Interplanetary Missiles
Interplanetary Missiles (IPMs) are offensive weapons that destroy enemy defenses from a distance.
Note: Missile launch mechanics are live. IPMs are built in the Shipyard and launched via the Launch Pad.
Statistics
| Property | Value |
|---|---|
| Structural Integrity | 20,000 |
| Attack Power | 25,000 |
| Range | Variable (Impulse Drive) |
| Cargo Capacity | 10 |
Cost
| Resource | Amount |
|---|---|
| Metal | 10,000 |
| Crystal | 5,000 |
| Deuterium | 25,000 |
Requirements
| Requirement | Level |
|---|---|
| Shipyard | 1 |
| Missile Silo | 4 |
| Impulse Drive | 1 |
Range
Range Formula
Range = (Impulse Drive Level * 5) - 1 systems
Range Table
| Impulse Drive | Range (Systems) |
|---|---|
| 1 | 4 |
| 2 | 9 |
| 3 | 14 |
| 4 | 19 |
| 5 | 24 |
How IPMs Work
Launching
- Select target planet coordinates
- Choose number of IPMs to launch
- Optionally select primary target defense type
- Missiles travel based on system distance
Damage
Each IPM deals 25,000 base damage, increased by Weapon Technology:
- +15% damage per Weapon Technology level
Damage formula:
Damage = 25,000 * (1 + 0.15 * Weapon Tech Level)
Effects:
- Destroys defenses completely
- No 70% rebuild chance
- Permanent destruction
Targeting
- Auto (Random) hits defenses at random
- Can specify a priority target type
- 90% of missiles (rounded) prioritize the selected target until it is destroyed
- The remaining 10% (and any missiles after the target is gone) hit random defenses
- ABMs intercept before damage
Interception
Anti-Ballistic Missiles
ABMs intercept IPMs:
Effective IPMs = Launched IPMs - Enemy ABMs
Always account for target's ABM count before launching.
Travel Time
IPM flight time depends on system distance:
Time (seconds) = 30 + 60 * system_distance
Strategy
Offensive Use
- Soften defenses before attack
- Remove specific threats (Plasma Turrets)
- Psychological warfare
Cost Effectiveness
Consider IPM cost vs defense value:
- 40,000 resources per IPM
- Each destroys 25,000 "integrity" worth
- Expensive but permanent
When to Use
- Breaking turtle players
- Removing key defenses
- When fleet attack would be costly
Storage
Missile Silo Capacity
IPM Slots = 2 per missile
Total Slots = Silo Level * 20
Max IPMs = (Silo Level * 20) / 2
| Silo Level | Max IPMs |
|---|---|
| 4 | 40 |
| 6 | 60 |
| 8 | 80 |
| 10 | 100 |
Tactical Notes
Maximizing Damage
- Scout target defenses
- Calculate ABM count
- Send enough IPMs to overcome ABMs
- Target highest-value defenses first
Defense Destruction Order
If no primary target selected:
- Weakest defenses destroyed first
- Then progressively stronger ones
- Shield Domes targeted last
Related Topics
- Anti-Ballistic Missiles - Counters IPMs
- Missile Silo - Storage building
- Bomber - Alternative defense destroyer