StellarisDB

Mind Missiles

point defence weapon component

Mind Missiles is a point defence weapon component in Stellaris 4.5.2. It deals 0–0 damage every 3 days (30 combat ticks) at range 40, accuracy 90% and tracking 50%. It costs 11.5 Alloys, 80.5 Food, 0 Volatile Motes, 0 Dark Matter and uses 10 power. Unlocked by Mind Missiles.

Cost
11.5Alloys80.5Food0Volatile Motes0Dark Matter
Power
-10
Damage
0–0
Cooldown
3 days
Range
40
ID
ANTI_FIRE_RATE_GUN_3

Weapon stats

From weapon_components.csv (in common/component_templates), base values before technologies and modifiers.

How it's counted

Damage multipliers against hull, shields and armor are shares of the damage. Cooldown and windup are combat ticks in the CSV, 10 a day (our reading of the defines); damage a day = (min + max) ÷ 2 ÷ cooldown in days.

Damage
0–0
Cooldown
3 days (30 ticks)
Damage a day
0
Range
40
Accuracy
90%
Tracking
50%
Hull damage
100%
Shield damage
100%
Armor damage
100%
Shield penetration
0%
Armor penetration
0%
Windup
0.5–2 days

Cost and upkeep

Cost
11.5Alloys80.5Food0Volatile Motes0Dark Matter
Upkeep a month
0.23Food0.05Alloys

Upgrade line

upgrades_to in the files: a design auto-upgrades to the next one when it is researched.

  1. Fire Disrupter
  2. →Mind Missiles
  3. →Degradation Beams

How to get it

  • Ship uses weaver components
  • Empire
    • Uses bio-ships

In the game

Deploys intelligent bio-projectiles that target critical reloading systems, creating cascading delays across enemy fleets.

ID

ANTI_FIRE_RATE_GUN_3

Source: common/component_templates/00_biogenesis_weapons.txt and weapon_components.csv, Stellaris Cygnus v4.5.2 (9776).

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