|“||A trio of Explosive (Alien) missiles designed for piercing multiple targets, with widespread detonations on each hit.||”|
|— In-Game Description|
|Sai Missile||I||II||III (Heavy)||IV (Xeno)|
|Mass||1,724 t||2,135 t||2,534 t||3,710 t|
|AoE Radius||450 m|
|Firing Cycle||C: 0.0 / F: 0.0 / R: 1.0 / N: 1|
|Hull XP||36,259 XP||38,730 XP||46,796 XP||92,320 XP|
|Arms Lab Required||XI||XII||N/A||XII|
|Time||12h 30m||18h 45m||1d 3h||2d 0h|
It fires a trio of missiles in a fan like formation with a short reload between each volley.
The Heavy Sai Missile is a powerful version of the Sai Missile, with improved damage and mass efficiency.
The Xeno Sai Missile is an advanced version of the Sai Missile that deals Alien Damage, taking on a green coloration.
Strategy and Setup
With its ability to Pierce, the Sai Missile's ability to deal damage increases massively if enemy ships are grouped close together as the missile causes an explosion every time it pierces an enemy. The combined effect of all the splash effects of missiles is able to thus cause devastating damage to tightly clustered hulls.
The Missiles do travel rather slowly, thus necessitating the need for either Volatile Fuel or Neutrino Fusion. Thus, without those specials, the weapon will be unreliable on its own. Ships equipped with Counter-pierce tech, or built in with counter pierce tech such as the Paragon Battleship is also able to negate the piercing effect of the weapon, thus greatly reducing the damage output of this weapon.