StellarisDB

Marauder Missiles

small weapon component

Marauder Missiles is a small weapon component in Stellaris 4.5.2. It deals 49–72 damage every 6 days (60 combat ticks) at range 100, accuracy 100% and tracking 25%. It costs 35 Alloys, 0.38 Volatile Motes and uses 17 power. Unlocked by Marauder Missiles.

Cost
35Alloys0.38Volatile Motes
Power
-17
Damage
49–72
Cooldown
6 days
Range
100
ID
MISSILE_5
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
49–72
Cooldown
6 days (60 ticks)
Damage a day
10.08
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
40%
Missile health
7

Cost and upkeep

Cost
35Alloys0.38Volatile Motes
Upkeep a month
0.51Energy Credits0.1Alloys

Upgrade line

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

  1. Quantum Missiles
  2. →Marauder Missiles

How to get it

In the game

These highly advanced missiles are equipped with limited onboard AI pilots that substantially improve their performance and ability to track targets.

ID

MISSILE_5

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

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