Missiles & Torpedoes

Burst-damage ordnance for every combat role.

Unlike energy weapons, missiles and torpedoes consume ammo and deal burst damage on impact. Torpedoes and cruise disruptors occupy the dedicated torpedo/CD hardpoint. Missiles share a standard weapon hardpoint with energy guns.

Torpedo and cruise disruptor slots are separate from weapon hardpoints — you can carry a torpedo and a full missile load without sacrificing gun slots.

All Ordnance

Torpedo Heavy single-shot, uses torpedo hardpoint Cruise Disruptor Interrupts cruise engines Homing Tracks targets automatically EMP Shield specialist, minimal hull damage Dumbfire Highest raw damage, no tracking
Name Type Class Hull Dmg Shield Dmg Launcher Price Ammo Price

Torpedoes

Torpedoes are the heaviest ordnance in Sirius — slow-moving but devastating on impact. A single hit from the Nova Bomb can destroy most fighters outright. Torpedoes use the dedicated torpedo hardpoint, so they do not compete with your weapon slots.

Name Hull Damage Shield Damage Launcher Price Ammo Price
Nova Bomb 50,000 25,000 360,000 cr 40,000 cr
Starkiller Torpedo 2,424 1,212 7,833 cr 373 cr
Sunslayer Torpedo 11,736 5,868 151,809 cr 7,229 cr
Nova Bomb: At 50,000 hull damage per hit it can one-shot almost any vessel. Ammo costs 40,000 cr per shot — use it selectively.

Cruise Disruptors

Cruise disruptors interrupt cruise engines on impact. Essential for intercepting fleeing targets — one hit forces the target out of cruise and opens them to normal combat. They also use the torpedo hardpoint.

Name Hull Damage Shield Damage Launcher Price Ammo Price
Wasp 38 19 2,285 cr 92 cr
Hornet 159 80 68,510 cr 2,741 cr

Missiles

Missiles are fitted to standard weapon hardpoints. Each missile type trades tracking ability, damage specialisation, and cost per shot differently.

Homing Missiles

Track targets automatically — reliable damage against manoeuvring opponents.

Name Class Hull Damage Shield Damage Launcher Price Ammo Price
Stalker 1245 122 750 cr 33 cr
Windstalker 3374 188 2,740 cr 119 cr
Moonstalker 5606 303 14,550 cr 485 cr
Sunstalker 71,046 523 48,340 cr 1,612 cr
Firestalker 92,445 1,223 234,930 cr 7,831 cr

EMP Missiles

Negligible hull damage but devastating to shields — strip the shield first, then switch to hull weapons.

Name Class Hull Damage Shield Damage Launcher Price Ammo Price
Eraser 1 16 660 750 cr 25 cr
Sweeper 4 32 1,280 5,560 cr 186 cr
Neutralizer 7 70 2,823 37,180 cr 1,240 cr
Paralyzer 10196 7,922 216,870 cr 7,229 cr

Dumbfire Missiles

Highest raw damage per shot, cheapest ammo — but no tracking. Lead your target or use at close range.

Name Class Hull Damage Shield Damage Launcher Price Ammo Price
Javelin 1489 245 750 cr 25 cr
Slingshot 3747 374 2,740 cr 92 cr
Catapult 51,212 606 11,190 cr 373 cr
Lancer 72,091 1,046 37,180 cr 1,240 cr
Cannonball 94,890 2,445 180,720 cr 6,024 cr
The classic combo: open with EMP missiles to collapse the shield, then follow up with homing or dumbfire missiles for hull damage. Cruise disruptors ensure the target can't escape in the middle of the fight.