StellarisDB

Quantum Missiles

small weapon component

Quantum Missiles is a small weapon component in Stellaris 4.5.2. It deals 37–55 damage every 6 days (60 combat ticks) at range 100, accuracy 100% and tracking 25%. It costs 23 Alloys, 0.25 Volatile Motes and uses 13 power. Unlocked by Quantum Missiles.

Cost
23Alloys0.25Volatile Motes
Power
-13
Damage
37–55
Cooldown
6 days
Range
100
ID
MISSILE_4
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
37–55
Cooldown
6 days (60 ticks)
Damage a day
7.67
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
30%
Missile health
6

Cost and upkeep

Cost
23Alloys0.25Volatile Motes
Upkeep a month
0.34Energy Credits0.07Alloys

Upgrade line

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

  1. Antimatter Missiles
  2. →Quantum Missiles
  3. →Marauder Missiles

How to get it

In the game

The latest version of space-to-space missile, this upgraded variant has an immensely powerful warhead that draws its energy from a zero point vacuum.

ID

MISSILE_4

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

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