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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