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Alien Ships/MISC in WING COMMANDER

This file is ‘Owned’ by: Ben Potter

SHIP STATS

  • Mission Role: The type of missions this ship was built for
  • Cloaking: If this Ship can Cloak.
  • Jump Capable: If this Ship can Jump.

  • Max Set Speed: Top speed without afterburners in kps (kilometers per second)
  • Max Aft Speed: Top speed with afterburners in kps (kilometers per second)
  • Max Yaw: Potential turning radius at full rudder left/right, degrees per second
  • Max Pitch: Potential pitch radius at full dive or climb, degrees per second
  • Max Roll: Potential roll radius at full spin, degrees per second
  • Acceleration: Ability to increase speed, in kilometers per second squared(kps2)

  • ESM: (Electronic Surveillance Measures) A ships ability to communicate with long range passive sensors(SWACS and probes), it can detect the presence of hostile targets, though it can not lock onto or classify them (extends beyond active radar range)
  • Active Radar: The range at which radar can acquire and lock onto all targets
  • ID Sensor: The range at which the ship can effectively identify an “unknown” target or its cargo (a very short range for most fighters, a little longer for bombers)

  • Shield Strength(fore/aft): Maximum strength of the shields, measured in centimeters of armor equivalent
  • Shield Recharge Rate: Normal rate at which the shields recharge in units per second (ups)
  • Armor(fore/aft/port/starboard): The amount of armor protection around vital areas in cm.

  • Guns: Number and type
  • Missiles: Number of hard points and types of missiles
  • Decoys: Number of missile decoys the ship can hold

  • Target ID: What the target will have as an Identifier.
  • Mass: Weight in metric tonnes, used in collisions and acceleration equations(F = M * a), 10 - 50 for fighters and bombers, 2000 - 1000000 for starships and 1 - 5000 for space objects


FIGHTERS

CF - 1a Stingray

Plasma Cannon Cluster

MESH NAME: STINGRAY.IFF

Mission Role: Light Capital Ship Interdiction

Cloaking: No

Jump Capable: Yes

Speed Set/Aft: 450(350)/1400(800) kps

Eng. Accel. Set/Aft: 960/2700(480/1200 as a cluster) dps2

Max Y/P/R: 80(60)/90(70)/135(90) dps

Rot. Accel.: 200(120 as a cluster) dps

Active Radar: 15000 (30000 as a cluster)

ID Sensor: Unknown

Shield Strength Fore/Aft: 140/100 cm equiv.

Shield Recharge Rate: 20 cps

Armor Fore/Aft/Port/Starboard: 175/125/150/150 cm

Guns: 2X Light Plasma (1X Heavy Plasma as a cluster)

Missiles: None

Decoys: 1 per ray

(If cluster) Target ID: Stingray Cluster

(If single) Target ID: Stingray

Length: 24 meters

Width: unknown

Mass: 18 (54 as a cluster) metric tonnes

Description:

This “ship” is actually a collection of three smaller conveyors, each equipped with a single light plasma cannon mounted at their nose. Individually they function as fighters. But they may also join together into a single larger ship, the emission points of their individual cannons touching to form a single, massive plasma cannon which is effective against starships. In this configuration they are similar to a torpedo bomber (though there is no missile armament).


CF - 2b Skate

Fighter/Bomber Interceptor Cluster

TOGETHER - MESH NAME: TRILINKB.IFF

SINGULAR MESH NAME: TRAYSHIP.IFF

Mission Role: Capital Ship Interdiction

Cloaking: No

Jump Capable: Yes

Speed Set/Aft: 450/1400(350/800 as cluster) kps

Eng. Accel. Set/Aft: 960/2700(480/1200 as cluster) kps2

Max Y/P/R: 90/135/135(75/75/120 as a cluster) dps

Rot. Accel.: 200(120 as a cluster) dps

Active Radar: 15000 (30000 as cluster)

ID Sensor: Unknown

Shield Strength Fore/Aft: 120/80(360/240 as cluster) cm equiv.

Shield Recharge Rate: 18 cps

Armor Fore/Aft/Port/Starboard: 120/90/105/105

Guns: 2X Light Vorilian Burst Maser

Missiles: None singly, but together, they tow an Alien Bombing Interceptor pod that fires Anti-Fighter/Bomber Missiles x3.

Decoys: 1 per Ray

(If cluster) Target ID: Skate B

(If single) Target ID: Skate

Length: 24 meters

Width: unknown

Mass: 13 (42 as a cluster) metric tonnes

Description: Another “swarm” fighter. In this variation, three small conveyors surround a single, massive anti-bomber/fighter weapon.

The nature of the weapon is variable.

In this variation, the weapon is a potent anti-fighter weapon which flies towards an enemy fighter or bomber formation then opens to release a small number of self-targeting interception missiles which bombard the group.

The conveyors are then free to act as individual fighters and prosecute survivors.


CF - 2t Skate

Torpedo Cluster

TOGETHER - MESH NAME: TRILINKT.IFF

SINGULAR MESH NAME: TRAYSHIP.IFF

Mission Role: Capital Ship Interdiction

Cloaking: No

Jump Capable: Yes

Speed Set/Aft: 450/1400(350/800 as cluster) kps

Eng. Accel. Set/Aft: 960/2700(480/1200 as cluster) kps2

Max Y/P/R: 90/135/135(75/75/120 as a cluster) dps

Rot. Accel.: 200(120 as a cluster) dps

Active Radar: 15000 (30000 as cluster)

ID Sensor: Unknown

Shield Strength Fore/Aft: 120/80(360/240 as cluster) cm equiv.

Shield Recharge Rate: 18 cps

Armor Fore/Aft/Port/Starboard: 120/90/105/105

Guns: 2X Light Vorilian Burst Maser

Missiles: None singly, but together, they tow a Cluster Torpedo x1

Decoys: 1 per Ray

(If cluster) Target ID: Skate T

(If single) Target ID: Skate

Length: 24 meters

Width: unknown

Mass: 13 (42 as a cluster) metric tonnes

Description: Another “swarm” fighter. In this variation, three small conveyors surround a single, massive anti-starship weapon.

The nature of the weapon is variable.

In this case, the weapon is an enormous super-torpedo, which the conveyors release only once it has targeted a starship.

They are then free to act as fighters and defend the weapon on its way in, hampering attempts at intercept.


CF - 2m Skate

Mine Cluster

TOGETHER - MESH NAME: TRILINKM.IFF

SINGULAR MESH NAME: TRAYSHIP.IFF

Mission Role: Capital Ship Interdiction

Cloaking: No

Jump Capable: Yes

Speed Set/Aft: 450/1400(350/800 as cluster) kps

Eng. Accel. Set/Aft: 960/2700(480/1200 as cluster) kps2

Max Y/P/R: 90/135/135(75/75/120 as a cluster) dps

Rot. Accel.: 200(120 as a cluster) dps

Active Radar: 15000 (30000 as cluster)

ID Sensor: Unknown

Shield Strength Fore/Aft: 120/80(360/240 as cluster) cm equiv.

Shield Recharge Rate: 18 cps

Armor Fore/Aft/Port/Starboard: 120/90/105/105

Guns: 2X Light Vorilian Burst Maser

Missiles: None singly, but together, they tow an Alien Missile Pod - mines x12

Decoys: 1 per Ray

(If cluster) Target ID: Skate M

(If single) Target ID: Skate

Length: 24 meters

Width: unknown

Mass: 13 (42 as a cluster) metric tonnes

Description: Another “swarm” fighter. In this variation, three to five small conveyors surround a single, massive weapon.

The nature of the weapon is variable.

This variation is configured as a mine layer. Each cluster being able to carry up to 12 mines. When the bomber has dropped all its mines, it breaks off to become Ray Bombers.

The conveyors are then free to act as individual fighters and prosecute survivors.


CF - 3fd Ray(& baby Remora)

Fighter Cluster

MOTHERSHIP - MESH NAME: RAYNODE.IFF

SINGULAR REMORA TURRET NAME: RAYFIGHT.IFF

“Remora” Swarm Fighter Stats:

Missions/Role Defensive Escort

Cloaking: Yes, if with NODE, below

Jump Capable: No

Speed Set/Aft: 450/1400 kps

Max Y/P/R: 130/130/140 dps

Rotational Acceleration: 250 dps

ESM: No

Active Radar: 15000

ID Sensor: Unknown

Shield Strength Fore/Aft: 60/60 cm equiv.

Shield Recharge Rate: 2 cps

Armor Fore/Aft/Port/Starboard: 110/80/95/95


Guns: 1X Heavy Vorilian Burst Maser

Missiles: None

Decoys: None

(Node) Target ID: Ray

(swarm fighter) Target ID: Remora

Length: approx. 21 meters

Width: unknown

Mass: approx. 11 metric tonnes


“Ray” Node Power Generator Ship Stats:

Missions/Role BARCAP, TARCAP, FORCAP, RECON

Cloaking: Yes

Jump Capable: No

Max Speed: 350

Max Y/P/R: 35/35/35

Rotational Acceleration: 90 kps2

ESM: Yes

Radar: 15000

ID Sensor: Unknown

Shield Strength Fore/Aft: 600/450 cm equiv.

Shield Recharge Rate: 80 cps

Armor Fore/Aft/Port/Starboard: 400/275/350/350


Guns: 2X Alien Disruptor

Missiles: None

Decoys: 7


Length: approx. 34 meters

Width: approx. 38 meters

Mass: approx. 28 metric tonnes

Description:

This is a pure space superiority variation of the “swarm” fighter. A single power distribution “node ship” produces energy for up to seven smaller cannon-armed vessels which fly in space around it (unlike other cluster ships, never joining into a single unit). These smaller vessels are remotely linked and function almost as free-flying turrets.

Destruction of the node ship causes a massive explosion, plus due to the symbiotic relationship between the two ships the destruction of all associated fighters. Conversely the destruction of all of the Rays will overload and destroy the node ship.


SK - 3a Lamprey

Shield Killer

MESH NAME: SIREN.IFF

Missions/Role BARCAP, TARCAP, FORCAP

Cloaking: No

Jump Capable: No

Max Speed: 800

Max Y/P/R: 360/25/25 dps

Rotational Acceleration: 800 kps2

ESM: Yes

Radar: 20000 km

ID Sensor: Unknown

Shield Strength Fore/Aft: 200/200 cm equiv.

Shield Recharge Rate: 25 cps

Armor Strength Fore/Aft/Port/Starboard: 60/60/60/60 cm

Guns: 1X Semi-Guided Shield Gun

Missiles: None

Decoys: 3

Target ID: Siren

Length: approx. 21 meters

Width: approx. 11 meters

Mass: approx. .01 (ship uses anti matter field to negate effects of angular momentum and inertia effectively making it weightless)

Description:

This is a highly specialized vessel which can produce a discharge which temporarily overloads the shield generators of a fighter and causes them to drop entirely for a short period of time. While marginally defended and relatively vulnerable to cannon fire, the vessel is saucer-like or spherical in configuration and capable of changing directions instantaneously, rendering it a very maneuverable and difficult target. As it is otherwise unarmed, this vessel almost always operates in conjunction with other fighters.

Maneuvers:

Although this fighter zips around in space with no forward momentum, changing speeds and lateral directions almost instantaneously, it does have trouble pitching and rolling. Pilots have been known to react slowly to rear attacks, possibly due to the complex flight controls.


FA - 6a Moray

Multi-role Fighter

MESH NAME: MORAY.IFF

Mission/Role: TARCAP, FORCAP, SEAD, BARCAP, ESCORT, RECON, WILD WEASEL

Cloaking: No

Jump Capable: No

Max Speed Set/Aft: 420/1100 kps

Engine Acceleration: 840/2400 kps2

Max Y/P/R: 80/60/100 dps

Rotational Acceleration: 180 dps2

ESM: Yes

Radar: 15000

ID Sensor: Unknown

Shield Strength Fore/Aft: 100/140 cm. equiv.

Shield Recharge Rate: 20 cps

Armor Strength Fore/Aft/Port/Starboard: 120/160/140/140 cm.

Guns: 2X Heavy Maser

Missiles: 3X Alien Friend or Foe, 1X Alien Image Recognition

Decoys: 5

Target ID: Moray

Length: approx. 24 meters

Width: unknown

Mass: approx. 14 metric tonnes

Description:

This is a rather conventional, multi-purpose fighter similar to the Dralthi, Hellcat, or Tigershark. It is moderately well armed, shielded, armored, and maneuverable. It is usually employed in the anti-fighter role, though anti-turret missiles can be employed.

Maneuvers:

Because of its relatively high yaw rate, Moray pilots tend to do a lot of turning maneuvers, burn & turn, Shelton slide, sit & spin.


SF - 8a Manta

Heavy Fighter

MESH NAME: MANTA.IFF

FIGHTER SHIP FILE: MANTA.XMF

BOMBER SHIP FILE: MANTAB.XMF

Missions/Role BARCAP, TARCAP, ESCORT, FORCAP

Cloaking: Yes

Jump Capable: Yes

Max Speed Set/Aft: 500/1300 kps

Engine Acceleration Set/Aft: 850/2200 kps2

Max Y/P/R: 65/90/120 dps

Rotational Acceleration: 200 dps2

ESM: Yes

Radar: 15000

ID Sensor: Unknown

Shield Strength Fore/Aft: 230/180 cm equiv.

Shield Recharge Rate: 21 cps

Armor Strength Port/Starboard/Fore/Aft: 190/145/160/160 cm

Guns: 2X Alien Gorgon Laser, 1X Light Plasma

Missiles: 3X Alien Friend or Foe, 1X Alien Image Rec., 1X Stalker

Decoys: 7

Target ID: Manta

Length: approx. 26 meters

Width: unknown

Mass: approx. 14 metric tonnes

Description:

This is a conventional Heavy fighter, with overpowered guns and missiles. This is the base platform for the alien ace ship.

Maneuvers: Manta pilots tend to employ the pitch and roll maneuvers, Emmelmans, loops, and wingovers.


SF - 9a Devil Ray

Modified Space Superiority Fighter (Ace ship)

MESH NAME: AACESHIP.IFF

This is the RED MANTA

Missions/Role BARCAP, TARCAP, ESCORT, FORCAP

Cloaking: Yes

Jump Capable: Yes

Max Speed Set/Aft: 650/1400 kps

Engine Acceleration: 1050/2300

Max Y/P/R: 120/120/120 dps

Rotational Acceleration: 230 kps2

ESM: Yes

Radar: 15000

ID Sensor: Unknown

Shield Strength Fore/Aft: 230/230 cm equiv.

Shield Recharge Rate: 23 cps

Armor Strength Port/Starboard/Fore/Aft: 230/230/230/230 cm

Guns: 4X Alien Gorgon Laser

Missiles: 3X Alien Friend or Foe, 3X Alien Image Rec., 2X Stalker

Decoys: 7

Target ID: Devil Ray 1

Target ID: Devil Ray 2

Target ID: Devil Ray 3

Target ID: Devil Ray 4

Target ID: Devil Ray 5

Target ID: Devil Ray 6

Target ID: Devil Ray 7

Length: approx. 26 meters

Width: unknown

Mass: approx. 14 metric tonnes

Description:

Similar to the Manta in appearance, but with enhanced capabilities. They’re rather frightening compared with the generic Manta fighter, being faster, better shielded, better armored, better armed, and more maneuverable.

They are flown exclusively by Aces.

Maneuvers: Devil Ray pilots tend to employ the pitch and roll maneuvers, Emmelmans, loops, and wingovers.


VF - 2 Squid

Interceptor

MESH NAME: SQUID.IFF

Mission/Role: FORCAP, BARCAP

Cloaking: No

Jump Capable: No

Max Speed Set/Aft: 450/1300 (800/2400)

Max Y/P/R: 90/90/120 (40/30/90)

Rotational Accel: 180(60) dps2

Acceleration Eng./Aft: 2500 (5000) kps2

ESM: No

Radar: 15000

ID Sensor: Unknown

Shield Strength Fore/Aft: 120/160 (120/80) cm equiv.

Shield Recharge Rate: 25 cps

Armor Strength Fore/Aft/Port/Starboard: 80/100/60/60 (80/50/60/60) cm

Guns: 4X Alien Disrupter Cannon

Missiles: 3X Alien Friend or Foe, 1X Stalker

Decoys: 5

Target ID: Squid

Length: approx. 21 meters with wings folded - approx. 17 meters with spread wings

Width: unknown

Mass: approx. 12 metric tonnes

Description:

This is a point-defense system for cap ships. It is a small fighter designed for slashing head-to-head engagements with heavy forward defenses and four (or three) wings which usually fold back over a single engine like flower petals. Guns are mounted on the ends of the petals, but are useless when the wings are folded back. In this configuration the ship is very, very fast but not particularly maneuverable. To attack, the ship unfolds the petals, bringing the weapons to bear for devastating forward firepower. But it slows considerably, and in this configuration the single unarmored engine (previously protected only by the folded-back petals) is dangerously exposed, making the ship extremely vulnerable to attacks from the rear.


STARSHIPS

FF - 4a Barracuda

Corvette

MESH NAME: SKATE.IFF

Mission Role: The type of missions this ship was built for

Cloaking: No

Jump Capable: Yes

Max Speed Set/Aft: 250 kps

Max Y/P/R: 70/50/70

Acceleration: 50 kps2

ESM: Yes

Radar: 20000

ID Sensor: Unknown

Shield Strength Fore/Aft: 800/800 cm equiv.

Shield Recharge Rate: 30 cm equiv.

Armor Strength Fore/Aft/Port/Starboard: 130/110/120/120

Guns: 4X Multi-directional laser spheres

Missiles: 10X Alien Image Rec.

Follow rules for: Standard Wing Commander Sized (smaller) - Cap Ships.

Constituent parts: Engines, Bridge, Turrets, Con Towers, all weapons.

Shield Emitters for: No shield emitters. This ship has internal shields for everything. Has fore/art/port/starboard armor.

Target ID: Skate Corvette

Length: approx. 130 meters

Width: unknown

Mass: approx. 3300 metric tonnes

Description:

Intended to lay waste entire formations of opposing fighters, this is a massive, heavily shielded and armored (but not particularly maneuverable) vessel. It is armed with several small “disco ball” weapons which emerge slowly from the hull to spray concentrated and devastating anti-fighter fire in almost any direction (though the potency of the fire decreases rapidly over range). The balls then must retract into the hull to recharge, rendering the ship temporarily vulnerable for several seconds. Additionally, the balls themselves can (and generally must) be targeted and destroyed just prior to firing, when they are in the process of rising out of their charger housings.


T - 1 Triton

TRANSPORT

MESH NAME: LEATHERB.IFF

Mission Role: The type of missions this ship was built for

Cloaking: No

Jump Capable: Yes

Max Speed: 120 kps

Max Y/P/R: 5/5/8 dps

Acceleration: 8 kps2

Mass: 3000 metric tonnes

ESM: Yes

Radar: 30,000 km

ID Sensor: Unknown

Shield Strength Fore/Aft: 800/600 cm equiv.

Shield Recharge Rate: 400 cps

Armor Fore/Aft/Port/Starboard: 300/200/250/250 cm

Guns: 6-8X anti-fighter turret

Missiles: 0

Follow rules for: Standard Wing Commander Sized (smaller) - Cap Ships.

Constituent parts: Engines, Bridge, Turrets, Con Towers, all weapons.

Shield Emitters for: No shield emitters. This ship has internal shields for everything. Has fore/art/port/starboard armor.

Target ID: Leatherback Transport

Length: 230 meters approx.

Width: unknown

Mass: 3000 metric tonnes

These are slow, hulking vessels much larger than their Confed counterparts, though only slightly less vulnerable. They are virtually unarmored, but carry several light anti-fighter turrets and sufficient shielding to ward off light attacks. Still, they are generally liabilities in a combat situation, and demand heavy escort and defense from more capable assets. Caught undefended by properly-equipped attackers, they are fat and volatile targets.


DD - 4 Orca

DESTROYER

MESH NAME: ORCA.IFF

Mission Role: The type of missions this ship was built for

Cloaking: No

Jump Capable: Yes

Max Speed: 250 kps

Max Y/P/R: 15

Acceleration: 4 kps2

ESM: Yes

Radar: 40000

ID Sensor: Unknown

Shield Strength Fore/Aft/Port/Starboard: 1500/1300/1500/1500 cm equiv.

Shield Recharge Rate: 250 cm equiv.

Armor Strength Fore/Aft/Port/Starboard: 150/170/130/130 cm

Guns: 2X anti-shipping Plasma cannon, 16X anti-fighter Laser turret

Missiles: 16X anti-ship missiles, 2-4X anti-fighter missile turret

Follow rules for: Standard Wing Commander Sized (smaller) - Cap Ships.

Constituent parts: Engines, Bridge, Hangar bays, Turrets, Radar, Con Towers, all weapons.

Shield Emitters for: No shield emitters. This ship has internal shields for everything. Has fore/art/port/starboard armor.

Target ID: Orca Destroyer

Length: 600 approx. meters

Width: unknown

Mass: 21,000 approx. metric tonnes

Description:

These are the most numerous jump-capable alien starship. Like most alien starships they are noticeably larger than their Confed counterparts, but serve similarly as general-purpose patrol and scout units. They have heavy anti-fighter defenses relative to Confed destroyers, moderate shields and only light armor. They are not as fast as a Corvette, but carry many more anti-shipping missiles as well as two light anti-shipping guns. Some destroyers may also embark a handful of interceptors for self-defense.


CA - 2 Hydra

CRUISER

MESH NAME: MARLIN.IFF

Mission Role: The type of missions this ship was built for

Cloaking: No

Jump Capable: Yes

Max Speed: 180 kps

Max Y/P/R: 7/5/5 dps

Acceleration: 50 kps2

ESM: Yes

Radar: 40000

ID Sensor: Unknown

Shield Strength Fore/Aft/Port/Starboard: 3000/7000/5000/5000 cm equiv.

Shield Recharge Rate: 500 cm equiv.

Armor Strength Fore/Aft/Port/Starboard: 300/700/500/500 cm

Guns: 3X anti starship alien plasma cannon, 1X anti starship torpedo bay, 10X anti-fighter Laser turret, 8X Flak cannon, 4X anti fighter missile turret

Missiles: 0

Follow rules for: Wing Prophecy Sized (larger) - Cap Ships.

Constituent parts: Engines, Bridge, Hangar bays, Turrets, Radar, Con Towers, all weapons.

Shield Emitters for: Engines, Bridge, Hangar Bays.

Target ID: Marlin Cruiser

Length: approx. 750 meters

Width: unknown

Mass: approx. 30,000 metric tonnes

Description:

The alien cruiser is a fairly straightforward vessel, somewhat larger than its Confed counterparts but similar in role and capability. Its anti-shipping armament is based on gunnery, and is generally superior to its Confed equivalents. Anti-fighter defenses are somewhat superior as well. Both shields and armor are moderate in strength. Entirely unlike Confed cruisers, it carries a small hangar region for the support of several fighters. These are usually Interceptors, though it is believed other types can at times be accommodated.


CV - 5 Leviathan

CARRIER

MESH NAME:OSPREY.IFF

Mission Role: The type of missions this ship was built for

Cloaking: No

Jump Capable: Yes

Max Speed: 170 kps

Max Y/P/R: 10/10/10 dps

Acceleration: 21 kps2

ESM: Yes

Radar: 60000

ID Sensor: Unknown

Shield Strength Fore/Aft/Port/Starboard: 2100/2100/2500/2500 cm equiv.

Shield Recharge Rate: 600 cm equiv.

Armor Strength Fore/Aft/Port/Starboard: 1100/1100/1500/1500 cm

Guns: 15 anti-fighter Laser turret, 15X flak cannon, 3X anti fighter Ion turret

Missiles: 6X anti-fighter missile installations

Follow rules for: Wing Prophecy Sized (larger) - Cap Ships.

Constituent parts: Engines, Bridge, Hangar bays, Turrets, Radar, Con Towers, all weapons.

Shield Emitters for: Engines, Bridge, Hangar Bays.

Target ID: Osprey Carrier

Length: approx. 960 meters

Width: unknown

Mass: 120,000 metric tonnes

Description:

The alien carrier is large, roughly the size of TCS Midway, and sports frightening anti-fighter defenses. It bristles with launch tubes for all types of alien fighters, but carries no anti-shipping armaments of its own. The number of fighters embarked may be as high as several hundred, and at times the ship might also serve as a mobile base for fast attack craft. It is well-shielded but lightly armored, and therefore extremely vulnerable to torpedo attack once its shields have been compromised.


SSK - 1 Kraken

STARSHIP KILLER

MESH NAME:NARWHAL.IFF

Mission Role: The type of missions this ship was built for

Cloaking: No

Jump Capable: Yes

Max Speed: 180 kps

Max Y/P/R: 10 dps

Acceleration: 60 kps2

ESM: Yes

Radar: 40000

ID Sensor: Unknown

Shield Strength Fore/Aft/Port/Starboard: 700/1100/900/900 cm equiv.

Shield Recharge Rate: 300 cm equiv.

Armor Strength Fore/Aft/Port/Starboard: 300/500/400/400 cm

Guns: 1X Super Plasma cannon, 7X anti-fighter Laser turret, 6X Flak cannon

Missiles: 0

Follow rules for: Wing Prophecy Sized (larger) - Cap Ships.

Constituent parts: Engines, Bridge, Hangar bays, Turrets, Radar, Plasma Weapon.

Shield Emitters for: Engines, Bridge, Hangar Bays, Plasma Weapon.

Target ID: Narwhal Ship Killer

Length: approx. 1200 meters

Width: unknown

Mass: approx. 50,000 metric tonnes

This starship is slightly larger than a typical cruiser, and is designed for rapidly destroying opposing capital ships. It has an extremely powerful offensive armament in the form of a prow-mounted plasma generation weapon capable of breaching the shields of almost any starship type in Confed service with one shot. This weapon apparently diverts energy from other systems to charge, and as such is not activated until just prior to firing. It is also relatively short-ranged, requiring the ship to streak fairly close to its intended target before firing.

Fortunately, the ship-killer’s anti-fighter defenses are stiff but not overwhelming, and while heavily-shielded it is only moderately armored. It carries only a few Interceptors for indigenous fighter support.


DN - 6 Tiamat

DREADNOUGHT

MESH NAME:TSUNAMI.IFF

Mission Role: The type of missions this ship was built for

Cloaking: No

Jump Capable: Yes

Max Speed: 210 kps

Max Y/P/R: 7/7/7 dps

Acceleration: 30 kps2

Radar: 100000

ID Sensor: Unknown

ESM: Yes

Shield Strength Fore/Aft/Port/Starboard: 3000/3000/3000/3000 cm equiv.

Shield Recharge Rate: 700 cm equiv.

Armor Strength Fore/Aft/Port/Starboard: 1100/1100/1100/1100 cm



Guns: 17X anti fighter laser turrets, 11X heavy Ion turrets, 7X heavy Plasma cannons, 1X Ship Killer Plasma Weapon.

Missiles: 6X anti-fighter missile installations, 3X torpedo launch bays

Follow rules for: Wing Prophecy Sized (larger) - Cap Ships.

Constituent parts: Engines, Bridge, Hangar bays, Turrets, Radar, Con Towers, all weapons.

Shield Emitters for: Engines, Bridge, Hangar Bays, Plasma Weapon.

Target ID: Tsunami Dreadnought

Length: 3200 meters

Width: unknown

Mass: 450,000 metric tonnes

Description:

These miles-long warships serve as centerpieces of the alien fleet. It has the fighter complement of a carrier, the anti-shipping capability of multiple ship-killers, and the anti-fighter defenses of ten cruisers. It is also fast for its size, and extraordinary in both shields and armor. The Confederation has never produced anything close to its equivalent, save perhaps Behemoth, which matched it only in raw firepower.


MISC. ALIEN SPACEFLIGHT OBJECTS

Cargo Container:

Alien Cargo (Red Cross, Ammo, Generic)

Mission Role: The type of missions this ship was built for

Cloaking: No

Jump Capable: No

Max Speed: 0 kps

Agility: 0 dps

Acceleration: 0 kps2

Radar: 0

ID Sensor: Unknown

Shield Strength Fore/Aft/Port/Starboard: 0

Shield Recharge Rate: 0

Armor Fore/Aft/Port/Starboard: 0

Guns: 0

Missiles: 0

(if Red Cross) Target ID: Alien Container

Target Contents: Unknown (MED will have data)

(if Ammo) Target ID: Alien Container

(Target Contents: Unknown (MED will have data)

(if Generic) Target ID: Alien Container

Target Contents: Unknown (MED will have data)

Length: undecided

Width: unknown

Mass: undecided

There should be many types of Alien containers. These should fall into 3 categories:

Red Cross Supplies – Some sort of specific Alien markings on the sides.

Ammo – Some sort of specific Alien markings on the sides.

Generic – Some sort of specific Alien markings on the sides.

If the player identifies these, he will be able to see what’s in them.


Worm Hole Towers:

Alien Worm Hole Towers (Seven)

Mission Role: The type of missions this ship was built for

Cloaking: No

Jump Capable: No

Max Speed: 0 kps

Agility: 0 dps

Acceleration: 0 kps2

Radar: 0

ID Sensor: Unknown

Shield Strength Fore/Aft/Port/Starboard: will have shields

Shield Recharge Rate: will have powerful shields

Armor Fore/Aft/Port/Starboard: will have pretty good armor

Guns: 0

Missiles: 0

Target ID: Tower 1

Target ID: Tower 2

Target ID: Tower 3

Target ID: Tower 4

Target ID: Tower 5

Target ID: Tower 6

Target ID: Tower 7

Length: undecided

Width: unknown

Mass: undecided

There will be seven towers. They will have shields that get ‘turned off’ by marines that have landed on the Worm Hole command center. They will turn off towers TWO at a time, until the last one is standing. Then Blair comes in and ‘saves the day’ and turns off the last tower.

The structure is like a big circle, encompassing the perimeter of the worm hole. The structure CAN survive with the towers disabled, and only upon destruction of the last tower, will the wormhole command center self destruct, falling into the Worm Hole itself, completing the game.


Alien Dry Dock

Mission Role: The type of missions this ship was built for

Cloaking: No

Jump Capable: No

Max Speed: 0 kps

Agility: 0 dps

Acceleration: 0 kps2

Radar: 0

ID Sensor: Unknown

Shield Strength Fore/Aft/Port/Starboard: 0

Shield Recharge Rate: 0

Armor Fore/Aft/Port/Starboard: 0

Guns: 0

Missiles: 0

Target ID: Dry Dock Piece 1

Target ID: Dry Dock Piece 2

Target ID: Dry Dock Piece 3

Target ID: Dry Dock Piece 4

Length: undecided

Width: unknown

Mass: undecided

The Alien Dry dock is harboring a Ship Killer. There will be a number of different pieces that will have to be pieced together (maybe NOT really together) in the game engine to appear as if there’s a dry dock construct.

The Ship Killer will have to be able to pull away from the dock when it’s time to do so.

I’m guessing at 4 pieces for the dry dock.


Alien Modified Kilrathi Buoy

Mission Role: The type of missions this ship was built for

Cloaking: No

Jump Capable: No

Max Speed: 0 kps

Max Y/P/R: 0 dps

Acceleration: 0 kps2

Radar: 100000 k

ID Sensor: Unknown

Shield Strength Fore/Aft/Port/Starboard: 80/80/80/80 cm equiv.

Shield Recharge Rate: 16 cm equiv.

Armor Fore/Aft/Port/Starboard: 120/120/120/120 cm

Guns: none

Missiles: none

Target ID: Unknown, until ID’ed and then it’ll say Kilrathi-Modified Buoy or something…

Length: 12 meters

Width: 12 meters

Mass: 16 metric tonnes

This is the buoy that the player will have to find in a mission. It should be difficult to ID.

This is a war era Kilrathi Buoy that the player will have to ID. It is in Mission Ex?


Alien Communication Facility (Radar/Comm) AC-01 SIREN

MESH NAME:ACOMMFAC.IFF

Mission Role: The type of missions this ship was built for

Cloaking: No

Jump Capable: No

Max Speed: undecided kps

Agility: undecided dps

Acceleration: undecided kps2

Radar: undecided

ID Sensor: Unknown

Shield Strength Fore/Aft/Port/Starboard: undecided

Shield Recharge Rate: undecided

Armor Fore/Aft/Port/Starboard: undecided

Guns: undecided

Missiles: undecided

Target ID: Comm Facility

Length: undecided

Width: unknown

Mass: undecided

This is the station the player will have to disable in the G series. The radar part will have to be destroyable.

It will also need launch bays for alien fighters to be launched from.


Alien Probe

Mission Role: The type of missions this ship was built for

Cloaking: No

Jump Capable: No

Max Speed: undecided kps

Agility: undecided dps

Acceleration: undecided kps2

Radar: undecided

ID Sensor: Unknown

Shield Strength Fore/Aft/Port/Starboard: undecided

Shield Recharge Rate: undecided

Armor Fore/Aft/Port/Starboard: undecided

Guns: undecided

Missiles: undecided

Target ID: Alien Probe

Length: undecided

Width: unknown

Mass: undecided

These are the radar-like probes that direct the cluster attacks on Cap ships. If the player destroys these, it will be difficult for the clusters to form and attack the Confed guys.

It should have some blinking lights, and look cool.


Alien Mines (Series E)


Mission Role: The type of missions this ship was built for

Cloaking: No

Jump Capable: No

Max Speed: undecided kps

Agility: undecided dps

Acceleration: undecided kps2

Radar: undecided

ID Sensor: Unknown

Shield Strength Fore/Aft/Port/Starboard: undecided

Shield Recharge Rate: undecided

Armor Fore/Aft/Port/Starboard: undecided

Guns: undecided

Missiles: undecided

Target ID: Mine

Length: meters

Width: unknown

Mass: undecided

These will be lain in a jump point for destroying big ships that come in.


ALL KILRATHI

DRALTHI

Mission Role: The type of missions this ship was built for

Cloaking: No

Jump Capable: No

Max Speed Aft/Set: 430/1100 kps

Max Y/P/R: 55/65/55

Acceleration: 200 kps2

Mass: 15 metric tonnes

ESM: None

Radar: 15000

ID Sensor: None

Shield Strength Fore/Aft: 120/120

Shield Recharge Rate:

Armor Strength Fore/Aft/Port/Starboard: 80/80/60/60


ORIGINAL FIGHTER LOAD-OUT:

Guns: 2X Photon Gun, 1X Particle

Missiles: 4X dogfight

Decoys: 6

WING 5 FIGHTER LOAD-OUT:

Guns: 2X Laser Cannon, 1X Tachyon Gun

Missiles: 4X Heat Seekers

Decoys: 6

Target ID (always known): Dralthi

Length: 31 meters

Width: unknown

Mass: 15 metric tonnes

Description:

This is the Dralthi we all know and love. The original gun load out may need to be changed because we have cut the original gun types from the game. We could bring these weapons (photon gun and particle cannon) back just for the Kilrathi.


VAKTOTH

Mission Role: The type of missions this ship was built for

Cloaking: No

Jump Capable: Yes

Max Speed Set/Aft: 410/950

Max Y/P/R: 45/55/45

Acceleration: 150 kps2

Mass: 19 metric tonnes

ESM: Yes

Radar: 20000 km

ID Sensor: Unknown

Shield Strength Fore/Aft: 250/250 cm equiv.

Shield Recharge Rate:

Fore Armor: 6

Aft Armor: 6

Port Armor: 6

Starboard Armor: 6


Length: 36 meters

Width: unknown

Mass: 19 metric tonnes

ORIGINAL FIGHTER LOAD-OUT:

Guns: 2X Plasma gun(NOT OUR CURRENT PLASMA GUN), 2X Ion cannon, 1X Tachyon gun, 1X rear Meson cannon

Missiles: 4X Heat Seekers, 4X Friend or Foe

Decoys: 6

WING Prophecy FIGHTER LOAD-OUT:

Guns: 2X Particle, 2X Ion cannon, 1X Tachyon gun, 1X rear Ion Turret

Missiles: 4X Heat Seekers, 4X Friend or Foe

Decoys: 6

Target ID (always known): Vaktoth

Description:

Heavy duty fighter from Wing 3. While the ships internal design is somewhat outdated, its armament of five guns and a rear turret make it a devastating offensive weapon against fighters and light star ships.


Kilrathi Starships

CORVETTE

Mission Role: The type of missions this ship was built for

Cloaking: No

Jump Capable: Yes

Max Speed: 200 kps

Max Y/P/R: 5/5/5 dps

Acceleration: 20 kps2

Mass: 5500 metric tonnes

ESM: Yes

Radar: 25000

ID Sensor: Unknown

Shield Strength Fore/Aft/Port/Starboard: 1000/650/800/800 cm equiv.

Shield Recharge Rate: 300

Armor Strength Fore/Aft/Port/Starboard: 300/150/200/200

Guns: 5X anti-fighter turret

Missiles: 2X Anti-Shipping Torpedo

Constituent parts: engines, turrets, bridge

Target ID (always known): Corvette

Length: 110 meters

Width: unknown

Mass: 5500 metric tonnes


MISC. KILRATHI SPACEFLIGHT OBJECTS

Fralthi - Kilrathi Cruiser, Derelict – In first mission

Mission Role: The type of missions this ship was built for

Cloaking: No

Jump Capable: Yes, but not when disabled.

Max Speed: undecided kps

Agility: undecided dps

Acceleration: undecided kps2

Radar: undecided

ID Sensor: Unknown

Shield Strength Fore/Aft/Port/Starboard: undecided

Shield Recharge Rate: undecided

Armor Fore/Aft/Port/Starboard: undecided

Guns: undecided

Missiles: undecided

Follow rules for: Standard Wing Commander Sized (smaller) - Cap Ships.

Constituent parts: Engines (destroyed), Bridge (destroyed), Hangar bays (all but ONE – destroyed), Turrets (destroyed), Radar (destroyed), Con Towers (destroyed), all weapons (destroyed).

Shield Emitters for: No shield emitters. This ship has internal shields for everything. Has fore/art/port/starboard armor.

Target ID: Fralthi Cruiser (Damaged)

Length: 500 meters (official)

Width: unknown

Mass: undecided

This is the cruiser the player will have to land the marines on in the first mission. It would have to have fires, look destroyed, damaged, etc.

It will need a one semi-working Hangar Bay for the Marines.


Kilrathi Destroyed Fleet Debris Field

Mission Role: The type of missions this ship was built for

Cloaking: No

Jump Capable: No

Max Speed: undecided kps

Agility: undecided dps

Acceleration: undecided kps2

Radar: undecided

ID Sensor: Unknown

Shield Strength Fore/Aft/Port/Starboard: undecided

Shield Recharge Rate: undecided

Armor Fore/Aft/Port/Starboard: undecided

Guns: undecided

Missiles: undecided

Target ID: None

Length: undecided

Width: unknown

Mass: undecided

This is the destroyed Fleet in the first mission. It should mimic the debris in the flick for the first mission.

The more recognizable Kilrathi ship parts, the better. Dralthi wings, parts of cap ships, burning embers, etc.


Kilrah (Frozen Magma and Rubble) Wallpaper object

Mission Role: The type of missions this ship was built for

Cloaking: No

Jump Capable: No

Max Speed: undecided kps

Agility: undecided dps

Acceleration: undecided kps2

Radar: undecided

ID Sensor: Unknown

Shield Strength Fore/Aft/Port/Starboard: undecided

Shield Recharge Rate: undecided

Armor Fore/Aft/Port/Starboard: undecided

Guns: undecided

Missiles: undecided

Target ID: None

Length: undecided

Width: unknown

Mass: undecided

This is the wallpaper that shows the player that he’s near Kilrah. It’s just an extra note to make sure we get it.


Kilrathi Star Base

Mission Role: The type of missions this ship was built for

Cloaking: No

Jump Capable: No

Max Speed: undecided kps

Agility: undecided dps

Acceleration: undecided kps2

Radar: undecided

ID Sensor: Unknown

Shield Strength Fore/Aft/Port/Starboard: undecided

Shield Recharge Rate: undecided

Armor Fore/Aft/Port/Starboard: undecided

Guns: undecided

Missiles: undecided

Target ID: Kilrathi Starbase

Length: 2000 meters

Width: unknown

Mass: undecided

This is the station the player will have to disable in the G series. The radar part will have to be destroyable.

It will also need launch bays for alien fighters to be launched from.


Kilrathi Mining Facility (may have been cut - bjc)

Mission Role: The type of missions this ship was built for

Cloaking: No

Jump Capable: No

Max Speed: undecided kps

Agility: undecided dps

Acceleration: undecided kps2

Radar: undecided

ID Sensor: Unknown

Shield Strength Fore/Aft/Port/Starboard: undecided

Shield Recharge Rate: undecided

Armor Fore/Aft/Port/Starboard: undecided

Guns: undecided

Missiles: undecided

Target ID: Unknown

Length: undecided

Width: unknown

Mass: undecided

I don’t believe this is still needed.


OTHER MISC. SPACEFLIGHT OBJECTS

Asteroids

Mission Role: The type of missions this ship was built for

Cloaking: No

Jump Capable: No

Max Speed: undecided kps

Agility: undecided dps

Acceleration: undecided kps2

Radar: undecided

ID Sensor: Unknown

Shield Strength Fore/Aft/Port/Starboard: undecided

Shield Recharge Rate: undecided

Armor Fore/Aft/Port/Starboard: undecided

Guns: undecided

Missiles: undecided

Target ID: Asteroid

Length: undecided

Width: unknown

Mass: undecided

We will need at least 3 sizes of asteroids. More would be better.


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