|Seeker Missile||Heavy Seeker Missile||Xeno Seeker Missile||Void Seeker Missile|
|“||The Seeker Missile fires a continuous stream of Explosive missiles as quickly as possible.||”|
|— In-Game Description|
|Mass||447 t||536 t||626 t|
|AoE Radius||50 m|
|Firing Cycle||C: 0.0 / F: 0.8 / R: 0.2 / N: 4|
|Restricted to||Xeno Division, A.X.I.S., Altairians|
|Hull XP||11,188 XP||13,575 XP||15,569 XP|
|Arms Lab Required||VII||VIII||IX|
|Time||3h 15m||3h 45m||4h 30m|
It fires a stream of tiny homing missiles, which explode with a unique graphic unlike the typical circle of death.
Strategy and Setup
Seeker Missiles are excellent against squadrons; the extremely high fire rate allows them to instantly switch targets after destroying one squadron, while the homing ability guarantees a hit against them.
They are also incredibly mass efficient, exceeding that of all other regular Xeno Division Ship Weapons.
It is possible, though unlikely, for the weapon to hit multiple ships at once when enhanced by AM Warheads or the like. The increased AoE could also be used to damage squadrons as they launch from the enemy.
Seeker Missiles can only hit one group of squadrons at a time unless fitted on a Suppressor or a battleship with Targeting Computer, making them less useful against large numbers often seen in advanced Alien Outposts. At the cost of fire rate and accuracy, Cluster Missiles and its variants can hit multiple groups of squadrons in a line, so try to mix the two weapons together to achieve maximum protection.
Seeker Missiles have short range that enables longer-ranged ships, in particular battleships, to kite you.
As a lightweight weapon, Seeker Missiles deal low damage and should be complemented by high-damaging weapons such as Rupture Beams to make up for the lost DPS, unless you only intend to fight squadrons with them.