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An Entity of Type : dbkwik:resource/TGVw_48bfxR4O_s_eW_eZQ==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

The Missile Pod is the most powerful weapon used by Regina. Performance: Power-80, Speed-100, Range-20 The Missile Pod fires three homing missiles, making it a great weapon against Pteranodons. Its firepower is also great against other enemies in the game, but its slow firing rate can be a problem if there are enemies on more than one side. The missiles can also collide with terrain when homing in on a target, so make sure you have a clear line of sight.

AttributesValues
rdf:type
rdfs:label
  • Missile Pod
  • Missile pod
rdfs:comment
  • The Missile Pod is the most powerful weapon used by Regina. Performance: Power-80, Speed-100, Range-20 The Missile Pod fires three homing missiles, making it a great weapon against Pteranodons. Its firepower is also great against other enemies in the game, but its slow firing rate can be a problem if there are enemies on more than one side. The missiles can also collide with terrain when homing in on a target, so make sure you have a clear line of sight.
  • Also referred to as the "LAU-65D/SGM-151". Dimensions are currently unavailible. Further Storyline information is availible here: Halopedia Information Page (external link)
  • The Missile Pod is a missile-launching weapon available in Halo 3. It's designed to fire small missiles at a quick fire rate and made its first appearance in New Digs.
  • The Missile Pod is a exclusive weapon from Metal Slug: 2nd Mission. It is a weapon that fires five small missiles in different directions, not only covering a wide area but also dealing great damage. It can only be used by Red Eye. Image:Baby.gif This article is a . You can help My English Wiki by expanding it.
  • The basic design of a missile pod consists of a cluster of missile launching tubes inside a shell with a targeting computer. Upon recieving a command from the firing ship, the targeting computer calculates the optimum firing solution on the target and fires its missiles either one after the other, burst (two or three tubes firing at once), or all at once to achieve a saturation attack and direct the maximum possible amount of destructive firepower onto the target. The pod can fire in any direction. Missiles were originally hot-launched out of the tubes, but in modern designs, this has been replaced by an electromagnetic railgun system that cold-launches the missile at speeds that cannot be matched by chemical rockets, as well as saving the missile's fuel supply and extending tube life. Due
  • The Missile Pod was a Marauder weapon utilized in the Battle of Mariner Valley. It was essentially like the Rocket Launcher, but different in that did less damage, had a far greater rate of fire and did not need to reload after every shot thanks to its three barrels. Furthermore you could carry far greater ammo than the conventional Rocket Launcher, however, the drawback was its terrible accuracy. The rockets tend to veer off course, making it bad for taking out aircraft unless you were up on a high ledge.
dcterms:subject
Firepower
  • High
FireMode
  • Semi-Automatic
Melee
  • Average
Buy
  • 50000(xsd:integer)
dbkwik:dinocrisis/...iPageUsesTemplate
dbkwik:halo-fanon/...iPageUsesTemplate
dbkwik:halofanon/p...iPageUsesTemplate
dbkwik:redfaction/...iPageUsesTemplate
Range
  • High
  • Low-Medium
Faction
Power
  • High
Game
  • Dino Crisis 2
Name
  • Missile Pod
Type
  • Weapon
  • Rocket Launcher
dbkwik:metalslug/p...iPageUsesTemplate
clip/ammo
  • 3(xsd:integer)
when available
  • In Mariner Valley
dbkwik:rvb/property/wikiPageUsesTemplate
Rate of Fire
  • Medium-High
Icon
Ammo
  • 16(xsd:integer)
Character
  • Regina
Fullname
  • Missile Pod
fireratio
  • Low
abstract
  • The Missile Pod is the most powerful weapon used by Regina. Performance: Power-80, Speed-100, Range-20 The Missile Pod fires three homing missiles, making it a great weapon against Pteranodons. Its firepower is also great against other enemies in the game, but its slow firing rate can be a problem if there are enemies on more than one side. The missiles can also collide with terrain when homing in on a target, so make sure you have a clear line of sight.
  • The basic design of a missile pod consists of a cluster of missile launching tubes inside a shell with a targeting computer. Upon recieving a command from the firing ship, the targeting computer calculates the optimum firing solution on the target and fires its missiles either one after the other, burst (two or three tubes firing at once), or all at once to achieve a saturation attack and direct the maximum possible amount of destructive firepower onto the target. The pod can fire in any direction. Missiles were originally hot-launched out of the tubes, but in modern designs, this has been replaced by an electromagnetic railgun system that cold-launches the missile at speeds that cannot be matched by chemical rockets, as well as saving the missile's fuel supply and extending tube life. Due to its position outside the ship, a pod cannot be reloaded by the crew once it has been fired, and must be removed and refilled at a spacedock to restore full firing capability. Pods mounted on ship hulls are typically covered by protective shrouds to protect against debris when not in use. Missile pods deployed by arsenal ships differ somewhat from their hull-mounted counterparts. Pods are grouped together in circular five-pod "carousel" formations, that during combat, are flushed out of the ship through a stern-mounted bay door on an extendable boom capable of supporting a number of carousels. When one pod has exhausted all its missiles, the carousel spins on the boom and brings another pod in line with the target. This continues until the carousel had exhausted all its pods, and then it is discarded off the end of the boom. The carousels move on down the boom, being discarded as they are exhausted, and more are brought into position from the arsenal ship's hollow missile core. Originally purely broadside-firing weapons, arsenal ship-deployed pods can now fire missiles off-bore in any direction. Each pod, however, has the same basic design as its hull-mounted counterpart. A recent development in the field of missile pods has been the invention of the "strap-on pod". These pods are electromagnetically attached to the firing ship's stern and dorsal and ventral surfaces, and so even a small warship such as a Frigate can still carry dozens of them. Prior to firing, they are jettisoned, and they use on-board reaction thrusters to orient themselves to the attack vector specified by the ship, before firing on command. This allows even small warships to fire a first salvo of missiles many times larger than their hull-mounted pods can allow, and so modern warships carry a large number of redundant fire control links in excess of the number of missiles they actually carry in order to handle the huge number of missiles they can fire with strap-on pods. In the case of the very largest warships, such as the UNSC's King Arthur-class, these pods can add an additional fifteen thousand missiles to the vessel's complement.
  • Also referred to as the "LAU-65D/SGM-151". Dimensions are currently unavailible. Further Storyline information is availible here: Halopedia Information Page (external link)
  • The Missile Pod is a missile-launching weapon available in Halo 3. It's designed to fire small missiles at a quick fire rate and made its first appearance in New Digs.
  • The Missile Pod is a exclusive weapon from Metal Slug: 2nd Mission. It is a weapon that fires five small missiles in different directions, not only covering a wide area but also dealing great damage. It can only be used by Red Eye. Image:Baby.gif This article is a . You can help My English Wiki by expanding it.
  • The Missile Pod was a Marauder weapon utilized in the Battle of Mariner Valley. It was essentially like the Rocket Launcher, but different in that did less damage, had a far greater rate of fire and did not need to reload after every shot thanks to its three barrels. Furthermore you could carry far greater ammo than the conventional Rocket Launcher, however, the drawback was its terrible accuracy. The rockets tend to veer off course, making it bad for taking out aircraft unless you were up on a high ledge. Like many Marauder weapons, it had lethal bayonets attached to the front for melee combat.
is Weapon of
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