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| SPACECRAFT OF THE TERRAN AND KILRATHI FLEETS
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| The ships in the Confederation and Kilrathi fleets come with a wide variety of designs and functions.
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| The particular type of ship you fly during each mission will depend on your primary objective. For
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| example, capital ships with phase shields can only be destroyed with torpedoes, Mace missiles and
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| Leech missiles. The simulator will familiarize you with the advantages and drawbacks as well as the
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| primary functions of each fighter. You will need to adjust your combat strategies according to what
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| you’re flying and what you’re fighting. Even though you have already studied the different fighters in
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| your Confederation and Kilrathi Ships class, this brief reference section should refresh your memory.
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| Take a minute to read about each ship before you actually launch into simulator training.
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| Maximum Velocity/Cruise Velocity. Ship velocities are expressed in kilometers per second (kps).
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| The numbers are always computed relative to a stationary body (or pseudo-body) near the ship, e.g.
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| a nearby planet, an escorted destroyer or even a value derived from the movement of all ships in the
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| area.
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| Acceleration. The ratings for ship acceleration range from Bad, Poor and Average to Good or
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| Excellent.
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| Max. YPR (Maximum Yaw, Pitch, Roll). Yaw describes the ability of a ship to turn to the right or
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| left. Pitch refers to up and down movement. Roll measures the ability of the fighter to spin on its
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| long axis. All numbers are expressed in degrees per second (dps).
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| Ship’s Armor. The measurement of the ship’s defensive armor is expressed in centimeters thickness
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| of Durasteel (centimeters equivalent). The higher the numbers, the more effective the armor.
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| Broadsword
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| Class Heavy Bomber
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| Length 36 m
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| Max. Velocity 320 kps
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| Cruise Velocity 150 kps
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| Acceleration Poor
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| Max. YPR 5 dps
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| Mass 100 tonnes
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| Weapons
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| Mass Drivers (3) Torpedoes (4)
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| Pilum FF Missiles (4) Chaff Pod (1)
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| Turrets ( 3)
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| Turret Guns (2 per) Tractor Beam (1 in rear)
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| Armor
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| Fore and Aft Shields 18 cm equivalent each
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| Front and Rear 15 cm each
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| Left and Right 13 cm each
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| The Broadsword was originally designed as an attack bomber for enemy capital ships, but it also
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| serves as an adequate all-purpose fighter. Poor acceleration and maneuverability may force the
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| Broadsword to take several hits from hostile fighters, but strong armor and shields and a wide array
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| of weapons make it a formidable enemy. Keep in mind that the Broadsword is equipped with turrets
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| on both sides and the rear of the ship and several missiles. If it manages to get close enough to a
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| capital ship, it can successfully penetrate phase shields with its four torpedoes. A tractor beam
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| allows this ship to perform retrieve-and-rescue missions in space.
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|
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|
| Crossbow
| | Hello, Dundradal. Yup, trying to get back into the game a bit. I got your message, when's the next Wingnut meeting? I'll try my best to be there if I can make the time. I can see most of the most recent updates are from Privateer 2 and whatnot; I'm afraid I won't be much good to you guys in that department, I never did play Privateer. But if there's anything else major in the works, I'm wide open to lend a hand if I can. |
| Class Bomber
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| Length 24 m
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| Max. Velocity 370 kps
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| Cruise Velocity 200 kps
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| Acceleration Average
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| Max. YPR 8 dps
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| Mass 40 tonnes
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| Weapons
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| Neutron Guns (2) Torpedoes (4)
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| Pilum FF Missiles (3) Mass Drivers (3)
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| Rear Turret
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| Turret Guns (2)
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| Armor
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| Fore and Aft Shields 25 cm equivalent each
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| Front and Rear 20 cm each
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| Left and Right 25 cm each
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| The Crossbow is a formidable Confederation anti-capital ship bomber. It combines impressive armor
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| and shields with good maneuverability and traveling velocity. The fighter is equipped with torpedoes,
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| Friend-or-Foe missiles and an array of blasters that include a rear turret. It was a contingent of
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| Crossbows that destroyed the Grakneth’ Dak, a Kilrathi capital ship first sighted near Gorath.
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| Epee
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| Class Light Fighter
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| Length 12.4 m
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| Max. Velocity 480 kps
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| Cruise Velocity 250 kps
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| Acceleration Excellent
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| Max. YPR 10 dps
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| Mass 13 tonnes
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| Weapons
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| Particle Cannon (2) Dart DF Missiles (2)
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| Javelin HS Missiles (2) Chaff Pods (2)
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| Armor
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| Fore and Aft Shields 6 cm equivalent each
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| Front and Rear 3.5 cm each
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| Left and Right 3 cm each
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| The design of the Epee is very similar to that of the Ferret. It also demonstrates excellent acceleration
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| and velocity, and maneuvers even better than the Ferret. While its shields and armor are equally
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| unimpressive, it does carry missiles, chaff pods and more sophisticated blasters. The renowned
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| Confederation pilot Daredevil met his end in the Enigma Sector when his Epee fighter was downed
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| by three Jalkehi pilots.
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|
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|
| Ferret
| | -Aeronautico |
| Class Patrol Fighter
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| Length 10.2 m
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| Max. Velocity 500 kps
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| Cruise Velocity 360 kps
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| Acceleration Good
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| Max. YPR 8 dps
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| Mass 10.5 tonnes
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| Weapons Mass Drivers (2)
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| Armor
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| Fore and Aft Shields 6 cm equivalent each
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| Front and Rear 6.5 cm each
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| Left and Right 4.5 cm each
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| The Ferret is the fastest light fighter in the Confederation fleet. Only the Wraith, a Confederation
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| ship model currently in development, will be able to fly at higher velocities than this basic fighter.
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| The Ferret has very simple cockpit features, e.g., only one VDU, and it’s the ship most graduating
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| rookie pilots will be first assigned to. The Ferret demonstrates good acceleration and maneuverability,
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| but it is only equipped with mass drivers and has very weak shields and armor. It is not
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| equipped to perform rescue-and-retrieve missions or to attack capital ships.
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| Morningstar
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| Class Heavy Fighter
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| Length 20 m
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| Max. Velocity 400 kps
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| Cruise Velocity 220 kps
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| Acceleration Excellent
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| Max. YPR 8 dps
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| Mass 20 tonnes
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| Weapons
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| Particle Cannon (3) Torpedoes (2)
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| Spiculum IR Missiles (2) Mace Missile (1)
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| Armor
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| Fore and Aft Shields 15 cm equivalent each
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| Front and Rear 20 cm each
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| Left and Right 20 cm each
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| The Morningstar is generally recognized as the current Confederation state-of-the-art capital ship
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| destroyer. It combines strong shields and armor with high maneuverability and excellent acceleration.
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| Particle cannon and missiles make it a dangerous opponent for any fighter. However, its true
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| strength lies in its torpedoes and Mace missile. The Mace is the most powerful weapon currently
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| employed in space combat. Equipped with a nuclear warhead, this weapon wields more explosive
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| force than a torpedo.
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|
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|
| Rapier
| | == Posted == |
| Class Medium Attack
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| Fighter
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| Length 19 m
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| Max. Velocity 450 kps
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| Cruise Velocity 250 kps
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| Acceleration Excellent
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| Max. YPR 10 dps
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| Mass 15 tonnes
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| Weapons
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| Laser Cannon (2) Particle Cannon (2)
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| Dart DF Missiles (2) Javelin HS Missiles (2)
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| Pilum FF Missiles (2) Chaff Pods (2)
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| Armor
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| Fore and Aft Shields 8 cm equivalent each
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| Front and Rear 6.5 cm each
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| Left and Right 5 cm each
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| Widely used on most carriers, the Rapier was an instrumental force in the Vega campaign. Heavy
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| weapon loadouts along with excellent acceleration and maneuverability make it a highly effective
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| dogfighting ship. The Rapier is equipped with laser and particle cannon as well as a wide array of
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| missiles and several chaff pods. Since its shields and armor are barely average, it is advisable to take
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| evasive action in order to avoid enemy fire. Dragon, the famous Confederation pilot, flew most of
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| the Vega campaign missions in Rapiers. He named it the best all-purpose dogfighter in the
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| Confederation fleet.
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| Sabre
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| Class Heavy Attack Fighter
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| Length 23.6 m
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| Max. Velocity 400 kps
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| Cruise Velocity 220 kps
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| Acceleration Excellent
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| Max. YPR 8 dps
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| Mass 22 tonnes
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| Weapons
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| Mass Drivers (2) Spiculum IR Missiles (4)
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| Pilum FF Missiles (2) Dart DF Missiles (2)
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| Chaff Pods (3) Particle Cannon (2)
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| Rear Turret
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| Turret Guns (2)
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| Armor
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| Fore and Aft Shields 10 cm equivalent each
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| Front and Rear 16 cm each
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| Left and Right 11 cm each
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| The Sabre is one of the best fighters ever designed by Terran scientists. It is equipped with multiple
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| missiles, mass drivers, particle cannon and a rear turret. Keep this in mind when you attempt a rear
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| approach. In spite of its size, the ship is fairly maneuverable and accelerates well. When you are flying
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| a Sabre, you should be aware that its fore and aft shields are weak. Even though the armor is
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| very strong, armor has no regenerating capabilities.
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|
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|
| Wraith
| | Tuesday, May 01, 2012 |
| Class Medium Fighter
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| Length 16 m
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| Max. Velocity 600 kps
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| Cruise Velocity 400 kps
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| Acceleration Excellent, by far
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| the best acceleration of any of the ships
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| Max. YPR 10
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| Mass 13.5 tonnes
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| Weapons
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| Reaper Cannon (2) Particle Cannon (2)
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| Leech Missiles (2) Javelin HS Missiles (2)
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| Chaff Pods (2)
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| Armor
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| Fore and Aft Shields 20 cm equivalent each
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| Front and Rear 10 cm each
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| Left and Right 10 cm each
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| The Wraith, currently in development at the Terran Tech Laboratories in New York, will herald a
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| new technological age in the fighter ship field. At the TCSN Academy, we are already training our
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| next generation of elite pilots to fly this Confederation medium fighter. It is equipped with incredibly
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| strong shields and armor. In addition to particle cannon and heat-seeking missiles, it will also
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| carry two newly developed weapon types: the reaper cannon and the Leech missile. Its maneuverability,
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| speed and acceleration will make the Wraith the fastest ship in the known universe.
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| Candar Space Station
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| Class Space Station
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| Length 400 m
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| Max. Velocity 20 kps
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| Cruise Velocity 10 kps
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| Acceleration Bad
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| Max. YPR 1 dps
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| Mass 600 tonnes
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| Weapons
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| Flak Guns (2)
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| Armor
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| Top and Bottom Shields 100 cm equivalent each
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| Front and Rear 150 cm each
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| Left and Right 150 cm each
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| The simulator has implemented Candar Station so you
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| will learn how to defend friendly space stations. Protected
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| by flak guns as well as strong armor, it is a hard nut to
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| crack. However, a Kilrathi force with formidable weapon
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| loadouts could destroy Candar if they manage to dodge
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| you and its flak volleys since the space station is not protected
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| by phase shields.
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|
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|
| | OK, I've posted two pages in battles but I don't think I did it right as the content is not showing up under the battles Subcategories page, what am I doing wrong? "cheers in advance" |
| | Magnus :) |
|
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|
| Dorkathi
| | == Ships == |
| Class Transport
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| ( Military)
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| Length 95 m
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| Max. Velocity 200 kps
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| Cruise Velocity 100 kps
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| Acceleration Poor
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| Max. YPR 2 dps
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| Mass 5000 tonnes
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| Turrets
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| Flak Guns (3)
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| Armor
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| Fore and Aft Shields 19 cm equivalent each
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| Front and Rear 17 cm each
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| Left and Right 16 cm each
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| The Dorkathi is one of the most commonly encountered Kilrathi capital ships. Being a transport, it is
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| not equipped with phase shield protection. Its conventional fore and aft shields are fairly weak, but
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| the Dorkathi armor will deflect most hits from attacking fighters. Avoid the deadly flak the ship will
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| fire at you from its three turrets. If you follow the suggested attack strategy for capital ships in the
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| back of this manual, however, this transport should be fairly easy to dispose of.
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| Drakhri
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| Class Medium Fighter
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| Length 11.7 m
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| Max. Velocity 400 kps
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| Cruise Velocity 200 kps
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| Acceleration Good
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| Max. YPR 7 dps
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| Mass 14 tonnes
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| Weapons
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| Laser Cannon (3) DF Missiles (4)
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| Chaff Pod (1)
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| Armor
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| Fore and Aft Shields 5.5 cm equivalent each
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| Front and Rear 4 cm each
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| Left and Right 3.5 cm each
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| The Drakhri fighter is the lightest medium fighter of the Kilrathi fleet. Its velocity and acceleration
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| are only slightly above average. The Drakhri’s weak shields and armor hardly protect it from enemy
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| hits. Its loadout consists of laser cannon and dumb fire missiles. In spite of its unimpressive design,
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| this ship can still become a formidable enemy in the hands of an accomplished Kilrathi ace. During
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| my duty in the Vega campaign, I barely survived a grueling dogfight with a lone Drakhri flown by
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| Khajja the Fang.
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|
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|
| Grikath
| | I believe the page to which you were referring regarding the novel/manual texts is the Hornet page (of course, the example page) http://www.wcnews.com/wcpedia/F-36_Hornet - Iceblade |
| Class Heavy Fighter
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| Length 17.7 m
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| Max. Velocity 330 kps
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| Cruise Velocity 200 kps
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| Acceleration Poor
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| Max. YPR 3 dps
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| Mass 27 tonnes
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| Weapons
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| Neutron Guns (3) Torpedoes (3)
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| Chaff Pods (3) FF Missiles (3)
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| Rear Turret
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| Turret Gun (2)
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| Armor
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| Fore and Aft Shields 17 cm equivalent each
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| Front and Rear 16 cm each
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| Left and Right 14 cm each
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| When you see Grikath fighters attacking your space station, act quickly. This Kilrathi heavy fighter
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| remains one of the most efficient capital ship destroyers ever designed, and played an instrumental
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| part in the destruction of the TCS Freedom during the Tesla campaign. With its heavy torpedo loadout,
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| it can wreak havoc if it gets close enough to its target. Armor and shields are strong, but
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| maneuverability and traveling velocity are barely above average. Due to its poor acceleration, the
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| Grikath is not particularly suited to dogfighting encounters. However, be careful when approaching
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| from the rear, since it can defend itself with deadly volleys from its turret.
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| Jalkehi
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| Class Heavy Fighter
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| Length 25.2 m
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| Max. Velocity 360 kps
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| Cruise Velocity 200 kps
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| Acceleration Average
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| Max. YPR 2 dps
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| Mass 20 tonnes
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| Weapons
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| Laser Cannon (4) Particle Cannon (1)
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| IR Missiles (4) DF Missile (1)
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| Rear Turret
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| Turret Guns (2)
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| Armor
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| Fore and Aft Shields 15 cm equivalent each
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| Front and Rear 13 cm each
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| Left and Right 11 cm each
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| The Jalkehi is one of the best heavy fighters in the Kilrathi fleet. Even though maneuverability and
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| velocity are only average, strong armor and shields can absorb several enemy hits. When you are
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| fighting Jalkehi, you should rely on side attacks to avoid fire from the rear turret. Remember to move
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| quickly, so the Jalkehi IR missiles won’t have time to “memorize” your ship type. The laser and particle
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| cannon provide the Jalkehi with good blaster capabilities.
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| Jrathek
| |
| Class Medium Fighter
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| Length 20 m
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| Max. Velocity 500 kps
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| Cruise Velocity 350 kps
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| Acceleration Excellent
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| Max. YPR 10 dps
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| Mass 15 tonnes
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| Weapons
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| Photon Cannon (2) Plasma Bolts (2)
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| FF Missiles (2) DF Missiles (2)
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| Chaff Pods (1)
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| Armor
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| Fore and Aft Shields 15 cm equivalent each
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| Front and Rear 20 cm each
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| Left and Right 18 cm each
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| When Hajjnah, the renowned Kilrathi scientist and engineer, defected to the TCS Viking, he brought
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| with him blueprints detailing the design of a Kilrathi ship currently in development. This Jrathek
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| fighter has been prototyped in the TCSN simulator to prepare our students for the newest Kilrathi
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| threat. Similar to the Wraith, the Jrathek will be equipped with strong shields and armor; in addition,
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| its maneuverability and speed will make it the fastest Kilrathi fighter ship. However, its
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| weapon loadout is less impressive. The Jrathek is the only Kilrathi ship you can both pilot and fly
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| against in your simulation training.
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| Ralatha
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| Class Destroyer
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| Length 394 m
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| Max. Velocity 250 kps
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| Cruise Velocity 150 kps
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| Acceleration Poor
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| Max. YPR 1 dps
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| Mass 11,000 tonnes
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| Weapons
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| Anti-Matter Cannon (2) Flak Cannon (4)
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| Armor
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| Fore and Aft Shields Phase Shields
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| Front and Rear 500 cm each
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| Left and Right 500 cm each
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| The Ralatha is one of the most sophisticated capital ships of the Kilrathi fleet. The destroyer is
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| equipped with phase shields and multiple turrets as well as anti-matter guns. These huge blasters
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| allow the Ralatha to attack other capital ships and space stations. I personally witnessed the demise
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| of the TCS Viper when it came under fire from an attacking Ralatha destroyer in the Gwynedd sector.
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| Sartha
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| Class Light Fighter
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| Length 8.3 m
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| Max. Velocity 400 kps
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| Cruise Velocity 220 kps
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| Acceleration Good
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| Max. YPR 4 dps
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| Mass 12.5 tonnes
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| Weapons
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| Neutron Guns (2) DF Missile (1)
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| Armor
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| Fore and Aft Shields 5 cm equivalent each
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| Front and Rear 4 cm each
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| Left and Right 3 cm each
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| The Kilrathi Sartha is a light fighter comparable to the Confederation’s Epee. The Kilrathi fighter is
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| slower and not as maneuverable as the Ferret or the Epee. Shields and armor are extremely weak. At
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| close ranges, the Sartha can inflict damage with its neutron guns and one dumb fire missile, but
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| these ships only pose a real threat if they surround your fighter in large numbers. During my service
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| in the Gwynedd system, I lost a wingman to a swarm of Sartha pilots.
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| Strakha
| |
| Class Medium Fighter
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| Length 17 m
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| Max. Velocity 320 kps
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| Cruise Velocity 200 kps
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| Acceleration Poor
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| Max. YPR 4 dps
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| Mass 15 tonnes
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| Weapons
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| Laser Cannon (2) Torpedoes (2)
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| DF Missiles (2) Stealth Device (1)
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| Armor
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| Fore and Aft Shields 4 cm equivalent each
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| Front and Rear 4 cm each
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| Left and Right 3.5 cm each
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| The Strakha is a medium fighter with average traveling velocity, negligible shields and armor, and
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| poor acceleration and maneuverability. And yet it was this fighter that destroyed the TCS Tiger’s
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| Claw in 2654. The Strakha was the first (and, to this date, only) Kilrathi ship equipped with a previously-
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| unknown cloaking device that allowed the ship to vanish from sight without a trace. With its
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| torpedoes, the Strakha contingent then proceeded to annihilate the Tiger’s Claw. We have since
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| received confirmation of this device through Hajjnah, the brilliant Kilrathi scientist and engineer
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| who defected to the Terran Confederation two years ago.
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| | |
| WEAPONS OF THE TERRAN AND KILRATHI FLEETS
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| Strategies in space combat depend not only on the ships you and your opponents are flying, but
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| also on the weapon loadouts of every fighter. For example, if you know your enemy only has short
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| range blaster capabilities and no chaff pods, you will try to eliminate him at long range with particle
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| cannon and missiles. If you are attacking a enemy capital ship with phase shields, you will use different
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| weapons than if you’re attacking a Dorkathi transport without such defenses. An intimate
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| knowledge of ship loadouts and weapon characteristics is absolutely vital to your survival in space.
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| This section summarizes the most important weapon features of all Kilrathi and Confederation
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| weapon systems.
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| DEFENSIVE WEAPONS
| |
| Flak Gun. Capital ships rely primarily on heavy flak barrages for protection. The massive explosive
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| force and the high velocity of these weapons will down almost any ship immediately. With their
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| great accuracy, flak guns are also employed for point-defense against torpedoes.
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| Chaff Pod. Chaff pods provide an efficient method of diverting missiles that are currently targeting
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| your ship. Missiles will home in on the chaff, rather than your ship, and explode harmlessly. Chaff
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| pods must be released shortly before impact of the missile. Once you have released chaff, hit your
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| afterburners and escape from the danger zone. Chaff only diverts missiles currently targeted on you.
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| Any missiles that lock onto you after the pod has already been released will not be diverted.
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| Phase Shield. These protective devices are the latest in defense technology and render any capital
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| ship impervious to fighter guns and most missiles. Torpedoes, Leech missiles and Mace missiles are
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| the only weapon systems capable of penetrating these shields.
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| Stealth Device. Kilrathi forces have developed stealth technology that renders their ships completely
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| invisible to our detection technology. We have emulated this phenomenon in our simulation of
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| the Strakha ship.
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| OFFENSIVE WEAPONS
| |
| When a weapon is named below (e.g., Dart or Javelin), its description applies specifically to a
| |
| Confederation system. However, in most cases, there is a closely corresponding Kilrathi weapon.
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| Missiles
| |
| Dart Dumb Fire Missile (DF). This missile system is a point-and-shoot weapon with no homing
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| capabilities. Reserve this weapon for use against slow targets at medium to close range when you
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| can easily anticipate the enemy’s next movement.
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| Javelin Heat-Seeking Missile (HS). This weapon zeroes in on any recognizable source of heat, so it
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| can only lock on to a target’s engine and/or exhaust system. When you have a Javelin ready, wait
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| until you are behind your targeted enemy and the right VDU indicates a missile lock, then fire. Be
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| careful, though. If your opponent manages to elude the missile, it will lock onto any other heat
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| source it can find, including your own ship or that of your wingman.
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| Leech Missile. This missile was designed for the Wraith fighter currently in development. It drains
| |
| its target of all energy for approximately 10 seconds, inactivating shields and weapon systems alike.
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| Within that 10 seconds, you should have no trouble destroying your defenseless enemy. Leech missiles
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| are anticipated to be especially effective against capital ships, where they will be capable of temporarily
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| incapacitating phase shields and flak guns.
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| Mace Tactical Nuclear Missile. This missile is equipped with a nuclear warhead. Even though it
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| has no homing capabilities, its high velocity and incredible explosive force can annihilate any enemy
| |
| fighter or capital ship. Use this missile on slow targets at medium range
| |
| | |
| | |
| Pilum Friend-or-Foe Missile (FF). This missile recognizes a distinctive signal broadcast by all registered
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| ships of the Terran Confederation. (Hijacked Confederation ships will have been deleted
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| from the registry.) An FF missile targets the nearest ship that isn’t broadcasting. This means it will
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| also zero in on Confederation ships with damaged broadcasting systems, including your own.
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| Spiculum Image-Recognition Missile (IR). If you want to shoot an IR missile at your enemy, you
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| need to keep him in your sights for several seconds. The weapon system “memorizes” the ship type
| |
| you are targeting. Then it will track the enemy until it is outpaced or it hits. This missile is a particularly
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| lethal weapon in space combat.
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| Guns
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| Laser Cannon. Effective at ranges up to 4800 m, laser cannon demonstrate long-range capabilities
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| far better than the neutron gun or mass driver. Laser cannon do not inflict much damage on the
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| enemy, but they also require little power, allowing for more shots at a time.
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| Mass Driver. Effective at medium ranges, for average damage, the mass driver depletes blaster
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| power a bit more quickly than a laser cannon. Although laser cannon and neutron guns may be
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| more effective in certain situations, mass drivers can always be employed with good results.
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| Neutron Gun. This weapon inflicts relatively heavy damage on its target. However, it is only effective
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| at fairly close ranges, and depletes blaster power quickly.
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| Particle Cannon. This cannon combine the long-range capabilities of a laser cannon with the damage
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| potential of neutron guns, creating a highly efficient blaster.
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| Photon Gun. This weapon system will be part of the Jrathek fighter currently in development in
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| Kilrathi shipyards. Even though photon guns deplete blaster power quickly, they also inflict significant
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| damage on their target. With their long-range effectiveness and their high velocity, photon
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| guns will be the only blaster weapons approaching the sophistication of reaper cannon.
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| Plasma Bolt. This basic blaster is being implemented on the new Kilrathi Jrathek fighter. Plasma
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| bolts are only effective at very short ranges and don’t inflict much damage. On the other hand, they
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| expend very little blaster energy, allowing the pilot to employ them indefinitely.
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| Reaper Cannon. Similar to a particle cannon, this blaster also combines long-range effectiveness
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| with powerful damage potential. Reaper cannon are even more powerful than neutron guns, but
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| they also deplete blaster power very quickly. Currently in development for use on the new
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| Confederation Wraith, these weapons represent our latest advances in blaster technology.
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| Turret Gun. This swivel-mounted gun is very similar to the neutron gun. Designed specifically for
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| turrets on fighter ships, it can defend a fighter against rear and side approaches. A medium-range
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| gun with high firing rates, it depletes blaster power rather quickly.
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| Other Systems
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| Torpedo. Many Confederation and Kilrathi capital ships have phase shields that render them invulnerable
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| to most fighter weapons. Only Torpedoes and Mace missiles can penetrate these powerful
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| shields. (Torpedoes can only lock onto capital ships.) However, during the twenty seconds they
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| need to lock onto their target, you can’t maneuver, thus exposing you to greater danger.
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| Tractor Beam. This retrieval system will lock onto small targets and pull them into your ship. The
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| tractor beam is a vital tool for retrieving ejected pilots and data capsules from space.
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| Anti-Matter Gun. This ponderous weapon is found on capital ships and is usually only employed
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| against other capital ships. Like a torpedo, it penetrates shields instantly and directly attacks armor.
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| It is hard to aim and is not used to down fighter-sized craft. If you happen to get in the way, however,
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| a single hit from this weapon is sure to annihilate your ship before you have any hope of ejecting.
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