GTM Interceptor
GTM-9 Interceptor
The GTM-9 Interceptor |
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Contents
Tech Room Data
All-aspect seeking - laser tracking senses energy reflected off a target from the primary weapon systems of the target, increasing single-pass kill probability - medium payload (18.5 Kt) - missile is designed to pierce reinforced hull, thus securing itself to the target, prior to detonating (15 ms delay).
This is the standard issue fighter-killer in the GTA. Designed to take out fighters with minimum hassle, a simple lock is all that is needed to grab the enemies attention. Short lock time, good speed, and decent payload makes this the best missile to use against all but the strongest ships. It's effectiveness against large targets, however, is less than a typical laser run, making this primarily a ship to ship missile.
Performance
Statistics - Interceptor
Range | 1 250 m | |
Reload time | 2.0 s | |
Velocity | 250 ms-1 | |
Base Damage | 150 | |
Armor Damage | Full | 150 |
Shield Damage | Good | 120 |
Subsystem Damage | Average | 75 |
Shockwave Radius | 0 m | |
Type: | Aspect Seeking | |
View Cone: | N / A | |
Minimum Lock Time: | 2.0 s | |
Turn Rate (360 degrees): | 1.0 s |
Statistics - Inteceptor#weak
Range | 1 250 m | |
Reload time | 3.0 s | |
Velocity | 250 ms-1 | |
Base Damage | 60 | |
Armor Damage | Full | 60 |
Shield Damage | Good | 48 |
Subsystem Damage | Average | 30 |
Shockwave Radius | 0 m | |
Type: | Aspect Seeking | |
View Cone: | N / A | |
Minimum Lock Time: | 2.0 s | |
Turn Rate (360 degrees): | 1.0 s |
Notes
Veteran Comments
For me this missile was the primary anti-fighter missile in the game. Whatever you couldn't easily take out with your cannons could be handled with twin Interceptors.
For FS1: A vastly underrated weapon. It may not quite have the punch of the Hornets, but it is far more liable to find its target, should it have any semblance of mobility. Also great for picking off subsystems - can't be intercepted like GTM Stilettos.