Difference between revisions of "GTM D-Missile"
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*Weapon causes targets [[Weapons.tbl#Weapon Flags|electronic]] systems (laser turrets etc.) to malfunction. | *Weapon causes targets [[Weapons.tbl#Weapon Flags|electronic]] systems (laser turrets etc.) to malfunction. | ||
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Revision as of 09:07, 1 April 2006
GTM-31 Disruptor Missile
Tech Room Data
Advanced signal processing - high precision interception capability - small payload (9 Kt), combining both conventional explosives and a localized blast of energy caused by the effect of impact upon the laser-propulsion system of the missile - designed to temporarily disable subsystems on hostile targets.
The D-Missile is designed to temporarily stop a cruiser or destroyer from firing its laser turrets. The effect will last about 10 seconds per missile fired, so using these to temporarily disable a cruiser should usually be for suppression until the cruiser is destroyed, or whatever was trying to evade the cruiser has gotten out of range. Only a few ships can carry these - and they are very scarce - so proper utilization is important.
Veteran Comments
Not an issue in Freespace 1, but in the Freespace Port the D-Missile effect extends around the blast, often disrupting the vessel that fired it. This weapon has limited tactical use but is effective at what it does.
Performance
Statistics
| Range | 1200 m |
| Rate of Fire | 1 / 5 s |
| Velocity | 80 mps |
| Damage | 1 |
| Against Hullplating | None |
| Against Shields | None |
| Against Subsystems | Excellent |
| Shockwave Radius | 10 m / 400 m |
| Homing System | Aspect Seeking |
| Minimum Lock Time | 2.0 s |
| Turn Rate | 1.0 s |
Notes
- Weapon causes targets electronic systems (laser turrets etc.) to malfunction.