GTM Infyrno

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Like the GTM Piranha, the GTM-11 Infyrno is an anti-fighter weapon carried by bombers to clear a path through defenders as they close with their primary objective. The Infyro is a much different device than the Piranha however. It is, again, a manually detonated dumbire missile. But intead of using seeking submunitions, it depends solely on high-energy explosives released within a very tight detonation pattern. It does enormously higher damage, but to a small area.

The missile moves fast and has a fair range, making it safer to deploy. But ultimately this is a very difficult weapon to use in its intended role since one must gauge by eye the necessary lead factor on its unguided path. Enemy fighters also have the annoying habit of seeing the massive chunk of ordnance come sailing their way, and break formation evade it. When it works, it works amazingly well, and entire wings go out with a single brilliant detonation; but it doesn't often work.

However the Infyrno is not entirely useless, since it can dish up absolutely catastrophic damage to light warships, freighters, transports, etc. Against these targets, the Infyrno can be considered a sort of quick-loading, dumbire antiship torpedo. Be cautious however, not to release too near the target, since you will almost certainly be vaporized by your own weapon if you're caught in the blast radius.


Weapon Comparison Table, FS1


Weapon Comparison Table, FS2

Tech Room Data

The GTM-11 Infyrno is an area-effect bomber suppression weapon, often employed to knock out incoming waves of slow-moving bombers. Upon detonation, the Infyrno releases multiple submunitions that contain ultra-high-explosive charges. The Infyrno is detonated remotely by pressing the Secondary weapon trigger a second time. A HUD indicator displays the distance from the warhead to the firing ship. If the pilot triggers the detonation too early, he risks being caught in the Infyrno's extensive blast radius.

Veteran Comments

I've never gotten the hang of the Infyrno, personally, but when you get it right, it's quite effective at shaking up formations and causing people pain. A direct hit will leave a target in very bad shape.



Range 840 m
Rate of Fire 1 / 5 s
Velocity 120 mps
Damage 150
Against Hullplating Excellent
Against Shields Good
Against Subsystems Excellent
Shockwave Radius 30 m / 100 m
Homing System None


Spawned warheads

Range 75 m
Velocity 250 mps
Damage 100
Against Hullplating Excellent
Against Shields Excellent
Against Subsystems Average
Shockwave Radius 20 m / 60 m
Homing System Heat Seeking
View Cone 45 degrees
Turn Rate 1.0 s