|“||Defensive turret missile that drops burning napalm along its flight path. The burning patches will deal ongoing damage to enemy ships passing through them.||”|
|— In-game Description|
|Drops napalm in a line.|
|Field of Effect|
|Effect Duration||9 seconds|
|Time||5d 5h 51m 42s|
|Time With Officer|
The Napalm is worth it -- some are not 100% convinced, but if you don't have halo or javs, then it can help quite a bit.
It does 2980+392 damage every 12 secs - almost the same as a Jav except it does that to ALL ships in the fleet, cannot be evaded or even avoided (in the right design), some is radiation (less resistances), and it does some lingering fire damage (only 60/sec * 9 secs = 540 radiation). I think it is resistant to phalanx. Though it has much less range. The Scramjet engine special gives it increased range -- up to 25% further with Scram 3.
With the Sept. 10, 2014 KIX Update, the Napalm Missiles had a much added power to 300 / sec. This makes it a super tough weapon for enemy ships to deal with when they are in your channel. The best fleet defense against a napalm is the Frostburn Interceptor -- its freeze field neutralizes the radiation, burn area from the napalm instantly.
This blueprint was first introduced as a T4 Prize in the Forsaken Missions (4/2/14).