GTM Harbinger
GTM-N1 Harbinger Bomb
File:Harbinger 320x240.jpg |
---|
The GTM-N1 Harbinger Bomb |
Contents
Tech Room Data
Fusion bomb surrounded by 3 salted fission bombs - propulsion unit is a half-size version of a regulation GTA fighter thruster (Class II) - given the weight of the payloads, the missile is slow despite the power of the thruster - as the Harbinger is exceptionally large, GTA bombers are limited to carrying 6 of these weapons at any given time - the resultant shock wave from this weapon is potentially deadly, due to the size of the payloads (5000 Mt in total) - use near allied installations or allied ship groupings is strongly discouraged by the GTA - most effective when used in preemptive defensive strike against non-military installations.
The Harbinger is our best chance of destroying the Lucifer.
Veteran Comments
The big bomb of Freespace 1, the Harbinger can take out anything and everything in the game. Like all space-bombs you need to get in really close, nearly running into your target at maximum speed to ensure the bomb gets where it's going: interceptors and blob turrets are adept at destroying bombs before they reach their targets.
Insanely high subsystem damage value. A single Harbinger should be sufficent to destroy any subsystem on any ship in the game.
Performance
Statistics
Range | 1500 m |
Rate of Fire | 1 / 30 s |
Velocity | 50 mps |
Damage | 3200 |
Against Hullplating | Excellent |
Against Shields | Minimal/None |
Against Subsystems | Excellent (x 16) |
Shockwave Radius | 100 m / 250 m |
Homing System | Aspect Seeking |
Minimum Lock Time | 7.0 s |
Turn Rate | 1.5 s |
Statistics - Harbinger#End
Range | 1800 m |
Rate of Fire | 1 / 10 s |
Velocity | 90 mps |
Damage | 3200 |
Against Hullplating | Excellent |
Against Shields | Minimal/None |
Against Subsystems | Excellent (x 20) |
Shockwave Radius | 1 m / 20 m |
Homing System | Aspect Seeking |
Minimum Lock Time | 3.0 s |
Turn Rate | 1.5 s |
Notes
- Weapon is capable of easily damaging (Huge) even larger vessels.
- Weapon can be shot down (Bomb)
- Weapon must be locked onto the target in order to be fired (No Dumbfire)