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FS2 secondary weapons

GTW Rockeye

Hull damage: 45 per missile

Shield damage: 36 per missile

Subsystem damage: 36 per missile

Range: 1900 m

Cargo size: 4 per missile



The GTM MX-50 Rockeye is a faster, more accurate, larger payload version of the MX-50 that was in service at the beginning of the Great War. The missile developed as a result of experimentation by engineers at some of the STX Exploration's most isolated mining operations in the systems of Laramis and Luytem 726-BA. Advances in remote controlled explosive devices were used by GTVA engineeres to improve old MX-50s. The heat seeking MX-64 Rockeye is now a standard loadout for Terran fighter craft.
My Opinion: The Rockeye is an average weapon. It is a good all-around missile. It is heat seeking, so manueverable fighters can easily avoid them. Rockeyes are used best against slow moving targets such as bombers.

GTW Tempest

Hull damage: 40.5 per missile

Shield damage: 22.5 per missile

Subsystem damage: 27 per missile

Range: 648 m

Cargo size: .25 per missile



The GTM MX-6 Tempest improves upon its predecessor, the Fury missile. Faster and more deadly than the Fury, the Tempest is also smaller, enabling flight crews to load more into each secondary weapon bay. The Tempest is a dumbfire missile, moving in a straight line from its point of release. The missile detonates when i strikes a solid object or when it reaches its effective range of approaximately 600 meters. Tempests are best used at close range. With a velocity of 360 m/s, nothing outruns a Tempest.
My Opinion: Tempests are fast firing and dumbfire missiles, which means it shoots only where you point. What I like to do is get right behind a fighter or bomber, and let loose with my tempests. The enemy is dead before it even knows what hits him! Not very effective against larger ships though.

GTW Hornet

Hull damage: 50 per missile

Shield damage: 25 per missile

Subsystem damage: 7.5 per missile

Range: 1330 m

Cargo size: 1 per missile



The GTM-4 Hornet was showing its age even toward the end of the Great War, but it was cheap to manufacture. As a result, war-time production of the Hornet ran full-tilt at factories in eight star systems right up to the end of the war. After hostilities ceased, the GTVA found itself with an inventory of 2.6 million Hornet missiles. This stockpile has been spread among all GTVA battle groups, with each recieving atleast 100,000 Hornets. This aspect-seeking missile still delivers a devestating four missile punch, which makes it a consistent favorite of many pilots.
My opinion: The Hornet is an average swarm missile, though not very manuverable. It can easily be avoided by faster moving fighters, and sometimes even by slower mooving bombers.

GTW Tornado

Hull damage: 50 per missile

Shield damage: 25 per missile

Subsystem damage: 7.5 per missile

Range: 1250 m

Cargo size: 2.5 per missile



The GTM-4a Tornado is an upgrade to the Hornet missile.With improved fire control systems and guidance computers, the Tornado can be fired more reapidly and with greater accuracy than the Hornet. Though physically smaller than its predecessor, the Tornado launcher fires more rockets per volley, delivering a more devestating punch. Be advised that a Tornado missile will fail to arm its payload properly if aspect lock has not been achieved before firing.
My Opinion: Definitely take this with you! It is so much better than the Hornet. It moves faster, and has a better chance of hitting faster moving targets than a Hornet does. Eventhough it takes up more cargo space, you should choose this above a Hornet.

GTW Harpoon

Hull damage: 100 per missile

Shield damage: 80 per missile

Subsystem damage: 50 per missile

Range: 1250 m

Cargo size: 2.5 per missile



The GTM-19 Harpoon is the most sophisticated weapon in the GTVA arsenal. Not only is it the fastest aspect seeking missile used by the fleet, but advanced fuzzy-logic circuitry enables it to gain lock faster than any other missile in its class. The missile's warhead is wrapped in a shell of ultra-dense depleted uranium, ensuring maximum peneration into the hull of its target before the warhead detonates.
My Opinion: An exellent missile. The Harpoon aquires its target fast, and double harpoons is usually enough to take out most Shivan fighters.

GTW Trebuchet

Hull damage: 315 per missile

Shield damage: 175 per missile

Subsystem damage: 840 per missile

Range: 5040 m

Cargo size: 8 per missile



The new GTM-55 Trebuchet was developed as a long range, anti-bomber missile with an effective range of 4,000 meters. It also utilizes the latest in precision targeting technology for shrot lock times. The Trebuchet plays a vitsl role in defensive missions, enabling escort and patrol fighter to intercept incoming bombers without straying from the ship or placement under attack.
My Opinion: Whenever you have to escort ships, take this with you! With an effective rnage of 5000m, you can shoot down bombers before they even get in range. Double trebuchets can is usually enough to take down or seriously hurt a Shivan bomber, while it will easily kill a fighter.

GTM Tag-A

Hull damage: 1 per missile

Shield damage: 1 per missile

Subsystem damage: 1 per missile

Range: 950 m

Cargo size: 1.5 per missile



The TAG-A missile was concieved during the GTVI's top-secret stealth technology research projects. The missile was manufactured and seiftly pressed into service as a means of counteracting the sensor-disrupting effects of the recently discovered Knossos nebula. Upon impact with a hard surface, the TAG missile adheres and activates a small, short lived electronic beacon. The beacon is powered by a small fuel cell with a usable lifetime of several seconds. During this time, it broadcasts location and targeting information to all firendly ships within range.
My Opinion: I personally hate this missile. It does no damage whatsoever, and is utterly useless. Only equip this missile in the sole mission you have to. Otherwise, leave it at home.

GTM Tag-B

Hull damage: 10 per missile

Shield damage: 10 per missile

Subsystem damage: 10 per missile

Range: 1200 m

Cargo size: 2 per missile



The TAG-B is an enhanced version of the standard TAG-A missile, also developed by GTVI laboratories. With a more shock resistent substructure around its electronic package, the TAG-B is packed with ultra sophisticated equipment to provide more useful targeting information to friendly forces. Massive retrofitting of GTVA ship turrets is uvderway to fully utilize this improved targeting technology.
My Opinion: Look above.

GTM Piranha

Hull damage: 100 per missile

Shield damage: 75 per missile

Subsystem damage: 100 per missile

Range: 360 m

Cargo size: 12 per missile



A third-generation version of the old Synaptic and Havoc missiles, the GTM-10 Piranha provides bombers with a high explosive anti-fighter screen. The Piranha is detonated remotely by pressing the secondary weaopn trigger a second time. This releases over a dozen small, heat seeking missiles that atack any enemy vessel within range. This function makes the missile effective against incoming wings of fighters in close formation. The Piranha is now the standard issue defensive weapon for bombers attacking targets protected by close fighter cover.
My Opinion: A very good missile for if you're a bomber. It releases a swarm of little missiles at any enemy ship in range. Just make sure you're far enough away from it before it detonates or you might get caught in the explosion.

GTM Stiletto II

Hull damage: 7.75 per missile

Shield damage: 0 per missile

Subsystem damage: 775 per missile

Range: 5500 m

Cargo size: 8 per missile



The GTM-43a Stiletto II improves upon the original Stiletto's desgn with higher acceleration and maximum velocity, better guidance system, and greater range. The Stiletto II, like its predecessor, is designed to incapacitate the subsystems og capital ships, homing in on the EM signature of the currently targeted subsystem.
My Opinion: The best weapon to take into battle if you need to disarm or disable an enemy capital ship. If you're trying to disable fighters with this, don't. Stilettos are not very mobile. Also, launch them close to your target or they will probably get shot down.

GTM Infyrno

Hull damage: 150 per missile

Shield damage: 122.5 per missile

Subsystem damage: 150 per missile

Range: 840 m

Cargo size: 10 per missile



The GTM-11 Infyrno is an area-effect bomber suppression weapon, often empleyed to knock out incoming waved of slow moving bombers. Upon detonation, the Infyrno releases multiple submunitions that contain ultra high explosive charges. The Infyrno is detonated remotely by pressong the secondary weapon trigger a second time. A HUD indicator displays the distance from the warhead from the warhead to the firing ship. If the pilot triggers the detonation too early, he risks being caught in the Infyrno's extensive blat radius.
My Opinion: I'd take the Piranha over the Infyrno every day. It has a large blast radius, but it's hard to judge where to shoot it and when to detonate it against moving targets. If you must take these, use them against a Cain. It will quickly destroy it. Otherwise, leave it at home with the TAG missiles.

GTM Cyclops

Hull damage: 2000 per bomb

Shield damage: 40 per bomb

Subsystem damage: 1000 per bomb

Range: 2375 m

Cargo size: 15 per bomb



The GTM-12 Cyclops ha been in service for over 15 years in the GTVA arsenal. It is the standard ultra-high-delivery secondary weapon loadout, utilizing the latest in aspect-seeking guidance technologies. The Cyclops has the distinction of being the most consistently upgraded weapon in th fleet. Although its development began shortly after the Great War ended, its excellent performance has kept it firmly entrenched in the role of main assault weapon. Its payload is approximately 50% greater than that of the older Tsunami warheads.
My Opinion: A good bomb. It moves faster than the Helios, but does less damage. If you want a quicker reload time (20 seconds compared to 30 seconds) or there's no other bomb to pick, take the Cyclops, but otherwise take the Helios with you.

GTM Helios

Hull damage: 6800 per bomb

Shield damage: 136 per bomb

Subsystem damage: 5780 per bomb

Range: 1950 m

Cargo size: 25 per bomb



The GTM-13 Helios is the product of an entire generation of high-energy physics research, based primarily at the GTVA particla accelerator complex near Antares. The most powerful warhead in the fleet's arsenal, the Helios generates a massive shockwave from the cataclysmic anhilation of matter and anti-matter, triggered upon impact with its targe. Each bank of Helios is prohibitely expensive to produce, thus its deployment is severely restricted.
My Opinion: The best bomb in the game! (Eventhough there are only 2 you can use). The Helios moves slower than a Cyclops, so make sure you are close to your target before you launch it, or it will get shot down.

GTM EMP

Hull damage: 45 per missile

Shield damage: 36 per missile

Subsystem damage: 22.5 per missile

Range: 1375 m

Cargo size: 4 per missile



The GTM-14 Electromagnetic Pulse Adbvanced warhead interferes with the electronics system of vessels caught within its blast radiuys. This renders the affected ships unable to track targets, manage communications, or gain aspect missile lock. Tactically, the GTM-14 is a very effective anti-bomber weapon, as it also temporarily shuts down the guidance and propulsion systems of warheads in flight. This advanced version of the standard EM Pulse missile disrupts subsystems at a deeper ciruitry level, resulting in a longer lasting effect.
My Opinion: This missile is neat, but not that useful. It seems to have no effect against enemy ships, but if you get caught close enough to the blast radius you will get all messed up for a few seconds.