NEBULOUS: Fleet Command – Guide to Missiles

Missiles

Missiles are the most powerful weapons a ship can carry but they have limited ammunition, can be shot down and fire slower than other weapons. The number of missiles that can be prepared to fire at the same time depends on the ship’s maximum salvo size.

The missile designer

Missile Designer

Missiles can be designed and colored in the fleet editor. If a design is deleted it will be removed from all missile launchers in the fleet.

Selecting a missile’s engine will bring the engine configuration triangle, allowing the engine to be focused on Top Speed, Maneuverability or Turn Rate.

Selecting a missile’s engine will bring the engine configuration triangle, allowing the engine to be focused on Top Speed, Maneuverability or Turn Rate.

Missile BodySizeIntegritySocket WeightProg. Time (s)Comp.Main Speed (m/s)Thruster Speed (m/s)Range (m)Acceleration (G)Top Speed (s)Turn Rate (G)
SGM-100 Balestra Missile1100.33x63250-40040-501458-591135.7-76.50.3-1.13.9-13.3
SGM-200 Tempest Missile2301x84150-35030-402962-1492014.3-30.60.5-2.51.5-5.3
SGT-300 Pilum Torpedo31103x64125-20020-352573-1479710.2-15.30.8-2.00.8-3.6
SGM-H-200 Cyclone Hybrid Missile2250.8x104150-350 Cruise
500-1000 Sprint
30-40 Cruise
500-1000 Sprint
5930-19359 Cruise
1438-4875 Sprint
8.2-16.3 Cruise
120.0-204.1 Sprint
0.9-4.4 Cruise
0.3-1.0 Sprint
0.7-2.8 Cruise
14.8-31.9 Sprint
SGM-H-300 Atlatl Hybrid Missile3601.8x165100-200 Cruise
550-1000 Sprint
20-40 Cruise
550-1000 Sprint
7944-24917 Cruise
2216-7361 Sprint
6.1-9.2 Cruise
76.5-127.6 Sprint
1.1-3-3 Cruise
0.4-1.3 Sprint
0.5-2.5 Cruise
16.9-40.8 Sprint
CM-400 Container31504x204125-22520-352562-348756.4-12.81.0-3.60.1-3.3

Payload

The payload determines how a missile inflicts damage. The exact damage type depends on the size of the missile.

PayloadFuzeArea Damage TypeBase Cost (pts)Notes
HE ImpactContactShaped Angle 70 deg0.25
HE Kinetic PenetratorDelayed ContactNone2Penetration depth depends on the missile’s top speed
Blast FragmentationProximityBlast Fragmentation Radius0.25Larger missiles increase the area damage radius as well
Blast Fragmentation ELProximityBlast Fragmentation Radius3.5Larger missiles increase the area damage radius as well

Avionics Package

The avionics package determines how the missile is controlled. It has the following configuration options:

  • Weapon Role sets how the missile may be launched:
    • DEFENSIVE: Missiles can be launched manually and by the point defense system.
    • OFFENSIVE: Missiles can be launched manually.
  • Launch Type sets the behavior immediately after launching:
    • HOT: The missile’s engine will ignite immediately, good for getting the missile moving quickly when fired in range of enemy point defenses.
    • COLD: The missile will maneuver around the launching ship with thrusters until it has an unobstructed line to the target or first waypoint before igniting the main engines.
  • Target Lost Behavior sets what the missile will do if it loses the target:
    • RESUME SEARCH: The missile will search for a new target.
    • SELF DESTRUCT: The missile will self destruct.
  • Terminal Maneuvers sets what evasive maneuvers the missile will perform on its terminal approach to the target:
    • NONE: No evasive maneuvers.
    • WEAVE: Missile will weave from side to side.
    • CORKSCREW: Missile will spiral towards the target.
  • Trajectory Preference sets the approach angle the guidance system will try to maintain.
    • FREE APPRAOCH: Missile will fly directly towards the target.
    • MINIMUM ANGLE: Missile will try to avoid getting between the launch ship and the target.
Avionics PackageDescriptionBase Cost (pts)
Direct GuidanceThe simplest form of missile guidance system. This avionics package guides the missile in a straight line towards the target that has been acquired by the missile’s seeker.0
Cruise guidanceA more advanced form of missile guidance that is capable of following a complex waypoint path to the target, enabling blind strikes around asteroids and more.2

Seeker

The seeker determines the method the missile uses to track its target. Most seekers can choose whether to ignore small targets such as other missiles or not. If a missile has two seekers the secondary one (the one not placed at the nose of the missile) can be set to a Seeker Mode:

  • TARGETING: Secondary seeker will be used to acquire a target if the primary seeker does not find any.
  • VALIDATION: Secondary seeker will be used to validate targets. Missile will favor targets validated by both seekers, greatly reducing the effectiveness of enemy decoys.
SeekerTypeRange (M)FOV (deg)Validator Reliability (%)SteerablePosition TragetingSupport TRPsMeasures PositionMeasures VelocityBase Cost (pts)
Command ReceiverCOMMSFleetFleetFleetFleetNoNoYesYes3
Fixed Active Radar SeekerRADAR20005095NoYesYesYesYes1
Steerable Active Radar SeekerRADAR20004095YesYesYesYesYes1.5
Steerable Extended Active Radar SeekerRADAR50004095YesYesYesYesYes3
Fixed Semi-Active Radar SeekerRADAR40005095NoYesYesDirection OnlyYes0
Fixed Anti-radiation SeekerPSV RADAR30005093NoYesYesDirection OnlyNo2
Electro-Optical SeekerEO300060100YesYesYesYesNo8
Wake-Homing SeekerWAKE1500120100YesYesYesDirection OnlyNo0.25

Auxiliary

Auxiliary components can be used to grant a bonus to the missile. They can only be used on missiles that include at least 4 components.

AuxiliaryModifiersBase Cost (pts)
Cold Gas Bottle+150% Boost-Phase Strafe
+100% Boost-Phase Turn Rate
1
Decoy Launcher+3 Decoys Fired12
Cluster Decoy Launcher+6 Decoys Fired30
Fast Startup Module-66% Programming Time
_20% Failure Rate
3
Hardened Skin+20 Body Integrity5
Radar Absorbent Coating-40% Radar Signature Bonus4
Self-Screening JammerRADAR – range: 1000 m; radiated power: 0.5 kW; gain: 2 dB5
Boosted Self-Screening JammerRADAR – range: 4000 m; radiated power: 0.5 kW; gain: 4 dB; beam width: 10 deg10
Volodymyr Azimoff
About Volodymyr Azimoff 13792 Articles
I love games and I live games. Video games are my passion, my hobby and my job. My experience with games started back in 1994 with the Metal Mutant game on ZX Spectrum computer. And since then, I’ve been playing on anything from consoles, to mobile devices. My first official job in the game industry started back in 2005, and I'm still doing what I love to do.

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