|Redeemer Missile||Void Redeemer Missile|
|“||Medium sized missiles, each with an Explosive (Alien) payload, that can launch secondary missiles after detonation.||”|
|— In-Game Description|
Stats[edit | edit source]
|Redeemer Missile||I||II||III (Heavy)||IV (Xeno)|
|Mass||1,362 t||1,855 t||1,884 t||2,866 t|
|AoE Radius||350 m|
|Firing Cycle||C: 0.0 / F: 0.0 / R: 1.6 / N: 1|
|Restricted to||Xeno Division, A.X.I.S., Altairians, Umbra, Pharmakon|
|Hull XP||10,109 XP||11,612 XP||14,296 XP||16,421 XP|
|Arms Lab Required||VIII||IX||N/A||IX|
|Time||5h 30m||7h 30m||13h 00m||21h 30m|
General[edit | edit source]
The Redeemer Missile is a long-range Explosive weapon that can compensate for missing its targets through launching homing missiles after detonation, and is only available to Xeno Division Hulls or better.
It fires three missiles in a fixed arc of 8 degrees. Upon detonation, they each launch another missile that tracks the target and passes through any obstacles at a speed of 1,500 m/s if it is within 3,000 m.
The Heavy Redeemer Missile is a powerful version of the Redeemer Missile, with improved damage and mass efficiency.
The Xeno Redeemer Missile is an advanced version of the Redeemer Missile that deals Alien Damage, taking on a green coloration.
Strategy and Setup[edit | edit source]
Advantages[edit | edit source]
Redeemer Missiles have relatively long range, outranged only by the Eclipse Driver in the family of A.X.I.S. Ship Weapons. Their range can be greatly increased by Pierian Fuel, making them the perfect weapon for Pegasi; they could kite even Enforcer Battleships that are equipped with Eclipse Drivers.
They are fairly accurate with regards to the secondary missiles, which almost always home in towards their targets when they are at maximum range. They are hence very reliable as a kiting weapon.
Redeemer Missiles can devastate grouped ships with their AoE; the secondary missiles explode at the centre of the target's hitbox, making it easy for them to also damage ships behind it. This effect can be magnified through the use of Volatile Fuel, Overcharged Warheads or similar specials.
In base attacks, Redeemer Missiles that explode inside the hitbox of a module will not hit that module again with the secondary missiles; instead, they travel to the maximum range of 3,000 m, potentially damaging modules that are extremely far away from the ship itself.
Disadvantages[edit | edit source]
Redeemer Missiles have the worst mass efficiency of all A.X.I.S. ship weapons; this is further complicated by the fact that the damage is spread out between each of the three missiles.
Redeemer Missiles are vulnerable to blitz attacks and squadrons due to their relatively large minimum range and low DPS. On top of that, the secondary missiles often fail to track targets that are close to the minimum range as the primary missiles detonate just beyond maximum range, far away from the target.
Trivia[edit | edit source]
- The (Heavy/Xeno) Redeemer Missile's primary and secondary projectiles do a total of 100% and 66.7% DPS respectively.
- The Xeno variant of this weapon is no longer available to Umbra hulls after the late April 2019 update to facilitate the rock-paper-scissors system between T7 factions. Existing items will be replaced by Blight Nova Missile in the May 2019 update.
- Along with other T6.5 equipment, this item's build time was significantly reduced during the late April 2019 update as summarized here.
Gallery[edit | edit source]
Xeno Redeemer Missiles fired at an Enforcer Battleship
Redeemer Missiles taking out a Vanquisher Carrier
Heavy Redeemer Missiles sniping Enforcer Battleships from afar