Designed specifically by the Transitional Government to counter Juggernauts, but more broadly any high defence target - the Missile Boat can overwhelm a targets defences. It does this thanks to accelerated missile ports that deplete the targets countermeasures and other reactions. The accelerated missile ports also help any missiles equipped deal 25% more damage, making the Missile Boat into a confident attacker. Despite this, TransGov still classes the Missile Boat as a defender and will often fit missiles that are designed to knock out shields and internal systems to disable the target rather than destroy it. With a sublight speed similar to a fighter and fast charge rate, the Missile Boat can also serve the role as a short range first responder.
Availability: TransGov
Tier: 2
Shield: 600 ZWs
Hull: 200 GPa
Power: 4.6 ZWs
Speed: 0.30 LY/m
FTL Range: 6 LYs
FTL Charge Time: 2 minutes
Maximum Fuel: 120.0 LYs
Hold: 50 Mgs
Customisable Rooms: 0
Bays: 0
Can Land: No
Ship Docking: No
Length: 374 m
Width: 82 m
Decks: 6
Cost: 650,000 credits
Skill Requirement: Defence Craft 10.
Crew Requirement: 0
Passive Perk: Missile Master
All missiles equipped deal 25% more damage.
Defence Role
Defence role ships start combat with a 75% incoming damage modifier.
Starter Cards
[REACTIVE] Missile Counter: Nullifies missile attacks of any damage type targeted at [SELF] 5 times for 1 turn.
[DEFENCE] Lined Up: Modifies the following statistics instantly for [SELF]: Speed: -5%. Outgoing Damage: +10%.
[SPECIAL] Missile Command: Any missiles from friendly ships that miss in one turn will hit random opposing targets instead.
Compare
You can compare this ship to another ship by selecting it from the list below. The compared ship statistics will show in brackets.