Pilum LRM Launcher
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Pilum LRM Launcher | |||||||||||||||||||||||||||||||
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General Information | |||||||||||||||||||||||||||||||
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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. |
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–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
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)
At least two versions out of date. Last verified for version 0.8a-RC19. Please refer to Version History and update this page.