Missile Chassis

Description
Missiles can be used in a variety of ways to help your agency's efforts to BRING THEM HOME. This is is your basic starter model - you'll need to research upgrades to deploy their full range of possibilities.

Cost
- Any MINOR research.

Impact
Grants you one fully fuelled missile ready to launch. You will need to provide your own payload if you want it to do more than just explode

Missiles can be launched at any point in a turn by specifying a destination sector. The missile will launch at the end of the turn; it takes some time to find an optimal launch window. Note that upon launch of a missile, all agencies will be notified that a missile has been launched and of its trajectory.

For example, a missile with a scan payload could be sent to sector D2 by sending a referee the instruction "Launch Scan missile D2". At the end of the turn, the missile will launch and arrive at sector D2 at the beginning of the next turn. Assuming there is nothing which has interrupted the missile, it will then deposit its payload for the shuttle to collect (or, in the case of the scan, send information back to ground control).

Missiles damage the shuttle if they hit it, unless it has level 3 shields. Therefore, remember that if you target the sector the shuttle is just about to move in to, you will damage the shuttle (and also lose your payload). You can also only have one payload in each sector; if you deposit a payload in a sector that already has a payload, you will replace what is there.

Missile chassis take 30 minutes to build, so make sure you have enough chassis for all the launches you want to conduct later in the game

You can build as many missile chassis as you wish

Future Research
Obviously missiles are not very helpful without a payload; your engineers think they have some good suggestions:


 * Explosive Payload
 * Message Beacon Payload
 * Scan Payload
 * Oxygen Payload
 * Heavy Payload