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The MIRV (acronym for Multiple Independently Targetable Reentry Vehicles) is a semi-precise weapon. It can target a planet's structures and cities (similar to a Missile) with a certain precision, but it does so on its own, and the player only has to aim it at a planet (similar to a Railgun/Coilcannon). The projectile take into account the gravitational influences of the sun and every planet, and it will lock-on and choose the targets on the enemy planet upon approaching it. A MIRV projectile has multiple fragments, similar to a Coilcannon.

In-Game Description[ | ]

The MIRV systems were born from the continuous search for efficiency. When fighting a war for resources, it would make little sense to waste them, ano many careruv-olaceo small warnedos are more devastauno man d single big one. At this point, getting the payload into orbit and interplanetary trajectory is trivial, but with these distances, careful placement is the issue.

Since Missiles are much more gentle than Railguns in delivering their payload en route, it is possible to integrate some advanced sensors and electronics, including onboard targeting systems and even Al.

While on their way towards the Enemy Planet, the onboard system has time to gather increasingly accurate data and make up-to-date calculations of ideal targets for the warheads It carries. This ensures the accurate placement of each warhead, instead of just scattering them around like a splitting Railgun slug would. More advanced targeting systems can even predict the types of available targets based on their electromagnetic signature and distribute the warheads according to predetermined targeung preferences

"There is no mutually assured destruction in interplanetary warfare. Fire away as much as you can, as hard as you can! I say bake 'em good, let their planet cool off for a couple of centuries, and a table loaded with precious resources is served!

- General Dumalt Acrorhagus

Upgrades[ | ]

Note: The global upgrades are excluded from this list.

Optimized Heatshields[ | ]

  • Cost: 50 Energy, 250 Material
  • +80% Building Damage (125 -> 225)
  • -60% Population Damage (100 -> 40)
  • -20% AoE Radius (1.9 -> 1.52)

Radioactive Munitions[ | ]

  • Cost: 50 Energy, 250 Material
  • +60% Population Damage (100 -> 160)
  • -40% Building Damage (125 -> 75)
  • -20% AoE Radius (1.9 -> 1.52)

Additional Warheads (x2)[ | ]

  • Cost: 50 Energy, 300 Material
  • +1 Fragment (3 -> 4)
  • +30% Firing Energy (300 -> 390)

Onboard Adaptive Optics[ | ]

  • Cost: 50 Energy, 200 Material
  • -25% Random Spread Radius (3.2 -> 2.4)
  • -10% Population Damage (100 -> 90)
  • -10% Building Damage (125 -> 112)

Onboard Targeting AI[ | ]

  • Cost: 50 Energy, 500 Material
  • Can Target Hidden Buildings
  • -30% Population Damage (100 -> 70)
  • -30% Building Damage (125 -> 88)

Resource Building Targeting Protocol[ | ]

  • Cost: 50 Energy, 300 Material
  • Targeting Mines
  • Targeting Power Plants
  • +10% Firing Energy (300 -> 330)

Intel Building Targeting Protocol[ | ]

  • Cost: 50 Energy, 300 Material
  • Targeting Intel Buildings
  • Targeting Counterintel Buildings
  • +10% Firing Energy (300 -> 330)

Defense Targeting Protocol[ | ]

  • Cost: 50 Energy, 300 Material
  • Targeting Defenses
  • +10% Firing Energy (300 -> 330)

Weapon Targeting Protocol[ | ]

  • Cost: 50 Energy, 300 Material
  • Targeting Weapons
  • Targeting Superweapons
  • +10% Firing Energy (300 -> 330)

City Targeting Protocol[ | ]

  • Cost: 50 Energy, 350 Material
  • Targeting Cities
  • +20% Firing Energy (300 -> 360)
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