Pilum LRM Launcher

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Pilum LRM Launcher
Pilum lrm launcher turret base.png
FragmentationDamageIcon.png
General Information
Mount Medium, Missile
Primary Role Long Range Support
Ordnance points 7
DPS (sustained) 95 (50)
Damage type Fragmentation
Range 4,000
Flux/sec 0
Speed Very Slow (125)
Tracking Very Poor
Shots/min 11
Damage 500x3
EMP DPS 95 (50)
EMP damage 500
Ammo recharge per minute 6.0
Projectile health 150


A two-stage missile suited for long-range support by backline combat ships. The second stage has a higher top speed, giving it a better chance of defeating point-defense systems.

A technologically mature weapon system, the Pilum-class missile is the obvious choice for long-range strikes by cautious captains. The warhead consists of a device capable of causing spot failures in active shields, and an EMP generator to deliver a modest punch through these gaps. Neither device is particularly effective due to the constraints imposed by the missile's outsized fuel tanks.

A combat-rated autoloader system ensures continued, if modest, usefulness in protracted engagements.

–In-Game Description


The Pilum LRM is a long-ranged support missile with very high endurance (over a minute, compared to around ten seconds for the Harpoon MRM). Unlike most other missiles, it gradually regenerates ammunition over time.

Notes

  • When Pilums are close to an enemy ship they activate their second stage which is faster and more maneuverable then the first.
  • Pilums have a very long range so they are good on carriers and ships that aren't fighting up front.
  • Though the overall damage is low, the EMP damage makes Pilums useful against un-shielded or high flux ships.

Animation

Pilum.gif


Change History

0.95.1a

  • Range reduced to 4000 (was: 10000)
  • Damaged changed to 500 fragmentation plus 500 EMP (was: 500 HE)
  • Added a second stage that's faster (Harpoon-level speed) and triggers on approach
  • Increased hitpoints to 150 (was: 50)
  • Has a chance to fire off a shield-piercing EMP arc dealing 500 EMP damage
    • Chance based on target's hard flux, same as for other shield-piercing effects

0.9

  • Reduced OP cost to 7 (was: 10)
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At least two versions out of date. Last verified for version 0.8a-RC19. Please refer to Version History and update this page.