New Kilrathi Ship and Pilot Tactics
Previous Entry: The New Tactics of Space Combat Operations
New Kilrathi Ship and Pilot Tactics
The format first used at the academy had become the Intel standard for discussing and displaying the tactics employed by Kilrathi ships. The information on each enemy fighter type and on each Kilrathi ace was based on the state of the engagement and the amount of damage already incurred by that ship or that pilot's ship. For example, for each Kilrathi ship and pilot the tactics were based on nine categories that indicated the state of the confrontation:
1. Enemy Near - our fighter(s) were close by.
2. Enemy Slow - our fighter(s) were moving slowly.
3. Enemy Far - our fighter(s) were in the distance.
4. Enemy Tailing - our fighter(s) were close behind.
5. Head-to-Head - our fighter(s) were approaching head on.
6. On Enemy Tail - close and behind one of our fighters.
7. Missile Coming - one of our missiles was approaching.
8. Laser Hit - fighter hit by our laser/gun fire.
9. Enemy Destroyed - ship destroyed one of our fighters.
Terran Intelligence also determined that different tactics were used based on the amount of damage that the enemy ship had already taken. For example, an enemy ship might attempt a different tactic when heavily damaged than before taking any damage. So for each of the situations listed above, Intelligence provided tactics employed when:
1. The Kilrathi fighter had taken little or no damage.
2. The Kilrathi fighter had taken medium damage.
3. The Kilrathi fighter was almost destroyed.
Unfortunately, computer analysis wasn't an exact science and the profiles couldn't tell us what an enemy ship or pilot would always do in a specific situation. Instead, they provided percentages that told us how likely it was that a specific tactic would be employed. The percentages were provided for each of the nine categories and each of the three states of damage. For example, the profile would tell us that in a missile-coming situation when the Kilrathi fighter had taken no damage, the fighter would try a fish-hook maneuver 60 percent of the time and a tight loop 40 percent of the time. On the following pages are the profiles for each new fighter and enemy ace in the Kilrathi fleet.
Sartha Light Fighter
Enemy Near
No Damage - 70% try to tail; 30% random offense
Medium Damage - 80% try to tail; 20% random offense
Almost Destroyed -100% run away at full afterburners
Enemy Slow
No Damage - 80% strafe attack; 20% get distance
Medium Damage - 50% strafe attack; 50% try to tail
Almost Destroyed -100% run away at full afterburners
Enemy Far
No Damage -100% intercept enemy fighter
Medium Damage -100% intercept enemy fighter
Almost Destroyed -100% run away at full afterburners
Enemy Tailing
No Damage - 90% break left; 10% random defense
Medium Damage - 90% break left; 10% random defense
Almost Destroyed -100% run away at full afterburners
Head-to-Head
No Damage - 50% random defense; 50% random offense
Medium Damage - 80% rand. defense; 20% rand. offense
Almost Destroyed -100% run away at full afterburners
On Enemy Tail
No Damage -100% random offense
Medium Damage -100% random offense
Almost Destroyed -100% random offense
Missile Coming
No Damage -100% random defense
Medium Damage - 20% break left; 80% random defense
Almost Destroyed -100% run away at full afterburners
Laser Hit
No Damage -100% random defense
Medium Damage - 25% break left; 75% random defense
Almost Destroyed -100% run away at full afterburners
Enemy Destroyed
No Damage -100% veer away
Medium Damage -100% veer away
Almost Destroyed -100% veer away
Drakhri Medium Fighter
Enemy Near
No Damage - 40% try to tail; 60% random offense
Medium Damage - 70% try to tail; 30% random offense
Almost Destroyed -100% run away at full afterburners
Enemy Slow
No Damage - 80% strafe attack; 20% get distance
Medium Damage - 50% strafe attack; 50% best strafe
Almost Destroyed -100% run away at full afterburners
Enemy Far
No Damage -100% intercept enemy fighter
Medium Damage -100% intercept enemy fighter
Almost Destroyed -100% run away at full afterburners
Enemy Tailing
No Damage - 50% tight loop; 50% random defense
Medium Damage - 50% roll over; 50% random defense
Almost Destroyed -100% run away at full afterburners
Head-to-Head
No Damage - 70% random offense; 30% random defense
Medium Damage - 60% rand. offense; 40% rand. defense
Almost Destroyed -100% run away at full afterburners
On Enemy Tail
No Damage -100% random offense
Medium Damage -100% random offense
Almost Destroyed -100% random offense
Missile Coming
No Damage -100% random defense
Medium Damage -100% random defense
Almost Destroyed -100% run away at full afterburners
Laser Hit
No Damage - 50% corkscrew; 50% random defense
Medium Damage -100% random defense
Almost Destroyed -100% run away at full afterburners
Enemy Destroyed
No Damage -100% veer away
Medium Damage -100% veer away
Almost Destroyed -100% veer away
Jalkehi Heavy Fighter
Enemy Near
No Damage - 40% try to tail; 60% strafe attack
Medium Damage - 40% try to tail; 60% strafe attack
Almost Destroyed -100% run away at full afterburners
Enemy Slow
No Damage -100% sit and fire
Medium Damage -100% sit and fire
Almost Destroyed -100% run away at full afterburners
Enemy Far
No Damage -100% intercept enemy fighter
Medium Damage -100% intercept enemy fighter
Almost Destroyed -100% run away at full afterburners
Enemy Tailing
No Damage - 90% random defense; 10% turn and fire
Medium Damage - 90% random defense; 10% burn out
Almost Destroyed -100% run away at full afterburners
Head-to-Head
No Damage -100% strafe attack
Medium Damage -100% strafe attack
Almost Destroyed -100% run away at full afterburners
On Enemy Tail
No Damage -100% random offense
Medium Damage -100% random offense
Almost Destroyed - 100% random offense
Missile Coming
No Damage -100% random defense
Medium Damage -100% random defense
Almost Destroyed -100% run away at full afterburners
Laser Hit
No Damage -10% turn and spin; 90% random defense
Medium Damage - 100% random defense
Almost Destroyed -100% random defense
Enemy Destroyed
No Damage -100% veer away
Medium Damage -100% veer away
Almost Destroyed -100% veer away
Grikath Heavy Fighter
Enemy Near
No Damage - 80% try to tail; 20% strafe attack
Medium Damage - 80% try to tail; 20% strafe attack
Almost Destroyed - 100% run away at full afterburners
Enemy Slow
No Damage - 80% strafe attack; 20% get distance
Medium Damage - 50% strafe attack; 50% try to tail
Almost Destroyed - 100% run away at full afterburners
Enemy Far
No Damage - 100% intercept enemy fighter
Medium Damage - 100% intercept enemy fighter
Almost Destroyed - 100% run away at full afterburners
Enemy Tailing
No Damage - 60% random defense; 40% random offense
Medium Damage - 60% rand. defense; 40% rand. offense
Almost Destroyed - 100% run away at full afterburners
Head-to-Head
No Damage - 30% zip past; 70% random offense
Medium Damage - 30% zip past; 70% random offense
Almost Destroyed - 100% run away at full afterburners
On Enemy Tail
No Damage - 100% strafe attack
Medium Damage - 100% random offense
Almost Destroyed - 100% random offense
Missile Coming
No Damage -1 00% random defense
Medium Damage - 100% random defense
Almost Destroyed - 100% random defense
Laser Hit
No Damage - 50% strafe attack; 50% random defense
Medium Damage - 100% random defense
Almost Destroyed - 100% run away at full afterburners
Enemy Destroyed
No Damage - 100% veer away
Medium Damage - 100% veer away
Almost Destroyed - 100% veer away
Prince Thrakhath
Enemy Near
No Damage - 70% try to tail; 30% burnout
Medium Damage - 80% strafe attack; 20% strafe and roll
Almost Destroyed - 100% try to tail
Enemy Slow
No Damage - 80% turn and fire; 20% strafe and roll
Medium Damage - 100% strafe attack
Almost Destroyed - 100% try to tail
Enemy Far
No Damage -100% intercept enemy fighter
Medium Damage - 100% intercept enemy fighter
Almost Destroyed - 100% try to tail
Enemy Tailing
No Damage - 50% strafe enemy; 50% turn and fire
Medium Damage - 75% turn and fire; 25% kick it
Almost Destroyed - 100% burnout
Head-to-Head
No Damage - 20% zip past; 80% strafe and roll
Medium Damage - 50% zip past; 50% strafe and roll
Almost Destroyed - 100% strafe and roll
On Enemy Tail
No Damage - 80% tail fire, 20% strafe and roll
Medium Damage - 100% tail fire
Almost Destroyed - 100% tail fire
Missile Coming
No Damage - 50% strafe attack, 50% turn and kick
Medium Damage - 50% turn and fire; 50% turn and kick
Almost Destroyed - 100% run away at full afterburners
Laser Hit
No Damage - 70% kick it, 30% turn and fire
Medium Damage - 50% turn and fire; 50% turn and kick
Almost Destroyed - 100% run away at full afterburners
Enemy Destroyed
No Damage - 100% gloat
Medium Damage - 100% veer away
Almost Destroyed - 100% veer away
Khasra
Enemy Near
No Damage - 60% try to tail; 40% strafe attack
Medium Damage - 60% try to tail; 40% strafe attack
Almost Destroyed -100% run away at full afterburners
Enemy Slow
No Damage - 80% strafe attack; 20% get distance
Medium Damage - 50% strafe attack; 50% try to tail
Almost Destroyed -100% run away at full afterburners
Enemy Far
No Damage -100% intercept enemy fighter
Medium Damage -100% intercept enemy fighter
Almost Destroyed -100% run away at full afterburners
Enemy Tailing
No Damage - 50% fish-hook; 50% corkscrew
Medium Damage - 75% kick stop; 25% turn and kick
Almost Destroyed -100% run away at full afterburners
Head-to-Head
No Damage - 60% zip past; 40% strafe and roll
Medium Damage - 60% zip past; 40% strafe and roll
Almost Destroyed -100% run away at full afterburners
On Enemy Tail
No Damage -100% tail fire
Medium Damage -100% tail fire
Almost Destroyed - 100% tail fire
Missile Coming
No Damage - 50% kill missile; 50% turn and kick
Medium Damage - 50% kill missile; 50% turn and kick
Almost Destroyed -100% run away at full afterburners
Laser Hit
No Damage - 50% kick it; 50% turn and kick
Medium Damage - 50% hard brake; 50% turn and kick
Almost Destroyed -100% run away at full afterburners
Enemy Destroyed
No Damage -100% gloat
Medium Damage -100% veer away
Almost Destroyed -100% veer away
Next Entry: Gwynedd System - Series 1 - Mission 1