See Also[]
- Radar Missile Launcher, a missile that's twice as strong.
Gameplay[]
"This is a good weapon to use on far-away ships that you want to attack, but can't reach in time; fire one of these at them and they'll be hostile (unless they've already started the hypergate cycle), then switch to something heavier. Since IR missiles don't do much damage compared to some of the heavier ones, I would just keep a single launcher on board for the above strategy (as well as for pirating IR missiles off of disabled ships)." ― EVula Survival Guide
IR Missiles have three significant drawbacks - their poor guidance systems cause them often to miss their targets, they are vulnerable to countermeasures (via 'IR jamming') and if they do strike the target they pack less explosive punch than other missile weapons.
They do, however, have a greater refire rate and payload capacity, making them more effective on targets that have a concerted point defense. They are also good for pirating because missile launches make their target hostile. This is good to catch ships about to go into hyperspace. Also, their launchers are the smallest of the guided missile launchers in the game.
One advantage that the IR Missile's guidance system has over the Radar Missile's is that the IR Missile is not confused by interference. It may be slightly more reliable in a nebula.
Outfit[]
"Kayel Solutions (KLSol) have won 'Best of Show' 26 years running for their clever adaptation of the Infrared Missile launcher. Based on the launcher mounted by the F-29 Anaconda and the E-41 Destroyer, the KLSol version is a tightly integrated set of standardized components that can easily swap between a hundred different classes of ship with only a minor, dealer serviceable tweak of the software. The KLSol IR Missile Launcher does produce a fair amount of heat for such a small unit, but it's easily compensated for."
The IR Missile Launcher is a weapon that uses IR Missiles as ammunition.
To purchase an IR Missile Launcher or missiles in Federation space, you must possess a valid Missile Weapons License.
"The Infrared Missile uses the simplest of tracking systems to deliver its small payload. It's not much to look at, but it's cheap and promiscuously available. The weapon itself can be loaded into a number of aftermarket launchers, including several highly illegal handheld ones used by Rebellion Vacuum Soldiers."
The IR Missile is an ancient technology originally developed for atmospheric combat on Earth. The principle is very simple: starships are significantly warmer than surrounding space, so an infrared sensor recognizes a target by its heat signature and guides a missile to the 'hot spot'. IR missiles are cheap, compact, and widely available across the galaxy.
A maxed out load of IR missiles will set you back 150k, rather high for its meagre kill potential.
"And you can buy it here without a license, but you had better be wary of Federation scans..."
Illegal versions are available without licenses at a few shady outfitters, most notably at Simpson and Altia. These can be fired alongside the legal version, doubling your damage. If scanned by Fed Patrol Craft when in possession of them or any illegal outfit you will be attacked.
"And you can buy it here without a license, but you had better be wary of Federation scans..."
A maxed out load of Illegal IR Missiles will set you back 130k.