these rockets are slow moving and do low damage to stations. |
Long Range Rocket "Thunder" | ![]() |
1750 | 0 | 99 | 60 | Ga'Taraan Federation only. Mounted on PT bombers, these rockets are extremely rapid firing and rapid moving, and will travel in the direction you're aiming. Designed for anti-cap use. |
eXtreme Range Projectile Anti-Base | ![]() |
3344 | 0 | 99 | 60 | Technoflux and Rixian Unity only. A heavy bomber mounted projectile that is slow firing and slow moving. Will travel in the direction you're moving when you fired. Upgrades improve damage and reload time. |