GTM Harbinger

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GTM-N1 Harbinger Bomb

Primaries
Secondaries
Turrets

Weapon Comparison Table, FS1

Primaries
Secondaries
Turrets

Weapon Comparison Table, FS2


Harbinger.gif
The GTM-N1 Harbinger Bomb


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.


Performance

Statistics - Harbinger

Range 1 500 m
Reload time 30.0 s
Velocity 50 ms-1
Base Damage 3200
Armor Damage Full 3200
Shield Damage None 32
Subsystem Damage Immense 51 200
Shockwave Radius 100 / 250 m
Type: Aspect Seeking
View Cone: N / A
Minimum Lock Time: 7.0 s
Turn Rate (360 degrees): 1.5 s


Statistics - Harbinger#End

Range 1 800 m
Reload time 10.0 s
Velocity 90 ms-1
Base Damage 1600
Armor Damage Full 1600
Shield Damage None 32
Subsystem Damage Immense 64 000
Shockwave Radius 1 / 20 m
Type: Aspect Seeking
View Cone: N / A
Minimum Lock Time: 3.0 s
Turn Rate (360 degrees): 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)

Veteran Comments

Please read the Veteran Comments policy before editing this section.


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 sufficient to destroy any subsystem on any ship in the game.


Theoretically, the Tsunami should be stronger because it has a matter-antimatter warhead, so all the matter is turned to energy, thus resulting in a bigger boom. With fission and fusion, there's leftover matter that's not turned into energy. As the Tsunami is the first foray into antimatter weaponry, however, it's likely it's not very efficient.


Delta wing is given a special type of Harbinger in Good Luck, which has a radically decreased range of explosion. This is due to balancing reasons, as unshielded fighters get destroyed at once when within the explosion range. This special version, named "Harbinger#End" in the tables, also moves faster than the standard variant.


When a missile embankment depletes, the next bank down will inherit the reload timer of the missile type that just depleted. This is crucial to remember when wielding the Harbinger: if the next bank down is a second set of Harbingers, you will have to wait 30 seconds until you can fire them. If there is a bank filled with something else, fire the set above it before accessing the other set of Harbingers.