# Icons set here are the ones show in the actual slot. The reason is so that we can support different icons for different sizes. 

#Updated Range on these

# DEFAULT VALUES:
# is_missile = no
# is_beam = no
# is_point_defence = no

@missile_speed = 10

# ####################
#  Missiles
# ####################



### Advanced Heavy Missile Launcher
weapon_component_template = {
	key = "SMALL_MISSILE1"
	size = small
	entity = "turret_missile_small_entity"
	damage = { min = 18.0 max = 25.0 }
	windup = { min = 2.0 max = 25.0 }
	missile_speed = 6
	total_fire_time = 30
	range = 90.0
        tracking = 0.80
	missile_health = 6
	missile_shield = 5
	missile_evasion = 0.40
	shield_damage = 1.15
	armor_penetration = 0
	icon = "GFX_ship_part_missile_5"
	icon_frame = 1
	static_rotation = yes
	type = missile
	power = -25
	cost = 25
	prerequisites = { "tech_New_tech" }
	component_set = "MISSILE"
	projectile_gfx = "small_missile"
	tags = { weapon_type_explosive }
	should_ai_use = no

}

### Advanced Heavy Missile Launcher
weapon_component_template = {
	key = "MEDIUM_MISSILE1"
	size = medium
	entity = "turret_missile_medium_entity"
	damage = { min = 40.0 max = 56.0 }
	windup = { min = 2.0 max = 25.0 }
	missile_speed = 6
	total_fire_time = 30
	range = 110.0
        tracking = 0.80
	missile_health = 9
	missile_shield = 10
	missile_evasion = 0.60
	shield_damage = 1.20
	armor_penetration = 0.15
	icon = "GFX_ship_part_missile_5"
	icon_frame = 1
	static_rotation = yes
	type = missile
	power = -50
	cost = 50
	prerequisites = { "tech_New_tech" }
	component_set = "MISSILE"
	projectile_gfx = "medium_missile"
	tags = { weapon_type_explosive }
	should_ai_use = no

}

### Advanced Heavy Missile Launcher
weapon_component_template = {
	key = "LARGE_MISSILE1"
	size = large
	entity = "turret_missile_large_entity"
	damage = { min = 83.0 max = 122.0 }
	windup = { min = 2.0 max = 25.0 }
	missile_speed = 6
	total_fire_time = 30
	range = 130.0
        tracking = 0.80
	missile_health = 12
	missile_shield = 20
	missile_evasion = 0.80
	shield_damage = 1.30
	armor_penetration = 0.30
	icon = "GFX_ship_part_missile_5"
	icon_frame = 1
	static_rotation = yes
	type = missile
	power = -75
	cost = 75
	prerequisites = { "tech_New_tech" }
	component_set = "MISSILE"
	projectile_gfx = "large_missile"
	tags = { weapon_type_explosive }
	should_ai_use = no

}




# ####################
#  	Swarmer Missiles
# ####################

### Swarmer Missile Launcher

### Advanced Swarmer Missile Launcher
weapon_component_template = {
	key = "SWARMER_MISSILE1"
	size = small
	entity = "turret_missile_large_entity"
	damage = { min = 15.0 max = 20.0 }
	windup = { min = 2.0 max = 8.0 }
	missile_speed = 10
	total_fire_time = 10
	range = 60.0
        tracking = 1.00
	missile_health = 2
	missile_evasion = 3.00
	icon = "GFX_ship_part_swarmer_missile_2"
	icon_frame = 1
	static_rotation = yes
	type = missile
	power = -20
	cost = 20
	prerequisites = { "tech_New_tech" }
	component_set = "SWARMER_MISSILE"
	projectile_gfx = "swarmer_missiles_02"
	tags = { weapon_type_explosive }
	should_ai_use = no

}
### Advanced Swarmer Missile Launcher
weapon_component_template = {
	key = "SWARMER_MISSILE2"
	size = medium
	entity = "turret_missile_large_entity"
	damage = { min = 30.0 max = 45.0 }
	windup = { min = 2.0 max = 8.0 }
	missile_speed = 10
	total_fire_time = 10
	range = 80.0
        tracking = 1.00
	missile_health = 2
	missile_evasion = 3.00
	icon = "GFX_ship_part_swarmer_missile_2"
	icon_frame = 1
	static_rotation = yes
	type = missile
	power = -30
	cost = 30
	prerequisites = { "tech_New_tech" }
	component_set = "SWARMER_MISSILE"
	projectile_gfx = "swarmer_missiles_02"
	tags = { weapon_type_explosive }
	should_ai_use = no

}
### Advanced Swarmer Missile Launcher
weapon_component_template = {
	key = "SWARMER_MISSILE3"
	size = large
	entity = "turret_missile_large_entity"
	damage = { min = 50.0 max = 70.0 }
	windup = { min = 2.0 max = 8.0 }
	missile_speed = 10
	total_fire_time = 10
	range = 100.0
        tracking = 1.00
	missile_health = 2
	missile_evasion = 3.00
	icon = "GFX_ship_part_swarmer_missile_2"
	icon_frame = 1
	static_rotation = yes
	type = missile
	power = -40
	cost = 40
	prerequisites = { "tech_New_tech" }
	component_set = "SWARMER_MISSILE"
	projectile_gfx = "swarmer_missiles_02"
	tags = { weapon_type_explosive }
	should_ai_use = no

}

# ####################
#  	Torpedoes
# ####################


### Striker Torpedoes
weapon_component_template = {
	key = "TORPEDO1"
	size = small
	entity = "turret_missile_small_entity"
	damage = { min = 72.0 max = 138.0 }
	windup = { min = 2.0 max = 15.0 }
	missile_speed = 10
	total_fire_time = 100
	range = 60.0
	missile_health = 10
	shield_penetration = 1
	armor_penetration = 0.75	
	icon = "GFX_ship_part_torpedo_3"
	icon_frame = 1
	static_rotation = yes
	type = missile
	power = -20
	cost = 20
	prerequisites = { "tech_New_tech" }
	component_set = "TORPEDO"
	projectile_gfx = "small_torpedo_03"
	tags = { weapon_type_explosive }
	should_ai_use = no

}

### Striker Torpedoes
weapon_component_template = {
	key = "TORPEDO2"
	size = torpedo
	entity = "turret_missile_medium_entity"
	damage = { min = 180.0 max = 340.0 }
	windup = { min = 2.0 max = 15.0 }
	missile_speed = 8
	total_fire_time = 150
	range = 80.0
	shield_penetration = 1
	armor_penetration = 0.80
	missile_health = 20
	icon = "GFX_ship_part_torpedo_3"
	icon_frame = 1
	static_rotation = yes
	type = missile
	power = -30
	cost = 30
	prerequisites = { "tech_New_tech" }
	component_set = "TORPEDO"
	projectile_gfx = "medium_torpedo_03"
	tags = { weapon_type_explosive }
	should_ai_use = no

}

### Striker Torpedoes
weapon_component_template = {
	key = "TORPEDO3"
	size = large
	entity = "turret_missile_large_entity"
	damage = { min = 488.0 max = 652.0 }
	windup = { min = 2.0 max = 15.0 }
	missile_speed = 6
	total_fire_time = 200
	range = 100.0
	shield_penetration = 1
	armor_penetration = 0.75
	missile_health = 30
	icon = "GFX_ship_part_torpedo_3"
	icon_frame = 1
	static_rotation = yes
	type = missile
	power = -40
	cost = 40
	prerequisites = { "tech_New_tech" }
	component_set = "TORPEDO"
	projectile_gfx = "large_torpedo_03"
	tags = { weapon_type_explosive }
	should_ai_use = no

}