Weapons Light Weapons
Weapon Types ‣ Projectile Weapons ‣ Rocket Launchers
Fire-Starting Weapons
Kill Weapons
Seraph Tempest Missile Launcher Mk. S

Seraph Tempest Missile Launcher Mk. S Specs
Gun Statistics
Class: Rocket Launcher
Direct Damage: 90 Explosive (9 per projectile)
Burst Damage: 90 Fire (9 per projectile)
Burst Radius: 7 meters
Effective Vs: Hull, Balloon
Rate of Fire: 0.5 bullets/s
Reload Time: 8 seconds
Magazine Size: 2
Projectile Speed: 150 m/s
Range: 600 meters
Buckshots: 10 projectiles
Jitter: 1.3 deg
Spread at Max Range: 14 meters
Size: Light
Movement and Arcs
Horizontal Angles: 50 deg Left; 50 deg Right
Vertical Angles: 30 deg Up; 30 deg Down
Horizontal Turn: N/A deg/s
Vertical Turn: N/A deg/s
Additional Info
  • 7% chance to apply 1-2 fire stack
Fires remote-guided missiles; aim at a target to direct active missiles to it. Main missile splits into guided submunitions after 0.25 seconds (50m). Submunitions start losing firepower after 600m.

Wilson's Notes

The Seraph is medium range multiple rocket launcher with manual guidance. Each submunitions have large AoE radius damage and capable of setting multiple components on fire, what can be improved with special ammunition.

Common Tactics Edit

The Seraph Tempest Missile is a weapon of fire harassment and moderate kill potential. Key feature of this weapon is guided rockets, what allow to hit small and fast moving ships at distance. Fire as its secondary damage type (and fire stacks originating from its ignition chance) is a universal type of damage and can put considerable pressure to armor on less armored ships like Squid or Stormbreaker as well to balloon.

The guided missiles after launch are always sent to the point where the launcher is directed, regardless of the presence of a crewman on it. This, combined with the low speed of the missiles, requires a certain amount of time to operate with this weapon.

It should be noted that the nominal 600 meters do not accurately reflect the range of weapons. The flight time of individual missiles differs randomly in a large direction, which allows reaching a distance of 1000 meters at least half the missiles with standard ammunition. AI crewmans will never attack the target at a distance greater than the nominal.

Main missle before split into submunitions don't do damage damage to enemy ship. Although the arming distance is small enough, it still can limits the use of weapons on point-blank distance. Also after arming submunition is diverge into a large circle and part of rockets on close distance like 100 meters can be lost and don't hit target due to limited ability to turn.

Usually, this weapons are better used in combination with other disable weapons that allow keep an enemy ship at the safe distance.

Commonly Used Ammunition Edit

Charged Rounds Edit

  • Maximized DPS.
  • Increases DPC by 30% (632 to depleted Hull).
  • Clip size unchanged.
  • Increase maximum range and projectile speed, make flight  of minion rocket more stable.

Incendiary Rounds Edit

  • Has a chance of applying more fire stacks. (Every individual AoE hit of each of the 10 mini rockets receives the added 25% chance of applying fires)
  • Clip size unchanged.
  • Reduced maximum range and projectile speed, require more time to operate gun.
  • Proper use of chemical spray significantly reduces the effectiveness of ammunition.
  • Slower projectile speed gives rockets more time to home in before they hit or pass by their target, allowing them to be used effectively at closer ranges.
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Light Weapons Artemis Light Rocket LauncherAten Laser Mk. SBanshee Light Rocket CarouselBarking Dog Light CarronadeBeacon Flare GunDragon Tongue Light FlamethrowerEchidna Light Flak CannonHades Light CannonJavelin Light Harpoon GunMercury Field GunPhobos Mine LauncherScylla Double-Barreled MortarWhirlwind Light Gatling GunSeraph Tempest Missile Launcher Mk. S
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