| Medium-range anti-shield missiles intended to be used in the opening round of a combat encounter to disable the shields of an unwary opponent, opening up an opportunity for high-damage anti-armour projectiles to be deployed in the immediate aftermath of the Squall salvo.
Interchangable missile pods were designed to allow for ease of rapid reloading of the impressive 20-shot Squall salvo, but the high mass of the pods and finicky mechanicals of the missile autoloaders make the process unwieldy and the timing falls somewhat below the original Domain Armada specifications. Nonetheless, the Squall is a terrifying weapon system when deployed against shield-reliant combatants as it forces a captain with insufficient point defense system to deactive their shields or submit to high shield flux which may lead to overload. |
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–In-Game Description | ||
The Squall MLRS is a large missile weapon firing streams of kinetic damage missiles. The missiles are semi-guided; they align towards the target after leaving the launcher but proceed in a straight line afterwards. Like other guided missiles they can pass through friendly ships. Each missile deals 100 kinetic damage, increased to 250 if it hits a shield. Because Squalls fire in bursts, the rate of fire tooltip is slightly misleading; the weapon fires a 20-missile burst in 10 seconds(2 missiles per second) after which it takes 10 seconds to reload.
Squall is a bit of an oddity among kinetic missile weapons as it's the only one with significant endurance - even without any skills or hullmods it takes 160 seconds of continuous fire for it to completely exhaust its ammunition. This, combined with the fact that the missiles cost no flux to fire and deal large amount of damage to shields, makes Squalls tremendously effective in protracted engagements against high-tech enemies such as the [REDACTED].
On the other hand the Squall is very ineffective against armor as the missiles only deal 50 base damage against it.
Animation[]

| Weapons | ||
|---|---|---|
| Ballistic | Small | Light Assault Gun · Light Autocannon · Light Dual Autocannon · Light Dual Machine Gun · Light Machine Gun · Light Mortar · Light Needler · Railgun · Standard Bomb Bay · Vulcan Cannon |
| Medium | Arbalest Autocannon · Assault Chaingun · Dual Flak Cannon · Flak Cannon · Heavy Autocannon · Heavy Machine Gun · Heavy Mauler · Heavy Mortar · Heavy Needler · Hypervelocity Driver · Thumper | |
| Large | Devastator Cannon · Gauss Cannon · Hellbore Cannon · Hephaestus Assault Gun · Mark IX Autocannon · Mjolnir Cannon · Storm Needler | |
| Energy | Small | Antimatter Blaster · Burst PD Laser · Ion Cannon · IR Pulse Laser · LR PD Laser · Mining Laser · PD Laser · Tactical Laser |
| Medium | Graviton Beam · Heavy Blaster · Heavy Burst Laser · Ion Beam · Ion Pulser · IR Autolance · Kinetic Blaster · Mining Blaster · Phase Lance · Pulse Laser | |
| Large | Autopulse Laser · Gigacannon · High Intensity Laser · Paladin PD System · Plasma Cannon · Tachyon Lance · Thermal Pulse Cannon | |
| Missile | Small | Annihilator Rocket Launcher · Atropos-class Torpedo (Single) · Atropos-class Torpedo Rack · Breach SRM · Gazer DEM SRM · Gorgon DEM SRM · Hammer-class Torpedo · Hammer-class Torpedo (Single) · Harpoon MRM · Harpoon MRM (Double) · Reaper-class Torpedo · Sabot SRM · Sabot SRM (Double) · Salamander MRM · Swarmer SRM Launcher |
| Medium | Annihilator Rocket Pod · Breach SRM Pod · Dragonfire DEM Torpedo · Gazer SRM Pod · Gorgon SRM Pod · Harpoon MRM Pod · Jackhammer · Pilum LRM Launcher · Proximity Charge Launcher · Sabot SRM Pod · Salamander MRM Pod · Typhoon Reaper Launcher | |
| Large | Cyclone Reaper Launcher · Dragonfire Torpedo Pod · Hammer Barrage · Hurricane MIRV Launcher · Hydra MDEM Launcher · Locust SRM Launcher · Pilum LRM Catapult · Squall MLRS | |
| REDACTED | ||
|---|---|---|
| Omega | Small | Antimatter SRM Launcher · Minipulser · Rift Lance · Shock Repeater |
| Medium | Cryoblaster · Cryoflamer · Disintegrator · Resonator MRM Launcher · Rift Beam | |
| Large | Reality Disruptor · Rift Cascade Emitter · Rift Torpedo Launcher · Volatile Particle Driver | |
Change History[]
0.97a
- Squall: reduced missile hitpoints to 150 (was: 300)
0.96
- Reduced base damage to 100 (was: 250)
- Base damage increased to 250 when impacting shields (this then gets doubled by the kinetic damage multiplier)
- Removed EMP damage
0.95.1a
- Increased ammo to 160 (was: 100)
0.95a
- More accurate target leading
- Second stage of missiles aims in a spread instead of at a single point
0.8.1a?
- (undocumented) Missile does not leave first stage until pointing at target
0.8a
- Changed AI to two-stage approach (first stage aims, second stage burns forward)
- Changed engine and explosion color to be more white for consistency w/ kinetic damage
- Increased turn rate
- Reduced hitpoints
0.7a
- Added
Up to date for latest version, 0.97a

