StellarisDB

Nuclear Missiles

small weapon component

Nuclear Missiles is a small weapon component in Stellaris 4.5.2. It deals 16–24 damage every 6 days (60 combat ticks) at range 100, accuracy 100% and tracking 25%. It costs 10 Alloys and uses 5 power. Unlocked by Nuclear Missiles.

Cost
10Alloys
Power
-5
Damage
16–24
Cooldown
6 days
Range
100
ID
MISSILE_1
Open in the ship designer (Corvette)

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
16–24
Cooldown
6 days (60 ticks)
Damage a day
3.33
Range
100
Accuracy
100%
Tracking
25%
Hull damage
100%
Shield damage
100%
Armor damage
100%
Shield penetration
100%
Armor penetration
0%
Windup
1–4 days
Missile speed
400
Missile evasion
0%
Missile health
3

Cost and upkeep

Cost
10Alloys
Upkeep a month
0.1Energy Credits0.02Alloys

Upgrade line

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

  1. Nuclear Missiles
  2. →Fusion Missiles

How to get it

In the game

Space-to-space missiles equipped with high-yield nuclear warheads. Although based on old pre-space technology, these crude fire-and-forget weapons can be surprisingly effective at range.

ID

MISSILE_1

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

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