Pixel Starships Wiki
Missile Launcher   Multi Missile Launcher

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

Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
Level 11
Level 12
Level 13
Level 14
Level 15
Level 16

Statistics
Ship Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
Number Available 0 0 1 1 2 2 2 2 2 2 2 2 2 2 2 2
Icon Abbreviation Size Power Consumption Stat Enhancement AI Category
MSL 3x2 0-3 Engine Missile Room
Level Reload Time Missile Capacity Upgrade Ship Level Required
Storage Manufacture Cost
Time
1 9s 50 50 1.2K 5m 3
2 8.5s 60 60 2.5K 30m 3
3 8.25s 70 70 12K 45m 4
4 8s 80 80 25K 1h 4
5 7.75s 90 90 30K 3h 5
6 7.5s 100 100 60K 4h 30m 5
7 7.25s 110 110 180K 6h 6
8 7s 120 120 350K 18h 7
9 6.75s 130 130 500K 1d 8
10 6.5s 140 140 550K 2d 9
11 6.25s 150 150 750K 3d 9
12 6s 160 160 2M 4d 10
13 5.75s 170 170 2.1M 5d 11
14 5.5s 180 180 2.3M 5d 12h 11
15 5.25s 190 190 3.1M 6d 12
16 5s 200 200 3.1M 1w 13

Summary

The Missile Launcher is a 3x2 Weapon room unlocked at level three. Along with the Rocket Artillery Launcher, the Missile Pod, and the Auxillary Missile Launcher, these are the only starship weapon rooms that fire Missiles. Missiles bypass all shields, but they can be dodged if you have a powered Engine onboard your ship or an active Cloak from the Cloak Generator.

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] + OR +


  • 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] + OR +


  • 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] +


  • Advantages: Doesn't require any other weapon rooms, can mess up enemy AI and is unaffected by shields. It wins through attrition and whittling down the enemy's HP over time.
  • Disadvantages: Hard to pull off without 20-25 Crew, and Engines can be a hassle to destroy. It also requires a very defensive ship, as your DPS is quite low and you will need to sustain yourself over a long time.
  • 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. The community often refers to this strategy as "Penspam"



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


  • 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 To Build

Set Dearest Items -> Missile That Costs The Most Amount Of 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

Set Item ___ -> Sets that item exactly. (Ex. Set Item Rocket Lv 3)


Crew Interactions

The Missile Launcher is buffed with the Engine 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


Defense 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


Support Rooms

Supports Via Healing: Med BayToiletFlower Gardens

Reactors: Small ReactorFusion ReactorCoal ReactorPower CapacitorLarge ReactorBackup Capacitor