Heat Seeker: Difference between revisions

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#REDIRECT [[Heat-seeking missile]]
{{infobox Weapon
|faction = terran
|name = Heat Seeker
|type =
|warhead =
|manufacturer =
|image = image:Privateer - Ship Modification Bay - HS.PNG
|caption =
|introduction =
|length =
|damage =
|maxdamage =
|blastradius =
|range =
|max velocity =
|acceleration =
|max y/p/r =
|refirerate =
|energyrating =
|heat =
|locktime =
|cost =
}}
A [[Heat Seeker]] or ''HS Missile'' is a type of munition used by [[missile launcher|missile launchers]].
They have no locking mechanism.
Heat Seekers are available for sale to privateers at [[Ship Dealer|ship dealers]].
 
==Specifications==
 
{| class="wikitable"
|-
! Version
! Velocity
! Refire Delay
! Armor<br>penetration
! Duration
! Range
! Abuse
! Lock
! Cost
! Resale
|-
! Privateer Playguide Manual
| 800 kps
| 2.5 seconds
| 16 cm
|
|
|
| Locks onto engines of target; most effective if behind target.
| 35 credits
|
|-
! Privateer
| 800 kps
| 2.5 seconds
| 16 cm
| 9 seconds
|
|
|
| 35 credits
| 20 credits
|-
! Privateer Playtesters' Guide
|
| 2.5 seconds
| 16 cm
|
| 7200 m
| medium
| onto target engine
|
|
|-
|}
 
==Users==
 
Dumb Fires may be loaded on missile launchers installed on the stock [[Tarsus]], [[Orion]], [[Galaxy]] and [[Centurion]].
 
'''Empire of Kilrah'''
 
* [[Dralthi]]
* [[Gothri]]
* [[Kamekh]]
 
'''Merchants'''
 
* [[Galaxy]]
* [[Tarsus]]
 
'''Terran Confederation'''
 
* [[Paradigm]]
 
'''Individual Users'''
 
* [[Mack Christiensen]] ([[Tarsus]])
* [[Grayson Burrows]] ([[Tarsus]])
 
==Images==
 
<gallery>
Privateer - Ship Modification Bay - DF.PNG
Privateer - Sprite Sheet - Dumb Fire.png
Privateer - VDU - Elements - Missile Launcher.PNG
</gallery>
 
==Wing Commander Privateer Player's Guide==
 
'''Missile Launcher'''
 
Missile launchers are crucial in making a quick kill. Without shields few ships can withstand a missile hit. Missiles are listed in order, from least to most expensive, with a brief description of its locking method. Each launcher can hold up to 10 missiles in any combination.
 
Armor penetration is based on the durasteel standard, and is listed only for comparison. All missiles that can lock but fail to do so simply fly straight ahead (like a DF missile). Refire delay for one launcher is 2.5 seconds — two launchers are twice as fast.
 
<gallery>
Privateer Manual - Page 59.jpg
</gallery>
 
==Privateer Playtesters' Guide==
 
'''Weapons Systems'''
 
Your weapons loadout will vary according to your skill level, typical missions and financial resources. In general, dumb fire missiles and torpedoes can inflict more harm in the hands of an experienced pilot. Guided missiles will find their target with the help of their locking mechanisms, making accuracy less essential. A tractor beam system will allow you to retrieve cargo from a destroyed ship and is thus an indispensable part of every pirate fighter.
 
'''Range.''' The effective range of the projectile in meters (m).
 
'''Damage potential.''' The amount of damage done to a target. This measurement is based on the durasteel standard, and is listed for comparison only.
 
'''Refire delay.''' The recharge time of a gun between each shot in units of seconds.
 
'''Energy use.''' How much energy the gun uses in units of Gigaloules (GI).
 
'''Abuse limit.''' How much damage your guns can take before they are destroyed. Abuse limits are rated as low, medium and high.
 
'''Dumb Fire (DF).''' Dumb fire missiles are the most elementary type of missiles available. They have no sophisticated locking mechanisms. Once dumb fires are launched, they fly in a straight line. These missiles will be more of an asset if you have considerable experience in space combat and you know how to lead an enemy ship (how far in front of the ship to fire in order to hit the moving target). In general, you should reserve this weapon for use against slow targets at medium to close range when you can easily anticipate the enemy's next movement.
 
<gallery>
PPG - 60.png
</gallery>
 
==Appearances==
 
* [[Wing Commander Privateer Player's Guide]]
* [[Wing Commander Privateer]]
* [[Privateer Playtesters' Guide]]
* [[Privateer Righteous Fire]]
 
==Behind the Screens==
 
===Source Models===
 
* [https://download.wcnews.com/files/priv1/3D/DUMBFIRE.ZIP DUMBFIRE] - Dumb Fire missile
 
{{Navbox Privateer Ship Components}}
 
[[category:Ship Components]]
[[category:Components Sold by Ship Dealers]]
[[category:Weapons]]
[[category:Missiles]]
[[category:Terran Confederation Weapons]]
[[category:Kilrathi Weapons]]
[[category:Merchant Weapons]]

Revision as of 16:33, 23 March 2023

Heat Seeker
Privateer - Ship Modification Bay - HS.PNG


A Heat Seeker or HS Missile is a type of munition used by missile launchers. They have no locking mechanism. Heat Seekers are available for sale to privateers at ship dealers.

Specifications

Version Velocity Refire Delay Armor
penetration
Duration Range Abuse Lock Cost Resale
Privateer Playguide Manual 800 kps 2.5 seconds 16 cm Locks onto engines of target; most effective if behind target. 35 credits
Privateer 800 kps 2.5 seconds 16 cm 9 seconds 35 credits 20 credits
Privateer Playtesters' Guide 2.5 seconds 16 cm 7200 m medium onto target engine

Users

Dumb Fires may be loaded on missile launchers installed on the stock Tarsus, Orion, Galaxy and Centurion.

Empire of Kilrah

Merchants

Terran Confederation

Individual Users

Images

Wing Commander Privateer Player's Guide

Missile Launcher

Missile launchers are crucial in making a quick kill. Without shields few ships can withstand a missile hit. Missiles are listed in order, from least to most expensive, with a brief description of its locking method. Each launcher can hold up to 10 missiles in any combination.

Armor penetration is based on the durasteel standard, and is listed only for comparison. All missiles that can lock but fail to do so simply fly straight ahead (like a DF missile). Refire delay for one launcher is 2.5 seconds — two launchers are twice as fast.

Privateer Playtesters' Guide

Weapons Systems

Your weapons loadout will vary according to your skill level, typical missions and financial resources. In general, dumb fire missiles and torpedoes can inflict more harm in the hands of an experienced pilot. Guided missiles will find their target with the help of their locking mechanisms, making accuracy less essential. A tractor beam system will allow you to retrieve cargo from a destroyed ship and is thus an indispensable part of every pirate fighter.

Range. The effective range of the projectile in meters (m).

Damage potential. The amount of damage done to a target. This measurement is based on the durasteel standard, and is listed for comparison only.

Refire delay. The recharge time of a gun between each shot in units of seconds.

Energy use. How much energy the gun uses in units of Gigaloules (GI).

Abuse limit. How much damage your guns can take before they are destroyed. Abuse limits are rated as low, medium and high.

Dumb Fire (DF). Dumb fire missiles are the most elementary type of missiles available. They have no sophisticated locking mechanisms. Once dumb fires are launched, they fly in a straight line. These missiles will be more of an asset if you have considerable experience in space combat and you know how to lead an enemy ship (how far in front of the ship to fire in order to hit the moving target). In general, you should reserve this weapon for use against slow targets at medium to close range when you can easily anticipate the enemy's next movement.

Appearances

Behind the Screens

Source Models