
Missiles
Missiles are a ranged strike system - faster than any ship and capable of bypassing fleet defenses to strike planetary structures and ships directly.
Buildings
Missile Launcher
Produces missiles over time. Missiles are stored in a silo and consumed when a missile strike mission is launched.
Missile Defense Network
Intercepts incoming missiles before they strike. Each level adds 15% intercept chance, capped at 75% at level 5.
Missile Strike Mission
Travel Speed
20,000
Faster than all ship classes
Damage per Missile
2,000
Applied after intercept
Fuel Cost
none
Missiles require no deuterium
Missile strikes are launched from any planet with a Missile Launcher. The mission travels at speed 20,000 - faster than any ship class - making it nearly impossible to outrun or intercept mid-flight with a fleet. Missiles do not carry cargo and cannot be recalled once launched.
Intercept Table
Intercept chance is calculated as level × 15%, hard-capped at 75%. Intercepted missiles are destroyed and deal no damage.
| Defense Network Level | Missiles Intercepted |
|---|---|
| Level 1 | 15% |
| Level 2 | 30% |
| Level 3 | 45% |
| Level 4 | 60% |
| Level 5 | 75% (cap) |
Damage Order
Surviving missiles (those not intercepted) apply their 2,000 damage each in the following priority order:
- 1Defense structures - Weakest defenses targeted first (ascending hull). Defenses are destroyed before ships take damage.
- 2Parked ships - After all defenses are eliminated, remaining missile damage is distributed among parked ships, again weakest first.
Missiles cannot loot resources and do not trigger a counter-attack. Buildings are not damaged by missiles.