|For an overview of missile launcher models throughout the Fallout series, see Missile launcher.|
A pre-War shoulder-mounted multipurpose missile weapon, consisting of a reusable launch unit with an advanced fire control system and a stainless steel launch tube. The control system is contained within a bulky reinforced control box and allows for a degree of target tracking. Aftermarket guidance systems were introduced shortly before the Great War, allowing for greatly increased accuracy and precision. Of note is the fact that unlike most conventional launchers, this model is a breech-loading weapon. Reloading involves breaking it open and sliding the fin-stabilized missile into the frontal section. The remaining length of the launching tube helps protect the operator from the blast, but even then, anyone standing behind it will be scorched, as the backblast is directed rearwards at a 90 degree angle and reaches up to sixty meters.
It remains a popular weapon with many factions and individuals in the wasteland, including raiders, super mutants, mercenary groups, and adventurers looking for something that packs a lot of punch. The availability of specialist munitions such as hive missiles makes it particularly attractive.
The miss launcher is an unique weapon created by accident by J. J. Browne of the Brotherhood Outcasts. While attempting to improve the accuracy of the standard missile launcher, he has broken three units. The last one, the Miss Launcher, became a grenade launcher, activating the missile warhead and launching it from the tube, except it fails consistently to activate the missile's motor.
Miss Launcher is a unique version of the missile launcher. It is more comparable to a grenade launcher than a rocket launcher, as it has an arcing flight similar to the Fat Man. Standard missiles fired from this weapon do not fly; instead, the missile-tube itself has been converted to propel them pneumatically. In doing so both the missile's explosive warhead and unused solid rocket fuel are free to detonate together, increasing the missile's explosive damage potential by 30%. A side-effect is this also reduced the chances of giving away your position if fired from hiding as compared with a regular missile launcher. If used non-V.A.T.S. it is excellent practice for the Fat Man, as you won't kill yourself with a badly placed shot, most of the time.
The damage bonus comes at the cost of range; Miss Launcher's drastically underpowered propulsion system renders it incapable of hitting targets farther than 30 feet away, half the range possible with thrown grenades. Because of the nature of the weapon's sharp ballistic trajectory it can be an extremely challenging weapon to aim in real-time. Using this weapon outside of V.A.T.S. isn't recommended. However, even in V.A.T.S., this weapon is horribly inaccurate. The game fails to take into account projectile arc, meaning any shots fired usually fall completely short at medium ranges. In conclusion, practice and experience will help a player determine when to fire real-time or when to use V.A.T.S.
Unlike regular missiles, missiles fired from Miss Launcher will not explode on impact and instead are triggered like grenades, i.e. when hitting a target in V.A.T.S. or after a specific time limit. The Explosives skill determines how long it will take for the missile to explode after hitting the ground. 100 explosives will cause the missile to explode a few short milliseconds after landing.
The Miss Launcher is just as durable as the regular missile launcher; it can fire 83 missiles before breaking.
- Missile launcher, the common variant.
|Name||Type||Dmg/shot||DPS||Att/sec||Crit mult||Crit dmg||Spread||AP cost||Ammo||Ammo cap||Weight||Item HP||Value||Notes|
|Missile launcher||Big gun||20 + 150||268.4||1.6||x0||0||0.5||55||Missile||1||20||100||500||-|
|Miss Launcher||Prototype big gun||20 + 200||347.4||1.6||x0||0||0.5||55||Missile||1||15||100||400||Projectiles have arcing trajectory.|
The Miss Launcher is located in a weapons storage room inside Fort Independence. You will always have to pick the lock on the front door (unless you pickpocket Defender Rococo Rockfowl, Defender Anne Marie Morgan, or Protector Henry Casdin). Once inside you need to go down to the lower level. There are two entrances into the basement. The first way is through an entrance outside that leads directly to the lower level. It, like the main entrance, is a hard locked door. The other way is to go through the main entrance and then proceed down to the lower level from the ground level. However, the second method will lead to a locked door that can only be opened with a hard locked terminal. The password is in the desk next to the door if the player does not wish to or cannot hack it. Once through the door, there are two Outcasts guarding it. Go to the research room with several computers in it. In here go to the computer in the corner; there is a file on the computer called "Research - Missile Launcher". Read the note and you will learn that the Miss Launcher is in the storage room (lockpick level 75 needed). You can get the key from one of the footlockers in the bedroom (room full of beds).
- Research terminal reports in Fort Independence reveal that Outcast researcher J.J. Browne attempted to modify the Miss Launcher to increase its accuracy. After numerous failed attempts, the ultimately broken Miss Launcher was thrown into storage until someone else could be tasked with working on it.
- It is unclear as to why Browne would have tried to make the launcher more accurate in such a strange way as making it air powered (which does the opposite), so either he was trying to make it into an accurate mortar (which it also isn't) or the missile launchers (more are noted on the computer) that he was given were already defective, likely damaged during the Great War. He may have been trying to modify the weapon to soft-launch missiles (the missile is propelled out of the weapon pneumatically, and then ignites and travels to its target) as doing so increases the launcher's durability.
- If you only have one missile in your inventory and you fire this weapon, and the shot lands close enough to you, you can actually pick up the fired missile (has 1 weight and value). You can only do this if you only have one shot because it won't trigger the reload animation which does not allow you to pick up items.
- A side-effect of the Miss Launcher's pneumatic propulsion and delayed fuse is its unique underwater behavior; when fired at a body of water it becomes the functional equivalent of a torpedo launcher.
- Sometimes at close range, V.A.T.S. is exited before the missile detonates, negating the benefit of temporary 1/10 damage and potentially killing you. This close-range bug may also lead to freezing issues, the controller will remain rumbling and the console will freeze.
- Weapon appearance and behavior. The rear plate states that the backblast can reach 60m, although this is not reflected in the gameplay.
- Research Terminal, Research Log - Missile Launcher
- Research Note - Missile Launcher