Missiles & Torpedoes

Burst-damage ordnance for every combat role.

Missiles require ammo and a launcher fitted to a weapon hardpoint. Torpedoes occupy the torpedo/cruise disruptor slot. Unlike energy weapons, missiles and torpedoes deal massive burst damage at the cost of limited ammo supply.

Torpedoes

Torpedoes are the heaviest single-shot ordnance in Sirius. They are slow-moving but deal devastating damage on impact — a single hit can cripple or destroy most vessels.

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 warning: The Nova Bomb deals massive damage but is extremely expensive. One well-placed hit can destroy most fighters. Use with caution.

Cruise Disruptors

Cruise Disruptors interrupt cruise engines. Essential for intercepting fleeing targets.

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 and share that slot with energy weapons. Choose a missile type to match your combat role — homing for reliable damage, EMP for shield stripping, or dumbfire for maximum raw burst at lower cost.

Homing Missiles

Homing missiles track targets automatically. They offer reliable damage delivery against manoeuvring opponents but are more expensive per shot than dumbfire variants.

Name Type Class Hull Damage Shield Damage Launcher Price Ammo Price
Stalker Homing 1 245 122 750 cr 33 cr
Windstalker Homing 3 374 188 2,740 cr 119 cr
Moonstalker Homing 5 606 303 14,550 cr 485 cr
Sunstalker Homing 7 1,046 523 48,340 cr 1,612 cr
Firestalker Homing 9 2,445 1,223 234,930 cr 7,831 cr

EMP Missiles

EMP missiles deal negligible hull damage but are highly effective against shields, making them ideal for quickly opening up a target's hull for follow-up attacks.

Name Type Class Hull Damage Shield Damage Launcher Price Ammo Price
Eraser EMP 1 16 660 750 cr 25 cr
Sweeper EMP 4 32 1,280 5,560 cr 186 cr
Neutralizer EMP 7 70 2,823 37,180 cr 1,240 cr
Paralyzer EMP 10 196 7,922 216,870 cr 7,229 cr

Dumbfire Missiles

Dumbfire missiles travel in a straight line with no target tracking. They deal the highest raw damage per shot of any missile type and are the cheapest to resupply — but they require accurate aim to land.

Name Type Class Hull Damage Shield Damage Launcher Price Ammo Price
Javelin Dumbfire 1 489 245 750 cr 25 cr
Slingshot Dumbfire 3 747 374 2,740 cr 92 cr
Catapult Dumbfire 5 1,212 606 11,190 cr 373 cr
Lancer Dumbfire 7 2,091 1,046 37,180 cr 1,240 cr
Cannonball Dumbfire 9 4,890 2,445 180,720 cr 6,024 cr
EMP missiles deal almost no hull damage but devastate shields. Use them first to strip shields, then follow up with hull-damage weapons. Dumbfire missiles are cheapest but require good aim.