Okay. I only added what according to the WIKI was required. It was simply an addition to an existing weapon.
$Name: SBM ;; Subspace Bombardment Missile
+Title: XSTR("GTM-12 Cyclops", 3385)
+Description:
XSTR(
"Special Issue
Anti-Cruiser Bomb
Non-Conventional Warhead
", 3386)
$end_multi_text
+Tech Title: XSTR("GTM-12 Cyclops", 3387)
+Tech Anim: Tech_Cyclops
+Tech Description:
XSTR(
"On the drawing boards during the middle of the T-V War, it was deemed an elabore and "impossible" weapon. Many skeptics among those branded it the worst kind of weapon to be developed. However fortunately, subspace drive coils of sufficient small size did not exist, and neither did the means for them to re-enter n-space on their own. During the Great War when the Shivan's forced the GTA and PVN to develop improved intra-system jump drives for their fighters and bombers, research into this weapon continued. It would have been intended as a stand-off weapon for our warships to attack the enemy from a safe distance. However since it would have used a conventional warhead, not even the Lucifer was a practical target for this far-from-complete weapon. However, research into this technology continued in the preparation for a future encounter with the Shivans. This weapon may not have the strongest warhead, but its lethality lies in its very short period of vulnerability. There is no defense otherwise.", 3388)
$end_multi_text
$Model File: belial.pof
$Mass: 25.0
$Velocity: 75.0
$Fire Wait: 5.0
;; note, damage toned down until ai and turrets start shooting at bombs.
$Damage: 2500 ;; damage applied when within inner radius
$Blast Force: 1000.0
$Inner Radius: 100.0 ;; radius at which damage is full (0 for impact only)
$Outer Radius: 200.0 ;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed: 80 ;; velocity of shockwave. 0 for none.
$Armor Factor: 1.0
$Shield Factor: 0.02
$Subsystem Factor: 1.0
$Lifetime: 25.0 ;; temporary fix for problem locking onto big ships.
$Energy Consumed: 0.0
$Cargo Size: 15.0
$Homing: YES
;; the following indented fields are only required when $Homing is YES
+Type: ASPECT ;; Legal: HEAT, ASPECT
+Turn Time: 1.0
+Min Lock Time: 2.8 ;; Minimum lock time (in seconds)
+Lock Pixels/Sec: 70 ;; Pixels moved per sec while locking
+Catch-up Pixels/Sec: 100 ;; Pixels moved per sec while catching up
+Catch-up Penalty: 30 ;; Extra pixels to move after catching up
$Swarm: 2
$LaunchSnd: 96
$ImpactSnd: 88
$FlyBySnd: -1
$Rearm Rate: 0.05
$Flags: ( "Bomb" "Huge" "Corkscrew" "player allowed" "local SSM")
$Trail: ;; Trail cannot be set if Exhaust is set
+Start Width: 0.5 ;; Width of trail nearest missile
+End Width: 1.75 ;; Width of trail before it "evaporates"
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.5 ;; how many seconds before trail disappears
+Bitmap: MissileTrail04 ;; Bitmap used to draw trail
$Icon: iconbelial
$Anim: belial
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 15.0
$Local SSM
+WarpOut Delay: 5000
+Warpin Delay: 10000
+Stage 5 Velocity: 150
+Warpin Radius: 100
+Lock Range: 1000