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Missile Launcher   Multi Missile Launcher

MissileLauncher14
"Manufacture and launch projectile missiles. Effective vs Shields."

MissileLauncher1
Level 1
MissileLauncher2
Level 2
MissileLauncher3
Level 3
MissileLauncher4
Level 4
MissileLauncher5
Level 5
MissileLauncher6
Level 6
MissileLauncher7
Level 7
MissileLauncher8
Level 8
MissileLauncher9
Level 9
MissileLauncher10
Level 10
MissileLauncher11
Level 11
MissileLauncher12
Level 12
MissileLauncher13
Level 13
MissileLauncher14
Level 14

Statistics
Ship Level 1234567891011
Number Available 00 11 2222222
Icon Abbreviation Size PowerPower Consumption Stat Enhancement AI Category
MissileLauncherIconMSL3x20-3WeaponWeaponMissile Room
Level Reload Time Missile Capacity Upgrade Ship Level Required
Storage Manufacture Cost
Gas
Time
Clock
112.5s50501.2K5m3
212s55552.5K30m3
311.5s606012K30m4
411s656525K1h4
510.5s707030K4h5
610s757560K4h5
79.5s8080180K8h6
89s8580350K2d7
98.75s9080500K3d8
108.5s9580550K3d 12h9
118.25s10080750K4d9
128s105802M1w10
137.75s110802.1M1w 1d11
147.5s115802.3M1w 2d11

Summary

The Missile Launcher is a 3x2 Weapon room unlocked at level three. Along with the Multi Missile Launcher, these are the only two starship weapon rooms that fire Missiles. Missiles bypass all shields, but they can be dodged if you have a powered Engine onboard your ship.

The Missile Launcher can fire the Rocket Missile (System Damage), Javelin Missile (AP Damage), Jungle Missile (Crew Damage), Penetrator Missile (Direct Hull Damage), EMP Missile (EMP Damage), and Scarlet Missile (Fire Damage).

Usage

In Combat

Below is a list of common Missile combinations. This does not take into account ships with a Multi Missile Launcher, which allows up to 3 active Missile launchers on a ship.

Missile Combos


Rocket Spam [DPS][Early Game] Rocket6 + Rocket6 OR JavelinMissile6 + JavelinMissile6


  • Advantages: It's unlocked early in the game, has a low Research requirement, and is friendly for lower level players.
  • Disadvantages: The Javelin variant cannot deal Hull Damage, and the Rocket variant struggles against heavily Armored rooms and tanky Crew.
  • Additional Notes: The combo should be paired with other weapon rooms as the combo itself cannot provide sufficient DPS.



Anti Crew [Support][Early-End Game] JungleMissile6 + JungleMissile6 OR Scarlet6 + Scarlet6


  • Advantages: Can deal a lot of Crew Damage in a short period of time, and the Scarlet variant can also damage rooms.
  • Disadvantages: The Jungle variant is hard to implement without Python 3.X, and the Scarlet variant can be countered by Sprinklers.
  • Additional Notes: The Scarlet Missile variant can bait repair Crew into burning rooms and damage them.



Penetrator Spam [Win Condition][Early-End Game] Penetrator6 + Penetrator6


  • Advantages: Doesn't require any other weapon rooms, can mess up enemy AI and is unaffected by shields.
  • Disadvantages: Hard to pull off without 20-25 Crew, and Engines can be a hassle to destroy.
  • Additional Notes: Usually, this combo is paired with the Teleport so the player can destroy rooms like the Engine. In addition, make sure the Penetrator Missiles target sparsely Armored rooms to maximize damage.



Room Disable [Support][Mid-End Game] EMP6 + EMP6


  • Advantages: Can disable Landmines, Sprinklers, and rooms for nearly the entire game.
  • Disadvantages: Doesn't provide any damage output and has a rather large Research requirement.
  • Additional Notes: The EMP Missiles should be targetting rooms you find are a hassle to deal with. Examples include the Teleport, Shield Generator, Hangar and so on.


When To Use

The Missile Launcher can provide a wide range of options for combat. With so many unique combos and counters to existing strategies (Ex. EMP Missiles disabling the Teleport), there is little to no reason not to use the Missile Launcher.

AI

The Missile Launcher requires AI to equip currently built Missiles in combat. Without it, the Missile Launcher will not equip a Missile without manual intervention. Below is a list of Missile equip commands and what Missile they refer to. In "Set Highest ___" commands, the Missile that deals the highest of that damage will be the Missile the room will equip.


Set Cheapest Items -> Missile That Costs The Least Amount Of Gas Gas To Build
Set Dearest Items -> Missile That Costs The Most Amount Of Gas Gas To Build
Set Item To None -> Unequip Missiles
Set Highest System Damage -> [Usually] Set to Built Rocket Missiles
Set Highest Hull Damage -> Set to Built Penetrator Missiles
Set Highest EMP Damage -> Set to Built EMP Missiles
Set Highest Character Damage -> [Usually] Set to Built Jungle Missiles
Set Highest Fire Items -> Set to Built Scarlet Missiles
Set Highest AP Damage -> Set to Built Javelin Missiles

Crew Interactions

The Missile Launcher is buffed with the Weapon Weapon stat on Crew. The reload reduction formula applied when the Missile Launcher is buffed can be found here.

Gallery


Powered Rooms


Weapon Rooms

Weapon Rooms: Mineral Mining LaserBolterKias PhaserK BlasterMinigunPhoton PhaserPlasma DischargerParticle DischargerLaser BlasterRailgunPhoton DisruptorEMP CannonIon Cannon

Consumable/Platform Rooms: Missile LauncherMulti Missile LauncherHangarTeleportSmall Weapons PlatformMedium Weapons Platform


Defensive Rooms

Defends Via Damage: Anti Craft LaserSecurity GateSmall Gas TrapZaki Tentacle GardenDisintegrator Gate

Defends Via Support: Shield GeneratorShield BatteryMed BayToiletFlower GardensAndroid StudioVisiri MechbayZongzi FactoryRadar

Defends Via Dodge: EngineFusion Drive EngineCloak Generator


Reactors

Small ReactorFusion ReactorCoal Reactor


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