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Missiles
Missiles carry a warhead from a launch pad to a target. They fly the whole way as a real entity you can see and shoot down, and the chunks along their path get loaded while they fly.
You launch them from a launch pad, a launch control or the command center. See Launch Pads and Command Center.
| Missile | Warhead | Range | Top speed | Kill chance per interceptor |
|---|---|---|---|---|
| Tactical Missile | Heavy conventional explosion with a blast ring | 3000 | 60 blocks/s | 60 % |
| Incendiary Missile | Explosion, then fire on every surface around the impact | 3000 | 60 blocks/s | 60 % |
| Cluster Missile | Opens above the target and scatters 30 bomblets | 3000 | 60 blocks/s | 55 % |
| Bunker Buster | Drills a 5 × 5 shaft almost 50 blocks deep (even through obsidian, not bedrock) and explodes on the way down | 4000 | 64 blocks/s | 50 % |
| Thermobaric Missile | Fuel-air bomb: three blast rings one after another, everything around burns | 4000 | 64 blocks/s | 50 % |
| Nuclear Missile | Little Man | 8000 | 72 blocks/s | 42 % |
| MIRV Missile | Splits into 3 Little Man warheads during the final approach | 12000 | 80 blocks/s | 35 % (each warhead 22 %) |
| Mark 6 | Thermonuclear, bigger than Fat Man | unlimited | 80 blocks/s | 32 % |
| ICBM | Fat Man | unlimited | 90 blocks/s | 28 % |
Range is horizontal distance in blocks. Every missile needs a target at least 48 blocks away so you don't hit yourself.
Nuclear Missile, MIRV, Mark 6 and ICBM count as nuclear. They only launch from a Nuclear Launch Pad or a Missile Silo, and the command center only fires them once nuclear release is granted.
The explosion sizes for the nuclear warheads are on Nuclear Explosions.
These don't attack ground targets. They hunt other missiles.
| Missile | Used by | Top speed | Notes |
|---|---|---|---|
| Interceptor Missile | Missile Defense Battery, Multi Launch Pad | 120 blocks/s | Proximity fuze. Self destructs after 20 s. Crafted 4 at a time. |
| Hypersonic Interceptor | Abort Launch Pad | 180 blocks/s | Shoots down one of your own missiles in flight. Always hits if it catches up. 90 s of fuel. |
See Air Defense for how interceptors are used.
The kill chance in the table is the base chance that one interceptor destroys the missile. It goes down when:
| Situation | Change |
|---|---|
| Missile is diving steeply onto its target | -12 % |
| Missile has stealth coating | -15 % |
| Missile is inside a jammer field | -30 % |
It never goes below 5 % or above 90 %. Missile tooltips show the base chance.
You can upgrade any attack missile with modules. Put the missile and the module into the crafting grid together. Each module fits once per missile, and you can combine all three.
| Module | Effect |
|---|---|
| Stealth Coating | Radar only sees the missile at a quarter of its normal range. Harder to intercept (-15 %). |
| Jammer | About 650 blocks before the target the missile drops a jammer on a parachute. Within 300 blocks of it, air defense aims badly (-30 % kill chance) and takes twice as long to lock on. The jammer transmits for 2 minutes. |
| Decoys | About 900 blocks before the target three dummy missiles separate and fly next to the real one. On radar they look exactly the same, so the enemy wastes interceptors on them. |
Installed modules show up in the missile tooltip.
Without a flight plan, missiles climb, cruise at an altitude based on distance and dive onto the target. With the command center you can plan the whole flight: altitude profile, waypoints, approach direction and fuze. See Command Center.
A missile that's still flying after 15 minutes crashes. That's just a safety net, normal flights are much shorter.
When a missile launched from the command center's fire plan gets close to its target, a reconnaissance satellite takes a picture. After the impact you get a damage report with a before and after image.
/atomcraft attack <type> sends a missile at your position from the direction you're looking. Useful for testing air defense. See Commands and Config.
See Recipes.
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Command and Control
Aftermath
Nuclear Power
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