Manta: Difference between revisions

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[[Cerberus]] (3)
[[Cerberus]] (3)
[[Medusa]] (1)
[[Medusa]] (1)


[[Proteus]] (1)
[[Proteus]] (1)
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[[Hades]] (5)
[[Hades]] (5)
[[Medusa]] (1)
[[Medusa]] (1)


[[Poesidon]] (1)
[[Poesidon]] (1)

Revision as of 14:40, 14 November 2011

Manta
Manta.jpg
Type Heavy Fighter
Primary User Nephilim
General Characteristics
Mass 14 tonnes
Performance
Maximum Yaw 65 dps
Maximum Pitch 90 dps
Maximum Roll 120 dps
Acceleration 850 k/s2
Rotational Acceleration 200 dps2
Velocity
Minimum 150 kps
Default 500 kps
Maximum 650 kps
Afterburner
Maximum Afterburner 1300 kps
Max Acceleration 2200 k/s2
Fuel 360 seconds
Armament
Guns
Gorgon Heavy (2)

Light Plasma (1)

Power 900 nanoJoules
Minimum Recharge 6.5 seconds
Default Recharge 65 seconds
Maximum Recharge 97.5 seconds
Default Missile Loadout
Cerberus (3)

Medusa (1)

Proteus (1)

Bomber Loadout
FF Cerberus (3)

Medusa (1)

Poseidon (1)

Wild Weasel Loadout
Hades (5)

Medusa (1)

Poesidon (1)

Components
Decoys 24
Defense
Shields
Fore 210 cm equivalent
Aft 210 cm equivalent
Shield Power 420
Minimum Recharge 1.7 cm/second
Default Recharge 17 cm/second
Maximum Recharge 25.5 cm/second
Armor
Front 390 cm
Rear 320 cm
Right 345 cm
Left 345 cm
Core Damage Points 260
Source Origin's Official Guide to Wing Commander Prophecy


History

Wing Commander: Prophecy

Mission Appearances

Origin's Official Guide to Wing Commander Prophecy

The Manta is the Alien heavy fighter. It is much less maneuverable than the Moray, but is capable of withstanding more hits, and delivering more damage.

Mantas rarely travel alone. They seek out the heart of any dustup, and when they get there the enemy pays attention. Each Manta is equipped with both guns and missiles, and heavy armor on all sides. The weaponry is formidable, and a lock successfully maintained by one of these fighters usually results in fireworks. The best defensive maneuvers against them are usually right turns in a more nimble ship, and teamwork in slower ones.

It is important to note that the least shielded area on a Manta is the aft quarter, making the tail the best target for any more maneuverable ship.

Because the Manta has extra power diverted to its shields, it is somewhat less nible than it could be, but Manta pilots have learned to compensate by employing maneuvers that are not so much "light" as "strategic." Be prepared for a Manta to exhibit pitch and roll maneuvers, loops and wingovers.

Beware of red Mantas -- these carry a bomber loadout (described below) and they do present a threat to a capital ship.

Wing Commander: Secret Ops

Mission Appearances

shipsalien.doc

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.

Images