FREESPACE2 - missiles

     
The Rockeye isn't very accurate, and does require a spantty large amount of missile bank space, but in an intense D/fight where aspect-lock is difficult or impossible to acquire, this is an ideal solution

 

GTM MX-64 Rockeye  
Damage (Overall)  :   45.00
Damage (Hull)     :   36.00

Damage (Shields)  :   36.00
Rate of Fire      :    0.50
Velocity (Speed)  :  190.00
Max. Range        : 1900.00
Cargo Space Needed:    4.00
Type of Lock      : Heat-Seeking
Special           : Fire & Forget

 

Although the Tempest has no homing ability, they can be carried in huge amounts, even on fighters with relatively small weapon payloads. For an ace pilot, these are an excellent weapon to harass, and destroy enemy fighters, bombers, and capital ship turrets and subsystems. (A good secondary missile for D/Fights.)

 

GTM Mx-6 Tempest  
Damage (Overall)  :   45.00
Damage (Hull)     :   40.50
Damage (Shields)  :   22.50
Rate of Fire      :    0.30
Velocity (Speed)  :  360.00
Max. Range        :  648.00
Cargo Space Needed:    0.25
Type of Lock      : None
Special           : Dumbfire

 

The Hornet is a great D/Fighting weapon as it can easily destroy any enemy fighter or bomber very quickly. The one problem with this missile is the fact that they can be evaded by good pilots, leaving you open to attack (whilst you wait for the lock, the enemy could be already launching their missiles, and firing their primaries at you.)

 

GTM-4 Hornet  
Damage (Overall)  :   25.00
Damage (Hull)     :   50.00
Damage (Shields)  :   25.00
Rate of Fire      :    2.00
Velocity (Speed)  :  190.00
Max. Range        : 1330.00
Cargo Space Needed:    1.00
Type of Lock      : Aspect Seeking
Special           : Swarm Missile

 

  The Tornado, unlike the Hornet is much more difficult to evade, but very good pilots can still pull it off (even without counter-measures.) The Tornado cannot be carried in such great numbers as the Hornet, but they have a longer effective range and have a stronger tracking system. (A great D/Fighting weapon.)

 

GTM-4a Tornado  
Damage (Overall)  :   25.00
Damage (Hull)     :   50.00
Damage (Shields)  :   25.00
Rate of Fire      :    2.50
Velocity (Speed)  :  230.00
Max. Range        : 1610.00
Cargo Space Needed:    1.25
Type of Lock      : Aspect-Seeking
Special           : Advanced Swarm Missile

 

  The Harpoon is ideal for taking out both fast enemy fighters, and slower, heavier armoured targets. Although these missiles take up considerable missile bank space, their quick locking ability makes them a very useful D/Fighting weapon.

 

GTM-19 Harpoon  
Damage (Overall)  :  100.00
Damage (Hull)     :  100.00
Damage (Shields)  :   80.00
Rate of Fire      :    2.00
Velocity (Speed)  :  250.00
Max. Range        : 1250.00
Cargo Space Needed:    2.50
Type of Lock      : Aspect-Seeking
Special           : Quick Lock

 

  The Trebuchet is an extremely long-range anti-bomber missile, and at these long-ranges scores many successful kills. At medium-to-short ranges however, this weapon is practically useless as it takes several 1000's of metres to adjust it's course to intercept it's target, but a short range launch will not allow for this necessary course correction. (Note: As D/Fights are usually fought at short-to-medium ranges, the Trebuchet becomes useless, unless you are taking enemy fighters from long ranges.)

 

GTM-55 Trebuchet  
Damage (Overall)  :  350.00
Damage (Hull)     :  315.00
Damage (Shields)  :  175.00
Rate of Fire      :    6.00
Velocity (Speed)  :  280.00
Max. Range        : 5040.00
Cargo Space Needed:    8.00
Type of Lock      : Aspect-Seeking
Special           : Long Range
 

 

  The TAG-A missile is only used during the main Freespace 2 Campaign, and outside this they are useless (unless the mission you are flying requires

them.)

 

TAG-A (Target Acquisition and Guidance missile)  
Damage (Overall)  :    1.00
Damage (Hull)     :    0.10
Damage (Shields)  :    0.10
Rate of Fire      :    3.00
Velocity (Speed)  :  400.00
Max. Range        : 2000.00
Cargo Space Needed:    1.00
Type of Lock      : None
Special           : Electronic (Dumbfire)

 

  The TAG-B missile is only used during the main Freespace 2 Campaign, and outside this they are useless (unless the mission you are flying requires

them.)

 

TAG-B  
Damage (Overall)  :   10.00
Damage (Hull)     :    1.00
Damage (Shields)  :    1.00
Rate of Fire      :    8.00
Velocity (Speed)  :  325.00
Max. Range        : 1625.00
Cargo Space Needed:    2.00
Type of Lock      : Aspect-Seeking

Special           : Electronic

 

  The TAG-C missile is only used during the main Freespace 2 Campaign, and outside this they are useless (unless the mission you are flying requires them.)

 

TAG-C  
Damage (Overall)  :   10.00
Damage (Hull)     :    1.00
Damage (Shields)  :    1.00
Rate of Fire      :    8.00
Velocity (Speed)  :  205.00
Max. Range        : 2665.00
Cargo Space Needed:    4.00
Type of Lock      : Aspect-Seeking
Special           : Electronic

 

  The Piranha is often found on bombers, and serves as an anti-fighter weapon. When launched, the missile travels in a straight line until it is remote detonated, or it reaches it's maximum range, at which point it explodes, releasing several heat-seeking missiles which target and track the nearest enemy fighter or bomber (the initial blast also does damage to any nearby ships.)

 

GTM-10 Piranha  
Damage (Overall)  : 100.00
Damage (Hull)     : 100.00
Damage (Shields)  : 75.00
Rate of Fire      : 5.00
Velocity (Speed)  : 90.00
Max. Range        : 360.00
Cargo Space Needed: 12.00
Type of Lock      : None (Remote Detonation)
Special           : Area Effect

 

  The Stiletto II is great at taking out enemy subsystems and turrets, but not much else. In terms of it's D/Fighting potential, it does not exist as this could not hope to destroy an enemy fighter or bomber, let alone lock onto it in the first place

 

GTM-43a Stiletto II  
Damage (Overall)  :  775.00
Damage (Hull)     :    7.75
Damage (Shields)  :    0.00
Rate of Fire      :    2.00
Velocity (Speed)  :  220.00
Max. Range        : 5500.00
Cargo Space Needed:    8.00
Type of Lock      : Aspect-Seeking
Special           :
Anti-Subsystem Missile

 

  Similar to the Piranha in terms of use and purpose, but releases more powerful heat seeking missiles, and more of them.

 

GTM-11 Infyrno  
Damage (Overall)  : 150.00
Damage (Hull)     : 150.00
Damage (Shields)  : 112.50
Rate of Fire      : 5.00
Velocity (Speed)  : 120.00
Max. Range        : 840.00
Cargo Space Needed: 1.00
Type of Lock      : None (Remote Detonation) Special           : Area Effect

 

  The most common type of torpedo used by the GTVA which is use to take down enemy cruisers and corvettes. Due to the Cyclops's slow speed, it is usually necessary to fly to within a few hundred metres of the target before launching them (as enemy turret, beam and flak can destroy them easily when the are launched from the weapon's maximum range, and if they don't get them, the bomber/bomb intercept fighters will.)

 

GTM-12 Cyclops  
Damage (Overall)  : 2000.00
Damage (Hull)     : 2000.00
Damage (Shields)  : 40.00
Rate of Fire      : 20.00
Velocity (Speed)  : 95.00
Max. Range        : 2375.00
Cargo Space Needed: 15.00
Type of Lock      : Aspect-Seeking
Special           : Anti-Cruiser

 

  The Helios is the more powerful version of the Cyclops torpedo, and is used to take down larger warships, up to, and including Destroyer class. The same strategy as the Cyclops must be employed to actually hit the target, and with the Helios's slower speed, this becomes even more necessary to score a successful hit.

 

GTM-13 Helios  
Damage (Overall)  : 6800.00
Damage (Hull)     : 6800.00
Damage (Shields)  : 136.00
Rate of Fire      : 30.00
Velocity (Speed)  : 65.00
Max. Range        : 1950.00
Cargo Space Needed: 25.00
Type of Lock      : Aspect-Seeking
Special           : Anti-Capital

 

  The EMP Adv. scrambles enemy systems which allows you to quickly destroy the target, before they even get their systems back on-line. The one fault with this weapon is the fact that it affects ships within an certain radius, and as such can effect allied ships, or even your ship, so be careful when and where you use this weapon.

 

GTM-14 EMP Advanced  
Damage (Overall)  : 45.00
Damage (Hull)     : 45.00
Damage (Shields)  : 36.00
Rate of Fire      : 2.00
Velocity (Speed)  : 275.00
Max. Range        : 1375.00
Cargo Space Needed: 4.00
Type of Lock      : Aspect-Seeking
Special           : EMP (Electro-Magnetic Pulse)