Difference between revisions of "GTM D-Missile"

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{{shipimage|image=[[Image:D_Missile_320x240.jpg]]|caption=The GTM-31 Disruptor Missile}}
{{shipimage|image=[[Image:Dmissile.gif]]|caption=The GTM-31 Disruptor Missile}}
==Tech Room Data==
==Tech Room Data==

Revision as of 18:12, 2 April 2009

GTM-31 Disruptor Missile


Weapon Comparison Table, FS1


Weapon Comparison Table, FS2

The 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.



Range 1 200 m
Reload time 5.0 s
Velocity 80 ms-1
Base Damage 1
Armor Damage None 0
Shield Damage None 0
Subsystem Damage Full 1
Shockwave Radius 10 / 400 m
Type: Aspect Seeking
View Cone: N / A
Minimum Lock Time: 2.0 s
Turn Rate (360 degrees): 1.0 s


  • Weapon causes targets electronic systems (laser turrets etc.) to malfunction.

Veteran Comments

Please read the Veteran Comments policy before editing this section.

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. (Note: this is a SCP bug and has been fixed in v. 3.6.10 and later.) This weapon has limited tactical use but is effective at what it does.

While this weapon opens up interesting tactical possiblities, most people prefer the definitive silencing of the target via destroyed turrets, or simply blowing up the whole ship. The feebleness of most capital craft in FS1 dooms it; in FS2, this could have been a very useful weapon for suppressing fire while a bomber wing does its job.

Blob turrets excel at shooting down bombs, so generally the best way to destroy a cruiser or capital ship is to disarm it or stuff it full of Hornets. With the D-Missile, though, you can shut down all the turrets of a cruiser for long enough that friendly bombers can pulverize it in one run. It is a must-have for the Silent Threat mission Hellfire.