0050-01c0-037: Don't screw this up, kid. Looks like a cake walk.
0050-01c0-038: Good luck, kid. ???-Eisen had it out a tough one today.-???
0050-01c0-039: Avenger is best for pod, just because with all these hardpoints you can still carry missiles.
0050-01c0-040: The Vindicator won't get you thrill of battle for that light armor. But it's the only one you can use for atmospheric missions.
0050-01c0-041: Banshees are great old round fighters. It can't go wrong, unless you try to take out capships.
0050-01c0-042: Still working on what those disks are. But the guns look like they'll cut up whatever you pointing them at.
0050-01c0-043: Give'em hell, kid! Can't wait to hear about that Flash-Pak
0050-01c0-044: Avengers are good for rescues. They've got staying power. Kinda slow though. Banshees are the quick guys.
0050-01c0-045: Aaah, heat-seekers, whatever. Best you can do on this Border Worlds budget, i guess.
0050-01c0-046: ???????????? tracks, yeah. Confed has shitloads of these. The locking is more take it's time, but tracks real good.
0050-01c0-047: These FOF always spook me. One hit on your ship's QIPID resonator and they go for the first thing they see Big damage though.
0050-01c0-048: FOF's. Sort out who is who even in that confusing mess. They track independently, so no waiting for the missile lock.
0050-01c0-049: Dumbfires. Pack a big punch, but only good for slow-moving space-pigs and capships.
0050-01c0-050: Starburst. Better watch out for your wingmen. This guy doesn't care what it's hittin'.
0050-01c0-051: Starburst. Good for hitting big and something a long way off. But I think it needs some old Pliers magic for to be more useful.
0050-01c0-052: Pretty worthless against single fighters. But the Starburst might work some serious magic on a confed launch deck.
0050-01c0-053: Dragons are amazing. Just think about those infinite afterburners. The speed comes directly out of your power plant though, so keep an eye on your energy read-up.
0050-01c0-054: Didn't get around to finish the repairs on your ship kid. Sorry.
0050-01c0-055: I'll cross the external energy inducers over the ???-black matter fold heat shield-???, which will get you around 50 KPH-s higher cruising speed.
0050-01c0-056: Laser cannons don't do too much damage, but they're sure fire fast.
0050-01c0-057: A Mass Driver is a great gun to scare crap out of your enemy. It has a gut-wrenching sound and leaves a lot visual damage.
0050-01c0-058: No idea why so many people like the Photon Cannon. I always thought the heat to divergence ratio is lame.
0050-01c0-059: Particle cannons aren't bad, but damn hard to maintain. Parts are more than scares.
0050-01c0-060: Tachyon cannons are one of my favourites. It packs a real wallop, rarely fails and has one slick design.
0050-01c0-061: The ion cannon was the first weapon I worked on, and it hasn't change much since. They're rugged and cheap to build, so we've got a lot of them.
0050-01c0-062: I was tinkering with one of our ion cannons and I came up with this scatter cannon. Okay, so the name's sucks. Shoots five bolts instead of one for 70% bigger heat on your energy. The prototype's going on your next ship. Say what you think?
0050-01c0-063: I was able to pull of a "Stormfire" off a jumped pirate fighter we just hold in. Boy! Old technology, but damn effective. Fires a shitload of small low density projectiles at extremely high velocity. Just pick your target and let'em rip. If the range wasn't so damn short, they would be still around today.
0050-01c0-064: The Plasma Cannon definately brings major havoc on your enemy. But don't get caught leaning on your trigger, it will draing your energy dry in no time. It will suck you dry faster than... okay, you've got the point.
0050-01c0-065: If you want to disable a ship, use Leech Cannons. The Confeds like the missiles, and sure we've got some. But they are little rough on our merchandise, if you know what I mean, If you can get him close, go with the cannon.
0050-01c0-066: These Black Lance ships got some ass-kicking type of Fission Cannon. Just hold on on the trigger, then charge, then release to let'em rip. Only problem is waiting for your wings to lock, so the vicious kickback doesn't tear them off.
0050-01c0-067: If you've got mines on your ship, I recommend using them. I've see more then one bogie bite it, because they didn't watch out for these crippers.
0050-01c0-068: The Pilum FF basically kicks ass. Fire it ant let it do it's job. No questions asked.
0050-01c0-069: If you're fighting new craft, like we usually do against the Confed, you'll want the Spiculum IR. It takes a while to lock, but once it's found it's prey - watch out!
0050-01c0-070: If you are on a salvage op and want to keep your distance take the Leech missile. It beats on your prey, but definately keeps your butt out the fray.
0050-01c0-071: If we weren't so goddamn desperate, I'd scrap every last Javelin HS missile. This thing suck, compared to what's out there. But these are hard times, my friend, and we've got to go with what we've got. They do the job when they make contact.
0050-01c0-072: You wanna kill a capship - use torpedo. Nuff said.
0050-01c0-073: Slow-moving large object with very low shields - use a Dumbfire. The warhead is big and they are easy to make.
0050-01c0-074: We've got some ass-kicking loot from that weapons depot. Try out the "Mace" missile sometime. This sucker's got a proto nuclear warhead on it, that will take out more than it's fair share. Just launch and hold the trigger till the safety clicks off. Then release to explode. Boom!
0050-01c0-075: We scored some prototype ordnance, which i'm anxious to see field-tested. One of these codenamed "Starburst". And it appears to be some kind of charged particle burst bomb with an engine attached. When you launch it keep the trigger down untill you want it to blow. Then hopefully the safety will keep it from going off in your face.
0050-01c0-076: Boy, does that "Starburst" bomb suck! Guess that's why they're still in testing. Well, I've been tinkering on that, made it more useful. Instead of bursting all over the place, it all blows forward in the cone shape. Like some big shotgun. Someone's gonna shit!
0050-01c0-077: A Flash-Pak is guided, it's mean and we only got one. I don't know any more, I don't think i want to. This thing scares me.
0050-01c0-078: I've pushed the limits of those old Confed Tractor beams, you probally learned of in the academy. I doubled the axeal frequency, added inertial retracors and pretty much tweaked the hell out of them. You'llbe impressed on your next salvage op.
0050-01c0-079: Colonel, I'd appreciate, if you don't trash your ship this time. We ain't got the parts and the manpower to back up sloppy Confederation flying.
0050-01c0-080: Bring me back a ship as clean as you did the last time and i'll show you what old Pliers can do!
0050-01c0-081: I'm gonna crank up your sheld generator to give you a little more padding for this one. It will strain the main unit, but I thin you'll need it.
0050-01c0-082: When you've got a lock on, you drop the decoys, you hear me? I've tired of rebuilding ships, cause some idiot pilot wants to save his ECM pods. We've got enough P-22 AF and strong team interferrence alloy...
0050-01c0-083: When you get in a jam, afterburn. If you just hang around taking it for no good reason you gonna have to answer to me when you get back. Cause i've got to fix every last stinking hole, crack and whatever else on that thing and it ain't ???-no fun! Species ??????????????
0050-01c0-084: I was up all damn night making sure this ship for ready to go, so do something useful out there! And tell Maniac to cut this shit and stop showing off! He puts too much heat stress on ?????? ????????? every time he kicks the stick to in his ???-martial spincrap. ???????????????