Node Missile
From SOTS
The contents of this page were introduced in the original Sword of the Stars. |
Description: | (Random) A smart missile using advanced node drive technology that allows them to travel to and strike another star system on their own. |
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Research Category: | Star Drives |
Research Cost: | 180,000 Research Points |
Required Technology: | Node Focusing |
Races Allowed: | Human |
Effect: | Allows ship designs to include the Node Missile destroyer mission section. Node Missiles cost 1 command point. |
Notes: | See Comments below. |
Version: | This information valid for Version 1.7.1 |
No New Technologies Available |
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Weapon Statistics | |||||||||||
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Weapon Type |
Cost (per mount) |
Mount Size |
HP Bonus (per bank) |
Recharge Time (in seconds) |
Population Damage |
Infrastructure Damage |
Terraforming Damage |
Range vs Ships |
Range vs Planets |
Damage | Duration |
Rider | 15,000 | Special (Node Missile Mount) |
n/a | n/a | 25,000,000 | 5 | 0.005 | 250m rad | 250m rad | 2,000 | n/a |
Comments
Once constructed, Node Missiles behave like normal ships. They have their own high-powered node drive. Their range is 32 and their Node Speed is 10. See the Node Missile Section for Health, Armor and other stats.
Combine them with a CnC to be able to field more than 10 node missiles at once in tactical combat.
Once combat begins, click the missile button on the ship schematic to launch the missile much like you launch Bio Missiles or Assault Shuttles. Once launched, their node rings fall off and explode and they turn into very large missiles. At this point the ships are considered destroyed and so fleet reinforcements (if you have any) will enter combat.
Once launched, the missile will attack whatever target you assigned before you launched it. If you did not assign a target, it will auto-target the closest enemy Cruiser, Dreadnought or colony. Note: There is a confirmed bug in version 1.1.1 which prevents you from assigning a target before launch so they always behave as if you did not assign a target. This has been fixed in version 1.2.1 and later.
When they reach their target, or when they are destroyed by weapons fire, they explode causing massive damage in a large radius. They also self-detonate if their target is destroyed by other means. This means it is not a good idea to launch 10 of them at a single ship as that would be wasteful.