Kilrathi Saga Manual
Kilrathi Saga Manual
Kilrathi Saga Manual
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ORIGIN
Editors
David Ladyman
Warren Spector
Writers
Aaron Allston
Chris Douglas
Tuesday Frase
John McLean
Melissa Tyler
Interior Art
Chris Douglas
Craig Halverson
Glen Johnson
James Lee
Thomas Lee
Dean McCall
Alan Perez
Elizabeth Pugh
Mark Vearrier
Damon Waldrip
Gary Washington
Art Direction
Susan Bednar
Cover Design
Catherine Cantieri
Interior Design
Blue Plate Design
Playguide
table of contents
The three fictional sections that follow are part of Christopher Blairs personal
scrapbook. Reading ahead (for example, reading the Wing Commander II section while playing Wing Commander I) may give away vital parts of the plot.
If you want to preserve the element of surprise, stay within the fictional section of whichever game youre currently playing.
SCRAPBOOK
Wing Commander I Fiction . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
Wing Commander II Fiction . . . . . . . . . . . . . . . . . . . . . . . . . . . .47
Wing Commander III Fiction . . . . . . . . . . . . . . . . . . . . . . . . . . .57
REFERENCE MATERIAL
HISTORY OF THE WAR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85
JOANS FIGHTING SPACECRAFT
Statistical Definitions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90
JOANS FIGHTING SPACECRAFT: 2654 EDITION (WING I SHIPS)
Confederation Fighters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92
Confederation Capital Ships . . . . . . . . . . . . . . . . . . . . . . . . . . . .94
Kilrathi Fighters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95
Kilrathi Capital Ships . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .98
JOANS FIGHTING SPACECRAFT: 2668 EDITION (WING II SHIPS)
Confederation Fighters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .99
Confederation Capital Ships . . . . . . . . . . . . . . . . . . . . . . . . . . .102
Kilrathi Fighters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .104
Kilrathi Capital Ships . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .106
JOANS FIGHTING SPACECRAFT: 2669 EDITION (WING III SHIPS)
Confederation Fighters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .108
Confederation Capital Ships . . . . . . . . . . . . . . . . . . . . . . . . . . .111
Kilrathi Fighters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .112
Kilrathi Capital Ships . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .116
Playguide
Blairs Scrapbook
Collection of articles, photos, wingmen biographies and general memorabilia from
Wing Commander I, II and III.
IMPORTANT: This chapter describes non-flight elements of each game, such as saving and loading games, and moving around on the carrier.
Playguide
For flight and cockpit information, refer to the Flight Guide (32-page CD insert). It
contains everything you need to know about the cockpit and explains how to fly.
TRANSFERRING GAMES
FROM
DOS
If you played the original DOS releases of Wing Commander I, II or III, you can
copy your old save games and play them in The Kilrathi Saga in Windows 95.
Playguide
Copy *.WSG from your old Wing Commander III game directory to
<your Kilrathi Saga game directory>\wc3\gamedat.
Playguide
Flying. In flight, use a joystick, mouse or keyboard to fly your ship. To change
the device, use the Option Menu (see p. 21-22). You can also use a throttle
device and/or rudder pedals with Wing Commander III.
Wing Commander I
Select PLAY WING 1 from the Main Menu.
STARTING
THE
GAME
After the introduction, press q to stop the credits and display the game
menu. Select START VEGA CAMPAIGN. Youll find yourself seated in the training simulator in the bar of the Tigers Claw, the carrier on which you serve. The ship in
the sim screen explodes, and youre congratulated for your high score. Now, type
in your name and callsign and press e. (You can enter up to 11 characters.)
If youve already played and want to continue with a saved character, click CONTINUE CAMPAIGN.
ON
THE
CARRIER
Between missions, you can talk to other pilots and the bartender, practice your
skills in the simulator, save and load games, or check the killboard. (See Quick
Control Overview (previous page) for instructions on how to select options and
perform actions.)
Talk to characters. You can talk to your comrades to gain valuable advice.
Simply click on someone. Press z to move more rapidly through each
screen of conversation.
Check pilot scores. Check this to review your score. It keeps track of the number of kills youve racked up and the missions youve flown.
Fly training missions. This allows you to practice and improve your performance
without affecting the storyline. Youll be in a virtual cockpit, fighting against
waves of enemy ships.
Playguide
Enter barracks. Go through the barracks door on the right to save, load or start
a mission. (See below for save/load instructions.) From the barracks, you have
three options:
Bar. Move the pointer to the passageway on the left and select it to return to
the bar.
Mission Hangar. Select the door on the right to go on a new mission.
View Medals. Select the lockers to view your medals, ribbons and rank, as well
as your name, callsign, the date and the system youre in.
SAVING
AND
LOADING GAMES
Saving a Game. You can only save a game in the barracks. Save your current
campaign frequently. (Eight savegame slots are available.)
1. Click on an unoccupied bunk, or click on the lower half of a sleeping
pilot. Press Y to replace that saved game with a new one. Saving a
game puts a copy of the current game into the bunk you select. (This
overwrites any game previously saved in that slot.)
2. Enter a name for the new saved game and press e.
Loading a Saved Game. If your character dies or you want to pick up where you
left off in a previous game, load a saved game.
1. Move the pointer to the head of a sleeping pilot. The words AWAKEN
<name> appear.
2. Confirm your selection by typing Y if the name matches the game you
want to load, or N if its the wrong saved game. If confirmed, the
selected game loads and you can go to the bar or mission hangar as
desired.
EXITING
While in the barracks, move the pointer over the airlock door (next to the lockers). The word EXIT appears. Select Y to quit and return to the operating system. You are not asked if you wish to save your game first, so save before
selecting the airlock.
You can also exit by pressing aX at any time.
GAME OPTIONS
Playguide
You dont have an in-game option menu in Wing Commander I. However, you can
adjust music or sound during spaceflight by using the following key commands.
Music (toggle)
cM
cA, cS
Sound (toggle)
cS
cW, cZ
WALKTHROUGH
This is a walkthrough of the first Wing Commander I mission. We assume that
you are using a joystick (recommended). Alternative devices are listed in Quick
Control Overview, p. 6.
1. Calibrate your joystick through the Windows 95 Joystick Control Panel (see
the Install Guide for details).
2. Start the game and position the pointer over START VEGA CAMPAIGN (the blue
pointer turns into a green cross). Press L or click your joystick trigger.
3. Enter your callsign (see Starting the Game, p. 7). A bar appears on the
screen that says START VEGA CAMPAIGN.
Note: In Wing Commander III, you must start the game, then task-switch to
Windows 95 to calibrate the joystick (press at).
First Contact
If you die during a mission, watch the funeral sequence. When the titles roll,
press the joystick trigger, L or e and select CONTINUE CAMPAIGN. Click on
the feet of the sleeping pilot in the barracks to go to the mission hangar and try
the same mission again.
Note: In space, pause the game by pressing P. Resume play by pressing the joystick trigger or any key.
Playguide
Press N to view the mission map. Note that Nav 1, your destination, is highlighted in yellow.
Press e or the joystick trigger to return to the cockpit.
6. Note the white cross on the radar screen and in your viewscreen.
Maneuver your ship until the cross is centered. (See p. 5 in the Flight
Guide.) Press A to activate autopilot and fly to Nav 1.
7. You drop from autopilot to battle Kilrathi ships before youve reached Nav
1. Your wingman, Spirit, says shes spotted the enemy. Press C to activate communications and press 1 twice to tell her to attack.
8. Press and hold + to increase speed to about 420 KPS. (Press and hold
- to slow down if you accelerate too rapidly.)
9. The red dots in your radar screen are enemy ships. The blue dot is your
wingman. Maneuver until at least one enemy ship is in the center circle
of the radar display.
10. Press T to activate your targeting computer. Red brackets appear around
one of the enemy ships and the image of a Dralthi medium fighter
appears in the right VDU (the video display unit in the lower right corner
of the cockpit). Press L to lock this Dralthi as your target. The brackets
turn into a solid rectangle. (If you kill your locked target, target another
ship and press L again to lock onto the new target.)
11. Press W to select a Javelin heat-seeking missile. Youll need it later!
12. Press the joystick trigger repeatedly to fire your laser cannon. Use the
joystick to center your target in the green cross hairs on your viewscreen.
If your target runs away, double-click joystick button #2 to fire your
afterburners and put on a burst of speed.
13. As your blasts hit, damaged Dralthi parts turn red on the right VDU.
14. If you maneuver your ship behind a target, a red circle and cross hairs
indicate a missile lock. When the words MISSILE LOCKED appear in the
right VDU, press both joystick buttons at once to launch your missile.
15. Continue fighting until you defeat all of the enemy ships. (This may take
a few tries.)
On to Nav 1
16. When all of the enemy ships have been destroyed or have fled, go to
Nav 1 by centering the white cross in your view and pressing A.
17. Once you reach your objective, the next nav point is selected automatically. (Press N and you see that Nav 2 is now highlighted in yellow.)
Autopilot to it by pressing A.
Playguide
18. Youll find yourself in an asteroid field before reaching Nav 2. If going
over 250 KPS, press - (minus) to fly through and avoid the asteroids at
about 250 KPS.
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Playguide
11
Wing Commander II
Select PLAY WING 2 from the Main Menu.
DIFFERENCES
IN
Wing Commander II
STARTING
THE
GAME
The first thing you see when you start the game is the Main Menu. Here you can
choose to CONTINUE the previous game or start a NEW game.
To pick up where you left off with an existing character, select CONTINUE.
If you are a first-time player (or just want to start from the beginning), select
Youll see an introduction, and then a character creation screen. Follow the
prompts, choosing (T)RANSFER AN EXISTING PERSONNEL FILE to load an existing Wing
Commander I character, or (C)REATE A NEW PERSONNEL FILE to create a new character
for Wing Commander II.
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NEW.
Creating Characters. Enter the first and last name for the character, along with
the callsign (each may be up to 11 characters long). Press e when youre
through.
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ON
THE
CARRIER
Between missions, you find yourself in either the barracks or a pilot ready room,
depending on your position in the plot. There you can save your game and perform other activities. Each activity available in these rooms is keyed to a part of
the scene. (See Quick Control Overview, p. 6, for instructions on how to select
options and perform actions.)
Hangar. Select this door for your next flight mission briefing. If this door is
closed, there are still some animated scenes to see before the next mission;
selecting the closed door means you may miss part of the story. When the door
is open, the story is complete (for now), and you should go ahead and click on
the open door to fly the mission.
Barracks. Select this door to watch the cinematic scenes leading up to the next
mission. These scenes update the story, telling you when you have done well and
when the Kilrathi have gained the upper hand. If this door is closed, you have
already seen all the scenes; selecting the closed door will replay those scenes.
When the door is open, there is more story to be seen, and you should click on
the open door to watch it.
Press z or L repeatedly to speed through the animated scenes.
Airlock. Select this door to exit Wing Commander II and return to the operating
system.
MISSION BRIEFINGS
Prior to each mission, you are briefed about your objectives and available
resources on that mission. You may get information during organized briefings,
when your character discusses a mission with others prior to takeoff, or when
youve scrambled and are in space. However you find out about the mission, you
also usually learn about your objective, your navigation route and your wingman
assignment (though some missions are flown solo).
Dont bother writing down the details of your navigation route this information is automatically loaded into your ships computer.
SAVING
AND
LOADING GAMES
You dont have to save your game your progress is recorded each time you
complete a mission. The next time you play, all you have to do is select RESUME
CURRENT GAME from the games main screen. This bypasses the on-screen computer
and places you directly in the barracks or ready room.
However, a Wing Commander II campaign can unfold in a variety of ways, and it
is often helpful to save multiple game positions. You will probably want to save
your game manually from time to time using the computer console.
Playguide
Note: When you create a new character or load a saved game, your new game
replaces what was your current game the last time you played. If you think you
might want to return to your current game position, save it before creating a new
character or restoring an earlier saved game.
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Computer Console
You can select the computer console in the barracks or pilot ready room. It lets
you save a game, load a game or delete a character. (Its also the only place you
can manually save your game. Saving games manually allows you to keep multiple characters or pick up the game at different points in the plot.)
1. Select the computer console to display a close-up of the computer, with
a menu on the screen.
2. Move the pointer to the option you want (SAVE, LOAD or DELETE), or press
the appropriate key (S, L or D).
3. You are presented with a numbered list of saved-game slots. All of these
are empty (indicated by rows of dots) when you begin play.
(S)ave the current game. This puts a copy of your current game into the slot
you select, overwriting any saved game that was in the slot previously.
Move the pointer to an empty row of dots, or a game position you dont mind losing, and select that slot. (You can also select a slot from the keyboard by pressing the number corresponding to the one you want.) When prompted, type in a
name for this saved game enter anything you want, up to 32 characters long.
Press e to return to the on-screen computer. Select the on-screen computers
ON/OFF button to return to the game.
(L)oad a previously saved game. Loading a saved game restores the game to
the point at which you created that saved game.
Go to the list of saved game slots and move the pointer over the slot containing
the saved game position you wish to resume. Press the joystick trigger, L or
e to select that saved game.
(D)elete a previously saved game. Deleting a slot clears out the saved game
data that was in that slot.
Go to the list of saved game slots and move the pointer over the slot containing
the saved game position you wish to delete. Press the joystick trigger, L or
e to select that saved game.
EXITING
Move the pointer over the airlock door (next to the lockers) and the words EXIT
GAME appear. Press Y to quit and return to the operating system. You are not
asked if you wish to save your game first, so save before selecting the airlock.
Playguide
GAME OPTIONS
14
You dont have an in-game option menu in Wing Commander II. However, you
can adjust music or sound during play by using the following key commands.
Music (toggle)
cM
Increase/decrease music volume
cA, cS
Sound (toggle)
cS
Increase/decrease sound effects volume
cW, cZ
DIFFERENCES
IN
The leap from Wing Commander II to the third game in the series is significant.
The basic structure of the game remains the same (you watch scenes, talk to
people, receive a mission briefing and fly missions), but Wing Commander III
offers much more flexibility than either of the first two games.
The improvements to Wing Commander III are extensive. The major additions are
covered here, but you might refer to other sections for more specific descriptions:
For in-flight changes, refer to the Flight Guide (the CD insert in the jewel case).
Information that pertains only to Wing Commander III is notated by blue text.
For gameflow changes (changes in the type of scenes between missions), see
On the Carrier, p. 16.
MAJOR CHANGES
Wing Commander III was filmed with live actors and a combination of real and
computer-generated sets.
Radically advanced 3D polygonal engine.
Your conversations and actions further affect the plot and outcome.
The carrier is much larger (3 levels), has more rooms, and contains a lift.
You can take off and land manually, as well as automatically.
You can select your ship type (to a certain extent) and weapons loadout.
You can allocate power and repair damaged cockpit systems.
The navigational map is 3-D, and shows ship positions and targets.
Certain missions involve both space and atmospheric battles.
The game has full speech and digital audio throughout.
STARTING
THE
GAME
With Wing Commander III, youll view the introduction and credits. To bypass the
introduction (and other movies), press q.
SAVING, LOADING
AND
EXITING
Playguide
You can only save from the carrier or from a depot. Left-click on a Main Terminal
(see Flight Guide, p. 16), then type your callsign and click DUTY LOGS.
Saving games. Left-click on an empty slot, then click SAVE. Type in a short
description (up to 20 characters) and press e. You can save up to 100 games
and overwrite filled slots.
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Loading saved games. Click on an occupied game slot, then click LOAD.
Exiting. Press aX to exit the game.
QUICK START
To go directly into a mission, select Attend BRIEFING on the Flight Level.
However, we recommend that you follow these steps before entering your first
mission:
1. Go to FLIGHT CONTROL.
2. Talk to HOBBES (left-click on him).
3. Go to LIFT.
4. Go to LIVING LEVEL (left-click on the green box) and watch the scene
between Cobra and Hobbes.
5. Talk to VAGABOND.
6. Go to LIFT.
7. Go to BRIDGE LEVEL (left-click on the red box).
8. Talk to MANIAC.
9. Go to GUNNERY CONTROL.
10. Talk to FLINT.
11. Go to LIFT.
12. Go to FLIGHT LEVEL.
13. Attend BRIEFING. Then, youll brief the pilots and choose a wingman.
Hobbes is your only choice now. Later, you can select anyone youve
talked to that is still alive.
14. Talk to RACHEL about ship loadouts.
15. Fly MISSION to enter the launch bay and take off. Increase the throttle
(press =), or press A for an auto-takeoff. (Refer to p. 2 of the Flight
Guide for cockpit instrumentation.)
ON
THE
CARRIER
Main Terminal
Playguide
Main Terminals are present on each level. When you left-click on a terminal for
the first time (in each new game), you must enter your callsign. Each time after
this, selecting a terminal console displays a close-up of the computer, with a
menu onscreen. Move the cursor over the option you want, then left-click. To
cancel the screen, click LOGOFF.
For a complete description of Main Terminal options, see Game Options, p. 21.
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Talking to Characters
To talk with someone you meet, left-click on that person. Sometimes, the game
pauses and displays two choices. Move the mouse (or joystick) up or down to
choose an answer, then left-click (or press the trigger). You can also use W and
Z, and then press e. Certain responses raise individual or group morale, and
others lower it. Morale, in turn, affects the plot.
Lift
The Lift transports you between the Victorys three decks.
Go to BRIDGE LEVEL
(Bridge, Gunnery Control)
Go to LIVING LEVEL
(Rec Room with Killboard, Berths with Locker)
Go to FLIGHT LEVEL
(Flight Deck, Flight Control with Simulator,
Loadout Terminal, Briefing)
Bridge
The Bridge is the center of all Victory operations and contains a Main Terminal.
From here, you can access both the Lift and Gunnery Control (which also has a
Main Terminal).
Go to LIFT
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17
Gunnery Control
In Gunnery Control, youll often find your crewmates pondering the stars. Here,
you also have access to a Main Terminal and the Bridge.
Go to BRIDGE
Activate MAIN TERMINAL
Rec Room
The Rec Room lounge is a common hangout for off-duty crew members. Here, you
can talk over strategies with other pilots, access the barracks in the Berth room,
or look at the Killboard.
Talk to characters
(those present change
during the game)
Go to LIFT
Go to BERTHS
Look at KILLBOARD
Playguide
Killboard
The Killboard Terminal in the Rec Room displays the number of kills for each surviving pilot. Your name appears last on the list, and as you complete missions
and destroy enemy pilots, the number in the Kills column increases. The number of ace Kilrathi pilots killed by each pilot displays in the Ace column. Dead
pilots appear as Deceased.
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Berths
With its standard cot-and-locker arrangements, the Victorys Berth room is sparse
but functional. You can activate a Main Terminal, look in your Locker or talk
with other pilots who may appear.
Flight Control
In Flight Control, you can attend mission briefings, use a Main Terminal, fly simulator missions and take the stairs down to the Flight Deck. After your first mission, you have the option of using the Loadout Terminal in Flight Control to pick
a ship and its loadout. Once you view the mission briefing, you cant use the
Lift, but the Loadout Terminal is still available.
Attend BRIEFING
Activate LOADOUT
TERMINAL
Run SIMULATOR
Playguide
Activate MAIN
TERMINAL
Go to LIFT
Go to FLIGHT DECK or Fly MISSION (text switches once you attend the briefing)
19
Simulator
You can use the simulator to brush up on your flying skills.
Left-click on the chair to display the simulator screen. Press the buttons (using
the keyboard, mouse or joystick) to configure and start the mission. When you
click on a mission name, the briefing automatically displays. Click again to
return to the mission list.
(WZ). Select mission
(or click on a mission with the
mouse or joystick).
ARROWS
DEFAULT
RUN
RETURN
z. Toggle between
simulator mission list and mission briefing for highlighted
mission.
Loadout Terminal
Rachel will select weapons for your first mission and the default loadout for all
missions. Later, you can pick ships and specify weapon loadouts by left-clicking
on the Loadout Terminal in Flight Control.
(y), NEXT
(u). Cycle through ship
types and specs.
PREVIOUS
PROCEED
Playguide
Click the bottom arrows (or press sA and sS) to cycle through missile
types and mines.
20
= or + (on the screen) adds one missile of the selected type to the current
hardpoint.
- or (on the screen) removes one missile of the selected type from the
current hardpoint.
GAME OPTIONS
In Wing Commander III, you have two option menus:
Main Terminal Options. On the carrier, left-click on the Main Terminal, then
on CONTROLS.
In-Flight Options. During spaceflight, press aO.
LOGOFF
Saving games. Left-click on an empty slot and click SAVE. Type a short description (up to 20 characters), then press e. You can save up to 100 games and
overwrite existing ones.
Loading saved games. Click on an occupied game slot and click load.
RETURN
(C). Adjust music, sound, graphic mode and language. (Changes are
included in subsequent saved games.)
CONTROLS
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21
Sound
MUSIC. Toggle music on/off.
SOUND FX.
Graphic Modes
No function in this Windows 95 version (graphics default
to SVGA).
VGA AND SVGA.
Gamma Correction
OFF, LOW, HIGH. Adjust screen brightness (OFF is darkest, HIGH is brightest).
cA, cS. Adjust screen brightness in small, gradient steps (dimmer or
brighter, respectively).
Miscellaneous
Toggle scene transitions on the carrier on/off (such as the elevator tunnel).
TRANSITIONS.
STARS.
DESCRIPTIONS.
Language
Toggle conversation subtitles on/off.
SUBTITLES.
German.
Joystick Calibration. Center joystick. You can do this on the carrier or during
spaceflight. (You can also press aC at any time or select CALIBRATE in the InFlight Option menu.)
Return. Return to Main Terminal screen.
In-Flight Options
Control. Select flight control device for spaceflight. Choose KEYBOARD, MOUSE, JOYSTICK, THRUSTMASTER or FS PRO. In the Windows 95 version, THRUSTMASTER and FS PRO
options revert back to JOYSTICK when selected.
Detail Level. Set graphic detail level during spaceflight to LOW, MEDIUM or HIGH.
The lower the graphic detail, the higher the frame rate.
Video Mode. Toggle spaceflight video mode between VGA and SVGA. (In this
Windows 95 version, this is not actually VGA; its low-resolution mode.)
Game Play
COLLISIONS OFF.
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INVULNERABLE.
22
Let the game auto-switch between low-resolution and highresolution to optimize frame rate during spaceflight.
Cameras
VICTIM. Switch on 9 Victim view (view of the target youve hit) automatically when an enemy is about to die.
Switch on 8 Missile Camera view automatically (view from behind a
missile youve fired).
MISSILE.
AUTO-SWITCHING.
Enable flight control device while in any camera view other than 1.
(Switches device function to panning instead of flight control.)
UNLOCK.
Miscellaneous
PALETTE FLASH. Turn damage flash on/off for your ship.
COCKPIT.
JITTER.
Audio
MUSIC.
SPEECH.
SUB-TITLES.
SOUND FX.
RUMBLE.
Skill Level
Set enemy skill level to ROOKIE, VETERAN, ACE, HARD, CRAZY or NIGHTMARE.
SAVE.
DEFAULT.
EXIT.
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23
24
Playguide
Playguide
25
Christopher Blair
Spoiler
Warning
T E RRA N C O N FE D E R A T I O N
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THAT I
Y OU
AN D M AN IA C
CA N
FI NA LL Y SE E
WH O S TH E
HO TS HO T ON R
EA L TU R F !
P ER SO NA LL Y , I
HO PE YO U
BL OW HI M AW
AY ..
H EY B LA IR , MA YB E IT
S
B LA KE LY WH O SW ITC HE
FIN AL S . C AN
TIM E TO TE LL C OL
.
D TH E S IM WI RE S
BE FO RE
BL AM E IT AL L ON
YO U ?
-N UM BE R O NE
E AG LE
To
He y roo mi e, it s har d to
got us ed to you r sno rin be lie ve I ac tu all y
Bu t you ca n be t I wo ntg af te r tw o yea rs.
mi ss it, or th ese
Ac ad em y bu nk s!
Goo d luc k, ma n ...A nt hon
y
nd luck!
a
e
v
o
l
h
t
Chris, wi
r
r
a
C
a
y
n
Sara
TCNSA 20
1S T C L A S S
C A L IC O R U L E S !!
XOXO
O KAY,
LIEUTENANT
TANAKA MARIKO
Wing Commander I
Age: 23
Callsign: Spirit
Homeworld: Japan, Earth
30
MM
O
REL
Wing Commander I
This past week, the Tigers Claw was fortunate enough to add another ace to its
Confederation ranks. Second Lieutenant Todd
Maniac Marshall knocked down his fifth
Kilrathi in an engagement near Kurasawa
System, where he and his wingleader,
Captain Jeannette Angel Devereaux, were
escorting a cargo ship.
While passing through an asteroid belt,
the two pilots encountered a wave of five
Dralthi fighters. Devereaux downed the first
with a volley of mass driver cannon, while
Maniac broke formation and nailed the second enemy fighter with a heat-seeking
missile. The Kilrathi, amazingly enough,
began to retreat when Maniac radioed that
he was chasing them down. He managed to
destroy one more ship, reaching ace status
three missions after graduating from the
Academy.
No way I was going to pass up that
opportunity, exclaimed Maniac upon his
return. There they were, sitting ducks just
waiting to face the best pilot on the Tigers
Claw. I knew ol Devereaux could take care
of the Bonnie Heather, so I hit my afterburners and took care of them. I guess they got
what they deserved! added Marshall.
Devereaux refused to congratulate
Marshall on his success, calling his chase
a ridiculous misuse of Confederation firepower.
31
TAGGARTS TACTICS
Heres a simple question from a simple test. Every fighter-jock answered hundreds of these at the Academy.
Hypothetical Situation: You and your wingleader, flying Scimitars, are on a
strike mission against a Ralari-class destroyer. En route, you see two damaged
Jalthi-class heavy fighters, the survivors of an engagement that must have just
ended.
Both craft are in dire straits: one is tumbling helplessly, all stabilization hardware destroyed. The other is limping away, its thrusters blasting
intermittently, its maneuverability obviously impaired. One target lies a few
klicks to port of your flight path, the other a few klicks to starboard. Your
wingleader doesnt go after either of these easy marks he presses on
directly toward the strike objective. What do you do?
A Hold formation, ignoring these targets.
B Roll out for a couple of seconds to destroy
MAJOR
JAMES TAGGART
Wing Commander I
Age: 45
Callsign: Paladin
Homeworld: Ares
32
If you answered (E), do the corps a favor resign your commission and stay
away from civilian piloting jobs. Indecision kills faster and more reliably than
making the wrong decision.
If you answered (B), (C) or (D), everyone whos ever put on an acceleration
suit knows how you feel. But, you know its not by the book. As boring as
that may sound, youve left your wingleader unguarded for a few critical seconds.
If you answered (A), you deserve congratulations ... but perhaps not many. Its
easy to pick the right, by-the-book answer when filling out a test in the placid
atmosphere of your own quarters or a testing hall. Its quite another in the
cockpit during an actual mission. In the field, the temptation to mark up a couple of safe kills especially if youre only one or two short of your Ace
classification will often overcome your Academy-drilled impulses.
Of course, this is only a hypothetical situation. Unfortunately, it was real for
Captain R.A. Mule-Skinner Skinner and Lieutenant Larry Tooner Dibbles.
T HE T RUTH
FROM THE
B LACK B OX
A month ago, Captain Skinner and Lieutenant Dibbles went out as part of a
strike team assigned to destroy the Ralari-class destroyer Rathtak. They
launched from the Tigers Claw at 2300 hours. At 2321 hours, the carrier
bridge caught static-laced transmissions from Skinner to Dibbles, ordering him
back into position. These were the last messages from either man. Ever.
Follow-up crews were eventually able to recover the remains of Skinners
flight recorder and reconstruct what happened from its record of radar
images.
The real scenario unfolded exactly like our hypothetical situation above. MuleSkinner ordered his partner back into position. Either presuming that Tooner
would immediately turn back, or just unwilling to delay his mission because of
a flaky wingman, Skinner pressed on toward the objective. Tooner did not
immediately turn back, probably planning one last strafing run before rejoining
his wingleader. Unfortunately, the painful truth was that neither Jalthi-class
fighter was damaged.
When Lieutenant Dibbles came within a reasonable assault distance of his target, it abruptly rolled out in controlled flight and engaged him. Simultaneously,
the dead Kilrathi fighter powered up, and moved into position behind
Captain Skinner.
Wing Commander I
To Lieutenant Dibbles credit, he was able to hold off his opponent for a while.
But while he was dogfighting one Kilrathi, the other was destroying his wingleader. Skinners flight recorder blacks out with the radar showing Dibbles still
in desperate combat with his opponent.
33
his personal record. To obtain it, he endangered his wingleader and mission
objective. What were the results of this decision? We lost two pilots with several years worth of combat experience.
Colonel Halcyon had to write the appropriate letters of condolence. The
remaining elements of the strike mission damaged, but did not finish off, the
destroyer objective. While it is not conclusive that the presence of two additional Scimitars would have resulted in Rathtaks destruction, it was at least a
possibility. Last of all, this error cost the Tigers Claw a great morale-booster:
Dibbles was the writer and artist behind Hornets Nest, the wonderful comic
strip that has appeared in every issue of Claw Marks for the last two years.
The book youre trained to go by was written for a reason. Its a good book,
one worth following. Its worth reviewing now.
Wing Commander I
Age: 39
Callsign: Bossman
Homeworld: Taiwan, Earth
34
F IRST C ONTACT
When you first encounter a flight of enemy fighters, they will almost always be
flying in formation. Once initial contact has been made, they will break formation into pairs at roughly four-second intervals. Generally, you should likewise
break formation to match and engage them. All of this leads to the question
of what to do once youve engaged the Kilrathi. The book has something to
say about that, as we discuss immediately below.
S TANDARD M ANEUVERS
You learned your basic moves in flight school, but lets review a couple here.
In addition to standard turns, rolls, dives and climbs, you should learn these
tactical maneuvers:
Wing Commander I
Twenty years of fighting the Kilrathi have shown us some basic maneuvering
tactics that improve the rate of survival. Until your personal flying instincts
give you a tactic for every situation, go with the by the book maneuvers.
Youll have a better chance of making it home in one piece. All the book can
do is tip the odds a bit in your favor, but the record shows that this slight
improvement is worth the embarrassment you may feel about doing something the way you were taught at the Academy.
35
SHELTON SLIDE
Wing Commander I
36
Once you reach maximum velocity, let up on the afterburners and turn
hard to the right (or left). Make sure you dont change the pitch of your
ship maintaining your current elevation is essential if you plan to
open fire from a side position.
Your ships nose should now be pointed right at the enemy. Open con-
tinuous fire on the target ship as you slide past. Then, turn and pursue
your enemy from the rear.
Burnout. Sometimes your opponent can maneuver just as well as you can
and stay on your tail. In this case, you might try an alternate attack to evade
your enemy the Burnout. You can use this attack to put distance between
your ship and your opponents:
Hit the afterburners full force until you reach maximum speed and begin
(Dont change your throttle setting.) This maneuver will position you
for a head-on shot at the enemy.
It wont take long for your enemy to reach you once you reverse direc
tion. When the target moves within your cone of fire, open up with
your cannon or lasers.
BURNOUT
Wing Commander I
37
Barrel Roll. If youre making an attack head-on or directly from the rear, you
may find the Barrel Roll a useful move for evading enemy lasers. While closing in on your target, you perform a corkscrew-like roll:
When your target appears in the viewscreen, fly straight toward it until
This will cause your ship to maintain a constant rotation about the roll
axis.
Keep the ship banked and pitched until you have completed a 360degree roll. At this point, you can continue the roll or level out.
BARREL ROLL
Cutthroat. If youre fighting a single, highly maneuverable ship, you may want
to try a Cutthroat move. Basically, all you do is cut your throttle to zero and
lock onto a target. Then you can spin and tear into the enemy while hes trying to line up for a shot. If youre willing and able to take a few hits, hold your
fire until your target begins an attack run hell be more concerned with
shooting you than evading your shots. If he catches you with a shot or two,
use short afterburner bursts to randomly change your position.
Wing Commander I
Hard Brake. One tactic you can use when youre being trailed by an opponent is a Hard Brake. Executing this move is relatively simple: reduce your
forward velocity as quickly as you can. If you brake sooner, harder and better
than your pursuer, he will overshoot you and enter your cone of fire.
38
This is especially effective if youre fighting a Krant or Gratha. Just cut your
speed, lock onto the target and use your afterburners to maneuver into a rear
attack on the enemy. These two Kilrathi ships have a hard time dealing with
this tactic apparently, they cant cut their speed fast enough to stay behind
you.
CAPTAIN
JOSEPH KHUMALO
Age: 36
Callsign: Knight
Homeworld: South Africa, Earth
Captain Joseph Khumalo, known to the
crews as Knight, admits that his piloting
accomplishments dont dot the record
books. Yet wingleaders tend to breathe a
sigh of relief when they draw Khumalo as
wingman. Knight has a reputation of utter
reliability in combat.
I got my nickname in the Enyo engagement. I was a second looie
assigned as wingman to Captain Maria Alvarez, callsign La Doa. We were
hugging a transport deck and strafing a swarm of fighters headed the
other way. Any defensive maneuvering wouldve cut me off from La Doa,
so I just fired as fast as I could and got lucky. I picked off a couple of
fighters going after her, then she put on her thickest accent and cooed,
Ooh, eets my White Knight.
C OMMON S TRATEGIES
With that review of maneuvers fresh in our minds, lets review strategies for
specific situations. Yes, aggressive tactics will let you rack up the kills, but quick
thinking will keep you alive.
Youre being tailed by an enemy. Heres the situation: You have an enemy
to your rear and youre in his sights. What now?
If you have a critical target in your sights and you know that your pursuers guns
are not going to crack your shell with one hit, then its permissible (barely) for you
to take that hit, drop your load and then come around to deal with your attacker. In any case, dont do this unless youre within 2,500 klicks of your target.
If you dont have that critical target in your sights, or you dont know that you
can take a direct hit, then evade. Evading involves a pretty complicated series
of decisions you have to learn to make by reflex. If your pursuer has better
maneuverability than you, but you have superior acceleration, try a Burnout
or a Hard Brake and prepare to be very accurate with your ships weapons.
If your pursuer has better maneuverability and better acceleration (a Salthi, for
example), then you have a problem. If you want to make it a slugging match,
try a Burnout. If youre already hurt, try any sort of evasive maneuver you can
hard turns and rolls in a succession of different directions.
Wing Commander I
39
Youre battling a large group of fighters. Sometimes, you may find that
youre fighting a Kilrathi ship one-on-one in the middle of a crowd. When
combat occurs within a large group of fighters, past experience has shown us
that separating enemy ships is an effective way to take on a single fighter at a
time. In such situations, you can implement one of two divisive techniques:
Eclipse. As its name implies, this move involves using an enemy capital ship to
eclipse you and a single Kilrathi ship from a group of enemy fighters. By using
the capital ship as a shield, you can concentrate on battling one opponent at a
time. (Do not, however, use the Eclipse with friendly capital ships; they have
enough to contend with during an attack.)
Divide and Conquer. In open space, it wont always be possible to use an Eclipse.
If youre flying with a wingman, try a Divide and Conquer. Lock onto a target,
and then order your wingman to attack your target. By locking onto a different target on the other side of the fighter group, you can split the offensive by
leading your target away from the pack. Taunt your enemy and punch the
throttle so that youre headed away from the battlefield. Once you move
5,000 to 7,000 klicks away, you can take him into one-on-one combat.
Techs studying a recently captured Krant ship discovered that the Kilrathi
radio range is very limited, so your target wont be able to radio for help at
this distance. If youre flying with an aggressive, capable pilot (such as Iceman),
you may convince the Kilrathi that youve deserted the battle and your wingman. After you finish off your first victim, youll have the element of surprise
in your favor when you sneak back into the battlefront.
Youre attacking a capital ship. Many of your missions involve finding and
destroying Kilrathi capital ships. Two different approaches are accepted in this
combat situation:
If you want your wingman to attack the capital ship, afterburn past the first
wave of defending fighters. Then, lock onto the capital vessel and order your
wingman to attack your target. Next, immediately lock onto a fighter and
attack it. By shifting back and forth between fighter targets and taunting their
pilots, you can lead them away from the capital ship and from your wingman.
Your job is to keep the fighters busy while your wingman fires his missiles.
Wing Commander I
If you prefer to attack the capital ship, help your wingman eliminate the
defending fighters. Then, approach the capital vessel from the rear at a distance of 4,000 klicks. Begin firing your missiles once you move within 2,000
klicks. Then, barrage the ship with your forward guns. At 1,000 klicks, break
hard to one side, turn 180 degrees and punch the afterburners. This will allow
you to evade enemy fire, recharge your blasters and circle around for another approach.
40
You can apply the previous tactic to mine fields as well. But, keep in mind that
mines dont have to hit you to damage your ship. If you get close enough,
theyll explode. Constant minor shifts in direction should keep you out of
harms way.
L AST N OTES
Theres no sure way, no sure tactic, to keep you alive on a combat mission.
You may be good, but so are the Kilrathi. Someones got to win, and someone will probably die.
The book of flight regs, sneered at by up-and-coming aces, is nothing more
than a tool that teaches you how to slant the odds in your favor. It says nothing more than this: Protect your wingman and hell protect you. Learn these
tactics and theyll improve your chances. Thats all.
And remember youre not the only one who wants your chances to be
improved. Your wingman does. Your commander does. Your family does.
Ultimately, the entire Terran Confederation does. Because if we fail, our people and planets will end up protected by pilots who proved themselves
better than us, fliers who showed they could beat us the warriors of the
Empire of Kilrah.
Wing Commander I
41
Wing Commander I
42
Wing Commander I
43
CAPTAIN
IAN ST. JOHN
Wing Commander I
Age: 27
Callsign: Hunter
Homeworld: Australia, Earth
44
CAPTAIN JEANNETTE
DEVEREAUX
Age: 28
Callsign: Angel
Homeworld: Belgium, Earth
I cannot stand rebels or hot-doggers,
or any of these so-called intuitive
know-it-alls, quickly explains
Captain Jeannette Devereaux, who
goes by the cockpit moniker of Angel.
We have used flying craft in warfare
since 1914. As a race, we have nearly
eight centuries of combat flying experience to define, refine and perfect
the rules by which we fly. These are rules designed to keep us alive, keep
our wingmen alive and win our war, nest-ce pas?
The 28-year-old Devereaux is a native of Brussels, Belgium. She is
widely known for her marksmanship and rate of ship survival shes
never had to eject.
Up and Coming
To Lieutenant
S.E. BROADW
AY SARASIN
To Captain
FATIMA CYMBA
LS HAROUD
Ace
SECOND LIEUT
ENANT
TODD MANIAC
MAR
SHALL
EAUX
15-Mission Ribb
on
FIRST LIEUTEN
TANAKA SPIRI
ANT
MARIKO
Wing Commander I
Bronze Star
CAPTAIN
JEANNETTE ANG
EL DEVER
45
Thrakhaths Vow
In my homeland, the
as the Heart of the
be a beast of small
face a true warrior
Take care,
Doomsday
Wing Commander II
c
aernarvon.se
CBlair@tcn.c
n.
Hello, Captai
u had with
e trouble yo
about all th
ar
demotion.
he
a
u
to
yo
y
rr
ve
So
believe he ga
t
how are you
n
So
ca
.
I
ng
.
Tolwyn
re still flyi
u
yo
t
its pretty
as
le
gh
Anyway, at
? Even thou
on
rv
na
er
Ca
at the
t at
ll rumors th
surviving ou
erheard Inte
ov
ng the stave
ki
I
ta
er
r,
backwate
ve toward ov
mo
a
ng
to wind up
ki
ma
em
Kilrathi are
You always se
?
re
gu
fi
at
t th
tion. Doesn
tion is.
where the ac
r the
gnment. Afte
my next assi
six
ng
r
di
fo
ea
dr
in
st
ly
Au
Im real
me on the
pt
me
ke
ng
ey
ri
th
er
,
sf
Tigers Claw
g about tran
ng commaneyre talkin
wi
th
w
er
No
pi
.
Ra
hs
e
mont
as th
g
S Washington
t it. Judgin
aboard the TC
feeling abou
d
ese
ba
th
a
of
t
go
ne
no
der. But Ive
rds so far,
co
re
e
nc
ma
rfor
ng.
from their pe
live very lo
are going to
young pilots
er.
en much bett
ck hasnt be
fault the
lu
ur
ur
yo
yo
s
ke
Looks li
think that it
to
s
But it
em
se
r.
ie
Everyone here
yed our carr
... the
h and destro
t
ug
gh
ro
ri
th
t
re
go
u
cats
t if yo
th
rise me a bi
me new steal
wouldnt surp
developed so
nd.
ly
ha
ab
r
ob
pe
pr
up
them the
Kilrathi have
bound to give
s
at
th
gy
lo
techno
dead by the
probably be
me again,
in mind, Ill
om
is
fr
th
l
ar
al
he
With
If you dont
.
is
th
t
ge
time you
why.
than likely
thats more
49
RO S T E R U P DAT E
Date: 2656.120
Status: Confidential
In the past month, several new pilots have been transferred onto the Concordia.
The new flight roster includes the following TCN personnel:
ending
enrolled in
Wing Commander II
Age: 32
Callsign: Jazz
Homeworld: Kansas City, North America
50
Chris,
Hey man, how are you? I thought Id drop you a line
and make sure
you havent dropped off the face of the galaxy.
Wing Commander II
51
Wing Commander II
Confed Blasts
Kilrathi Religious Estate
52
Wing Commander II
53
No. 591030
Date: 2668.211
Credit to the
Account of:
Christopher Blair
Amount:
Comment:
2,022
LIEUTENANT
ETIENNE MONTCLAIR
Wing Commander II
Age: 34
Callsign: Doomsday
Homeworld: Hawk Bay, New Zealand,
Earth
54
Wing Commander II
55
Colonel,
Your recent request to be transferred aboa
rd the TCS Bradshaw has been denied
according to TCN Article 13-2-28A.
TCN ARTICLE 13-2-28A, AMENDED 2668
.027
No officer, in wartime, shall have a request
for transfer approved if any of the follow
ing
conditions exist:
1.1a. The said officer has served in Spec
ial Force operations in the previous
9 months.
1.1b. The said officer is currently under inves
tigation for treason, felony or
Class III misconduct.
1.1c. The transfer request is deemed to prim
arily promote personal interest.
You are hereby ordered to report to Addi
ngton Station, Border World 8, Leyton Secto
r
within 48 hours of receipt of this order.
Although you may be disappointed by this
turn of events, rest assured. I have anoth
er
assignment in mind that youll no doubt
find most enjoyable.
Respectfully,
Adm.Geoffrey Tolwyn
59
Both pilots flight recorders verified their claims that they faced nine stealth fighters during a patrol
mission in Ktithrak Mang System. Blair was able to disable six of the fighters, and neither
Confederation ship was damaged.
60
The sighting has cleared Col. Blairs record, who was investigated for treason and demoted over a
decade ago for his purported sighting of stealth fighters. A lack of evidence reduced the charges to
negligence, leading to his reassignment to InSystem Security on Caernarvon Station.
According to Intell, this is the first confirmed report of stealth fighters. Several other sightings have
taken place near or in Ktithrak Mang sector, but had remained unverifiable until last week.
A partial report will be available for public distribution within two weeks. Access to the full report is
currently restricted to TCN personnel with Intell clearance, and all active-duty pilots.
61
Kilrathi Creed
of Service
~
My heart does not know fear
For I am a servant to Sivar
My claws do not know shame
For I am a warrior of Kilrah.
My Clan shall not be disgraced
For I serve my Hrai and Lord.
With my tongue I offer fealty.
With my claws I unsheathe victory.
With my mane bowed I lie down
And offer up my life for honor.
(Translation by Ralgha nar Hhallas)
62
To: cblair@tcn.victory.crew
From: weisen@tcn.victory.crew
Date sent: 2669.220
William Eisen, Captain, TCS Vict
ory
Glad to have you on board, Colonel.
I have alerted the crew that we may
experience some deviations from our routine operation
in the weeks ahead. Rest
assured that all men and women aboa
rd this ship are experienced and dedicated professional
s. They can handle just
about anything this war throws at
them. I am certain
youll discover this for yourself
as you get to know the
members of this fine crew.
Most importantly, no matter what
duty this ship draws in
the future, nothing can ever take
away from the fine
record that Tin Can Sally has reco
rded.
We will continue to do our best.
I know that youll
endeavor to do your part.
Captain Eisen
tory.crew
To: cblair@tcn.vic
n.covert-ops
tc
x@
au
er
ev
ad
From:
Date sent: 2669.210
reaux
Col. Jeannette Deve
Angel
re difficult as we
. The days grow mo
.
Bonjour, my friend
oughts every moment
th
you are in my
l,
il
St
ll
we
t.
ar
ry
ap
ve
d
in
rema
fly coul
y mission you or I
As duty calls, ever
at you will be
th
ar
fe
t
bu
ot help
ke
be our last. I cann
ke care, for my sa
Ta
many patrols.
ur
yo
of
e
on
in
harmed
as much as yours.
all my energy on
you, I must focus
e
se
ce
to
ng
lo
I
gh
Thou
to togetherness on
It is the only road
the task at hand.
again.
r.
Take care, mon amou
63
PERSONAL POINT
An Interview with Confeds Top Pilot
64
Psycho-Anthropological
Profile of the Kilrathi
Compiled by
2nd Lt. Christopher Douglas
2652.102
Last revision: 2668.312
P URPOSE
IN
E VOLUTION
OF THE
K ILRATHI
KILRATHI
Bred as warriors and raised for battle, the Kilrathi hold little regard for pleasantries. Their entire culture is based on war and aggression, elevated to
religious levels. Both Kilrathi aesthetic and technological design reflect the
species fanatical focus on death, conquest and domination.
This unrestrained carnage continued until two centuries ago, when a devastating war erupted between the two most powerful Kilrathi empires. This
resulted in the utter destruction of one and established the uncontested
supremacy of the other. The current ruling family came into power at the
cost of millions of warriors and several sterilized worlds. United under one
rule, it was only natural that the Kilrathis territorial ambitions should turn
outward to other life-bearing worlds. Now, they aggressively claim what they
find and take by force what does not bow to their claim.
65
S OCIAL S TRUCTURE
KILRATHI
ARMY
OF JAPAN,
K ILRATHI L ANGUAGE
THE KILRATHI
66
SOME EXAMPLES OF
K ILRATHI
TERMINOLOGY
67
U NIFORM
KILRATHI
AND THEREFORE THEIR DESIGNS ARE FREQUENTLY ASYMMETRIC AND DISCORDANT BY OUR
STANDARDS.
The imagery is iconic and bold, oriented almost entirely towards glorifying
previous battles and intimidating foes. The standard warriors attire is unrefined, a peculiar mix of functionality
and ornament, high-tech and primitive.
As the Kilrathi remain strongly clanoriented, uniforms are prominently
decorated with symbols and insignia
identifying the warriors clan and family. Favorite colors include reds, blacks
and maroons. Metallic textures lean
toward gold and blood-red. The natural, coppery color of Kilrathi plastisteel
(of which their spacecraft are also
constructed) is frequently found in
personal armor.
S HIP D ESIGN
KILRATHI
STARSHIPS ARE DESIGNED AROUND BOTH LETHAL FUNCTIONALITY AND PSYCHOLOGICAL WARFARE.
Almost always asymmetrical, most Kilrathi vessels incorporate fang or clawlike curves and points to accentuate their formidable look. Engines and
weaponry are always placed on conspicuous display. Each ships external
markings indicate the clan responsible for the ships construction.
Kilrathi ships often resemble ornate cutting weapons. It is not uncommon for
inexperienced human pilots flying markedly superior ships to become intimidated at the first sight of a gun-bristling Kilrathi fighter.
A RCHITECTURE
KILRATHI
68
2669.218
Note: Intell has logged three isolated reports of a new Kilrathi rock fighter which
appears to lurk in asteroid fields and spring on craft from this dangerous environment. If you or any of your pilots encounter one of these rumored fighters, submit a
full written report to HQ for inclusion in the ongoing intelligence profile that is being
assembled.
PRINCE THRAKHATH
Preferred craft: Bloodfang heavy fighter
Even though Prince Thrakhath rarely flies anymore, when he does he invariably
means business. Thrakhaths skills as a pilot are legendary and will require every
ounce of your skill and energy to thwart. His ship of choice is the Bloodfang, which
is said to be pound-for-pound a match for our own new Excalibur-class fighter.
69
MILITARY RANKS
The following information on cross-force rank comparisons is a standard LS-c2 item
recommended by TCN Headquarters for all relocated personnel.
Confederation Navy
Enlisted Ranks
Enlisted Ranks
Enlisted Ranks
Spaceman (E1)
Veteran Spaceman (E2)
Petty Officer (E3)
Chief Petty Officer (E4)
Master Chief Petty Officer (E5)
Spacehand (E1)
Spacehand, 2nd Class (E2)
Spacehand, 1st Class (E3)
Senior Spacehand (E4)
Staff Sergeant (E5)
Tech Sergeant (E6)
Master Sergeant (E7)
Senior Master Sergeant (E8)
Chief Master Sergeant (E9)
Least Claw
Third Claw
Second Claw
First Claw
Officer Ranks
Ensign, 2nd Class (O1)
Ensign (O2)
2nd Lieutenant (O3)
1st Lieutenant (O3)
Lieutenant Commander (O4)
Commander (O5)
Captain (O6)
Officer Ranks
2nd Lieutenant (O1)
1st Lieutenant (O2)
Captain (O3)
Major (O4)
Lieutenant Colonel (O5)
Colonel (O6)
Officer Ranks
Fourth Fang*
Third Fang
Second Fang
First Fang
Shintahr
Kal Shintahr
Flag Ranks
Commodore (O7)
Rear Admiral (O8)
Vice Admiral (O9)
Admiral (O10)
Space Marshal (O11)
Flag Ranks
Brigadier General (O7)
Lieutenant General (O8)
Major General (O9)
General (O10)
Flag Ranks
Kalahn
Khantahr
Kal Khantahr
Kalralahr
* Most Kilrathi pilots attain at least the rank of Fourth Fang. First Fangs and higher usually go on to command
ships and squadrons. Kalralahr is the Kilrathi equivalent to the Confederation Admiral or Space Marshal he
controls whole sectors or commands large fleet operations.
70
MISSION OBJECTIVES
FLEET MISSION TYPES
Space Warning and Control
Recon In Force
Objective Raid
Purpose: To attack/destroy/disable a tactical target
In Objective Raids, a squadron of fighters attacks a
known primary target, such as a starbase or planetary
installation. This type of attack is best executed while
enemy fighters are minimal or absent. Light and medium
fighters may knock out the carrier support ships and
clear the way for bombers, or all fighters may cooperate
and attack along with a carrier in a coordinated strike.
Superiority
Purpose: To eliminate enemy fighter presence
Usually deployed in fours, fighters on Superiority missions primarily perform search-and-destroy runs to take
out enemy scouts. A squadron of escort fighters should
remain behind to protect the carrier while the strike is
carried out.
Fleet Defense
Purpose: To defend the fleet against a major attack
A fighter pilots nightmare, fleet battles involve dozens
of ships in simultaneous combat. Usually, enemy fighters
on an OR mission locate the opposing carrier and stage a
surprise assault. Capital ships can be destroyed in a matter of minutes by torpedoes and concentrated fire, and
fighter squadrons may be rapidly depleted.
Fighters participating in Fleet Defense are launched in
fours. Each group is responsible for shooting down
incoming missiles, taking out enemy fighters, and acting
as diversionary, expendable targets. They land frequently
in order to rearm and cycle out for a fresh squadron.
On the battle front, losses among fighter units sometimes require that reinforcements be sent in from other
carriers. Nearby capital ships that are out of action send
a complement of fighters forward to replace lost ships on
the front lines. When this happens, the fighters land,
refuel and rearm on the host carrier. The role of Main
Force Support is mainly filled by older carriers removed
from the front lines. Enemy forces, however, will sometimes send a destroyer or two to put MFS fleets out of
action.
Escort
71
Posted 2669.217
Several Victory crews may be interested in the final results of the Gunnery, Combat
and Munitions competition held two weeks ago in Selyan sector. This annual show of
skills featured the first-ever appearance of the Confederation stealth fighter prototype,
along with its integral MX-27BC guided-proton warhead.
This demanding competition is designed to evaluate crew readiness and identify outstanding Confederation pilots and supporting crews. Our own teams onboard were
unable to attend the competition due to duty constraints but had they attended, they
would have surely placed.
Overall team standings were based on composite scores by five independent panels.
The categories were divided into Operations (25%), Craft Maintenance (25%), Mission
Priorities (35%), and Loading Efficiency (15%) .
Here are this years results:
Achievement
Top Team
Best In Formation
Best Combat Maneuvers
Top Long-Range Attack Bombing Unit
Top Short-Range Attack Bombing Unit
Best Nightsight Laser Strafing Unit
72
TCS Lexington
Fire Birds (756th FW)
Amber TCN base, Elena sector
Black Widows (453rd BW)
TCS Centurion
Air Moguls (187th BW)
TCS Armageddon
Gun Hawks (253rd GW Recon)
TCS Kennedy
Monarchs (29th BW)
TCS Saratoga
Eagles (BW)
Ralston TCN base, Centauri sector
Death Merchants (54th FW)
TCS Lincoln
Air Moguls (187th BW)
TCS Armageddon
WINGMANS CREED
Together we fight, united by a bond
A bond of courage,
A bond of daring,
A bond of friendship
Without my wingman I am nothing.
Without me my wingman is nothing.
Only together can we achieve
What our cause has called us to complete.
For our beliefs we fight
Against the menace that has risen.
My wingman is my guardian,
And I am my wingmans guardian.
With my wingman by my side,
I will not fear death or destruction,
73
Flight Tactics
Posted
2669.208
These excerpts are taken from a tactical, online seminar involving mission attack
techniques. Quanntum 3-AS selected four replies from Major Todd Maniac
Marshall and Lt. Robin Flint Peters.
SITUATION
#1
Youre commanding a raid against a Kilrathi light carrier and two cruisers, using
six light fighters, three heavy fighters and two torpedo bombers. If you dont
meet the mission objectives, a Terran homeworld faces certain annihilation.
What is your strategy?
Flint
Anyone with their brass wings knows the answer to this ... you send in the
light fighters first to clear out the auxiliary turrets. At the same time, you use
the heavies to fake missile runs and distract the cruiser and carrier fire from
the Arrows and Hellcats. Once approximately 50 percent of the turrets are
eliminated, the torpedo bombers make their runs. Ideally, each should be
guarded by a light fighter to the rear. The heavies can stay back and pound
away at circling bogies. At around 2000 klicks out, the torp ships ought to
launch their torpedoes, hit the guns, pull a U-turn and afterburn out of gun
range. Works nearly every time, as long as the pilots patient. One last rule
never put anyone in solo mode. We cant perceive all 720 degrees at once, so
we all need wingmen to watch our backs. And tops, and sides.
Maniac
In my book, the best offense is a quick offense. Strike hard and furious, get
your torps launched before the furballs know whats hitting them. None of
this fake run stuff ... thatll get you vaporized in a nanosecond. Id order half
my light fighters in after the turret guns and send the heavy fighters to missile the cruisers. The torpedo ships can hold their own especially if the other
light fighters take on any ships the furballs launch. Two minutes, max. Ive
done it before.
SITUATION
#2
Youre flying a lone scout mission in an Arrow V when you pick up vapor trails
that lead to three Dralthi. They havent picked you up on radar yet, and youve
got to decide what your next move is. Do you attack silently, sustain a shadow
defense or retreat?
74
Flint
I fly defensively anyway, so my first action would be to lie low and relay their
coordinates to my home ship. The Arrows not anything to shout about. And
taking on three fighters whatever model they might be isnt by-the-book,
smart or necessary. Anyone whos willing to jump into that hornets nest is
missing a few bolts. History has pretty much proven that. Sure, once backups
arrived, Id go into battle. But not before then. Eight missiles, a couple of lasers
and an ion cannon arent enough if youre out numbered.
Maniac
Did someone say Silver Star? Just think of what kind of promotion that
would get me. Id be right up there with my old buddy Paladin. I can tell you
exactly what Id do, and it involves running circles round those Dralthi with a
little cockpit ingenuity namely a few Shelton slides. The test pilot who figured out this move was a genius. Hit the afterburners, switch on velocity lock,
and fire away at their side shields. When they finally turn around enough to
see me, Id disengage and gun for their nose. And you know what? Id come
back with six missiles and not a scratch on my ship.
SITUATION
#3
You and a wingman are flying Longbows as part of a torpedo raid against a couple of enemy cruisers. On the way, the two light fighters in your squadron peel
off to engage a pair of enemy scout ships. You and your wingmate continue on
toward the capital ship, but when you arrive you encounter four medium fighters. What would you do?
Flint
First thing Id do is retreat back to the friendly fighters and radio for more
backups. The worst thing to do in this case is take on medium fighters. Flying
a Longbow is fine, as long as youre surrounded by light fighters that can pick
off attackers while youre going in for the run. But a Longbow against six or
eight guns on a more maneuverable ship? Thats suicide, if you ask me. Never,
ever go through with a strike unless youve got the firepower! My brother
learned that the hard way ...
Maniac
Strange you should mention this ... did I ever tell you about the time I took
out two destroyers by myself? All I had were a couple of plasma guns and
several HS missiles. Man, was I stoked! But back to your question. Id order a
Break and Attack so my wing buddy could cover my flank, then Id run in as
fast as I could. I know youre supposed to wait for tone, but I dont have time
for that sort of thing. Gotta let those puppies fly and watch the cats fry!
SITUATION
#4
If I had a wingman with a lighter ship, Id send him in to whack a few turrets.
Ive studies the Intell files on cap ships, and experience has shown that they
usually have some weak spots. Id find the bridge you can spot it easily if
youve got a sharp eye and then dive in. At 5000 klicks out, I would unleash
as many missiles as I could get locks on. Other vulnerable spots include the
engine exhaust ports and windows to the starboard and port sides. Almost
any weapon or gun can damage a cap ship. If youve got wingmen to cover
the turrets, torps are the way to go. They do an incredible amount of damage,
although the lock times make it nearly impossible to survive if youre flying
solo.
Maniac
Hey, I go straight for the bones. I can see myself now ... afterburning my way
into the guts of the ship. Did you know you can fly straight through some of
those Kilrathi buckets? Works perfectly, cause once youre inside the shields,
you can blast away at the hull. All you have to have is the nerve, and the right
firepower. I cant wait to try this out with the new Excalibur. I hear it kicks
some major ass! Load up on IR missiles, hit full guns, and BAM! One toasted
cap ship.
75
76
Posted 2669.214
Interview by 2nd Lt. Angela Engleman
Transcription by Lt. Lawrence
Raltson
FLASH: I guess
the main
advantage is
that it can outfly everything
with the right person behind the controls,
of course. Itll outrun an
Arrow, and its even got heftier
shields than the Kilrathis top-of-theline fighters.
VICTORY: What kind of numbers can
you give us?
FLASH: I cant disclose that information, of course. Lets just say she
could hypothetically cruise at a cool
500 klicks per second, and could
afterburn at just under1300 kilos per
second. One stat thats in the public
domain is her solid shield rating
250, to be exact.
77
78
Codename: Sorthak
79
making
tured investment opportunity, are
cauare
tor
Platolum alloys, this months fea
sec
ry
t. Net investors in eve
a debut in the UNXhange markeaccounts to buy a few shares of what might
tiously dipping into their bank
be a ten-bagger.
ted routine
ys, a Makis-based company, star
Platolum evolved when Bryce Allo
a former
of
ts
nan
rem
the
r. While extracting
Kha
rah
Gho
in
l
ieva
retr
age
salv
Moloride,
a planetary storehouse of Xanius
Kilrathi base, workers discovered
s.
above-infrared ray
a nuclear contaminant that emits
e stored near
ers holding this contaminant wer
The argonized platinum contain
ped through
erators. Eventually, the rays see
a stash of nickel-cadmium gen
alloy. So far
ed the nickel. The result? A new
the holding barrels and contact
ices and
dev
nearly impregnable to laser
experimental, it has proved
Durasteel shard bombardments.
buy.
but the inside word is buy, buy,
Risk or reality? No one knows,
Dividend Statement
Term 3
S TOCK
Wing Commander
COmmander III
Platolum
80
VALUE
Start of Term
End of Term
3.45
5.175
% C HANG E
150%
C O N C E R T U P D AT E
tHE lOVE aNIMALS are
bringing their retro-folk technotronic show to Xanadu via
holo satellite next Tuesday
evening at 2100 hours. Riding
the crest of a tri-platinum release
(let sleeping breezes lie), the
female trio will be performing
live from Vienna, Earth. If you
Wing COmmander
Commander III
81
Posted 2669.220
82
Reference
Material
85
2629.105
Iason encounters a spacecraft of
unknown origin. Commander Jedora
Andropolos on board Iason transmits
a wide-band, non-verbal greeting and
waits for a response. Less than twenty minutes later, the still-unidentified ship opens fire with full lasers,
completely destroying Iason and its
crew. Although the identity of the
attacking ship is never definitively
established, Confederation deep
space tracking computers point to a
possible point of origin from a previously unexplored planet, soon to be
known by its native name, Kilrah.
2630-2634
The Terran Confederation receives
numerous reports of unwarranted
assault, space piracy, kidnapping and
interplanetary plundering, all taking
place at an increasingly expanding
distance from the planet Kilrah.
Frequent attempts to meet with
Kilrathi High Command are rejected
without explanation. In retaliation,
the Terran Confederation Congress
votes unanimously to enforce a strict
non-aggression policy by the
Kilrathi. The leaders of Kilrah are
warned that their next transgression
could lead to military reprisals.
2634.186
86
2634.228
TCN cryptographer Ches M. Penney
intercepts and
decodes a stray Kilrathi cipher implying that a strike will soon be
launched against the planet
McAuliffe and its orbiting space station, Alexandria. Confederation High
Command orders a counteroffensive
twice the size
of the anticipated fleet, hoping to
reach McAuliffe first and ambush the
attackers.
2634.235
After a tense rush to McAuliffe, the
Confederation fleet establishes a formidable defensive position around
the planet. When the Kilrathi fleet
arrives, however, it is quadruple the
expected size. Several days of bloody
fighting all but obliterate the defensive forces.
2639.033
Kilrathi occupation forces land on
McAuliffe and hold a quarter of a
million Terrans hostage, reinforced by
orbital guns. The Confederation
regroups under the leadership of
then-Captain Geoffrey Tolwyn and
brings in an attack force of Raptorclass heavy fighters. Simultaneously,
TCN fighters drop porcupine mines in
a region of space near McAuliffe
where a principal jump point is
located.
Kilrathi ships stay clear of the mined
region, allowing the inception of
Phase Two of the operation, in which
a scrambled radio signal detonates
certain specially modified mines.
This clears the way for the arrival of
a sizable Terran reinforcement fleet
through the jump point. Terran
forces make an immediate strike
against the gunships threatening the
population centers on McAuliffe.
2644
Terran ground forces launch an
attack on a fortified Kilrathi colony,
only to be routed by unexpected
Kilrathi fighter support. The TCS
Tigers Claw is detached from its previous station and assigned to intercept the pursuing fighters in a delaying action eventually known as
Custers Carnival. Swarmed and badly
damaged by Kilrathi fighters, the
carrier distracts Kilrathi forces long
enough for the Terran fleet to reach
safety.
Despite the fact that three-fourths of
its engines are destroyed and half its
pilots are listed as casualties, the
heroic efforts of the Claws crew
allows the carrier to make it back
into Terran space. Two Gold Stars and
numerous other medals many of
them posthumous are awarded to
the ships personnel. The carrier
itself spends six months in spacedock for repairs and refitting.
2654.287
Simultaneously, on
the far side of the
galaxy, the celebrated Battle of
Repleetah
unfolds. The small
research planet of
Repleetah has long been home to
dedicated researchers from various
corners of the universe. Once the
declaration of war against the
Kilrathi makes its way to this distant
outpost, Terran scientists vote to pay
a visit to a Kilrathi research facility.
The goal of the Terran scientists is to
reaffirm their dedication to the
unfettered pursuit of knowledge and
to offer a peaceful co-existence with
their fellow scientists.
Instead, the Terrans are exterminated
in a surprise biological attack by the
Kilrathi. Marines from both sides of
the Terran-Kilrathi conflict rush to
Repleetah and engage in the most
sustained land-based fighting of the
entire war. In trench warfare reminiscent of Earths ancient World War I,
each side fights with dogged determination and in full bio-resistant
suits. Meager gains are bought with
hundreds of lives, only to be lost to
the next counter-attack.
Since Repleetah quickly loses any
strategic significance it might have
had, it comes to represent what each
side can win with as little investment as possible. Neither side is willing to commit anything more than
ground troops, even though a single,
thorough space strike could end the
battle victoriously. The bloodshed
continues unabated.
2654.326
87
2653-2655
88
2656-2667
Over the next eleven years,
Confederation forces attempt to
remove the Kilrathi from Enigma
Sector, where strategic jump nodes
lead directly to human homeworlds.
An attack on the Kilrathi headquarters at KTithrak Mang falls short
when the renowned Tigers Claw is
ambushed and destroyed by Kilrathi
stealth fighters. Still, Confederation
forces are able to successfully defend
Olympus Station a Terran starbase
established for the rebel Kilrathi
world of Ghorah Khar from
Kilrathi assault. Finally, in 2667,
Terran forces daringly jump behind
enemy lines and destroy the Kilrathi
sector headquarters of KTithrak
Mang.
During these years, the focus of the
Intergalactic War drifts away from
the decade-long Battle of Repleetah.
Supply ships and reinforcements
have long since ceased to visit the
research planet. Finally, by late
2664, only a handful of troops
remain on either side. The sole surviving Terran officer, Lieutenant
Miles DArby, leads his men in a lastditch effort to overrun the Kilrathi
position. No one lives through this
last action. The Battle of Repleetah
has finally come to an end.
2667
Confederation forces dispel a Kilrathi
attack on Pembroke Station, the
gateway system between Enigma and
Vega Sectors. These same forces then
attend to a mutiny aboard Rigel
2668
Terran fleets strike hard against
Kilrathi forces on the front lines,
eliminating nine carriers under construction and crippling dozens of
transports and four shipyards.
Running low on combat ships, the
Kilrathi military appears on the verge
of retreating for supplies.
As the pendulum of war swings
toward the Terrans, a peace accord is
unexpectedly offered by Kilrah. All
fleets are withdrawn, even those in
the midst of combat.
2669
Following the attack on Earth, the
Terran Intelligence Agency deploys a
top-secret, tactical search party
through a previously uncharted
Kilrathi jump point. A heavy carrier
(name unknown for security purposes) is equipped with self-sustaining
recycling systems, mining apparatus,
and a 62-person Special Operations
team. This unit leaves Goddard
Transfer Station on 2669.011 and
passes through a newly discovered
jump point. Its mission to search
out and destroy Kilrathi forces, sector by sector. To date, no known
communications have been received
from this special mission.
Presently, Kilrathi forces are still
challenging the Confederations front
lines. Aggressive enemy forces continue to ravage peaceful, defenseless
worlds in their mission to conquer
mankind. The war is at a stalemate,
with Terran-Alliance casualties climbing into the millions ...
tion-warhead
destruction of
Warsaw, Gilead
and Sirius Prime.
Front-line Marines
land on the
Imperial flagship carrier, where a few brave volunteers
place mines in suicide missions. The
volunteers destroy three of the
super-carriers, but the remainder of
the fleet reaches striking distance.
The Kilrathi successfully launch antimatter rockets on crucial defense
cities Chicago, Pittsburgh, Boston,
Miami, Quebec, Berlin, Paris, Kiev
and others then retreat to friendlier space.
89
Statistical Definitions
Class. The class of ship (light fighter, bomber, etc.). In the case of some capital
ships, the name of the class is given as well.
Length. The ships length in meters.
Mass. The physical tonnage of each fighter and bomber (in metric tonnes).
Max. Velocity/Max. Cruise Velocity. Velocity settings that are governed by the
ships computer and set in relation to (a) the flagship, (b) an escorted
vessel, (c) a nearby planetary body, (d) a beacon or (e) a value derived from
radar positions of all visible ships. The velocity is expressed in klicks per
second (kps).
Max. Afterburner Velocity. (Replaces Max. Cruise Velocity in the 2669 Edition)
The maximum possible velocity with afterburners active, given in klicks per
second (kps).
Acceleration. The evaluation of the ships acceleration rate, without afterburners, given in klicks per second squared (k/s2). Ships can accelerate and
decelerate at the same rate.
Note: Acceleration ratings for fighters in the 2654 Edition are classified as Bad,
Poor, Average, Good or Excellent. Subsequent editions list numerical ratings.
Maximum YPR (Yaw, Pitch, and Roll). The maximums for each characteristic
(in degrees per second, or dps).
* Yaw. Ability of a ship to turn right or left without changing its pitch. It is
generally more efficient to turn using both pitch and roll than to turn purely
through yaw.
* Pitch. Ability to change direction up or down.
* Roll. Ability to rotate along an imaginary axis extending from the nose to
the tail.
Weapons. Every ship has a different array of guns and weapons. The number of
missiles and torpedo hardpoints is given, along with the maximum number of
missiles per hardpoint. As an example, 4 x 3 indicates four hardpoints with
90
three missiles each. The default missile loadouts are given for each hardpoint
as 3 FF/3 IR, etc., with each type corresponding to a single hardpoint.
DF: Dumb-Fire missile
IR: Image-Recognition missile
Shields. The shield strength for each ship is measured in values equivalent to
centimeters thickness of Durasteel. Shields regenerate, as long as the
generator has not been destroyed.
Armor. Defensive armor is measured in centimeters thickness of durasteel.
Vulnerability Note: Every capital ship and orbiting base has specific weak points
that must be defended: engines, turret mounts, bridges, etc. During Fleet
Defense missions, concentrate on keeping enemy fire away from these
vulnerable areas. (In Wing Commander III missions, try aiming for these weak
points on capital ships.)
2668 EDITION
2669 EDITION
Terran Fighters
Hornet
Rapier
Scimitar
Raptor
Ferret
Epee
Rapier II
Sabre
Broadsword
Arrow
Excalibur
Hellcat V
Thunderbolt VII
Longbow
Terran CapShips
Venture
Drayman
Exeter
Tigers Claw
Gilgamesh
Waterloo
Concordia
Free Trader
Clydesdale
Star Base
Supply Depot
Starbase
Cruiser
Frigate
Destroyer
Transport
Light Carrier
Kilrathi Fighters
Salthi
Dralthi
Krant
Gratha
Jalthi
Sartha
Drakhri
Jalkehi
Grikath
Darket
Ekapshi
Dralthi IV
Vaktoth
Khahaf
Sorthak
Strakha
Paktahn
Kilrathi CapShips
Dorkir
Ralari
Fralthi
Kamekh
Ralatha
Fralthra
Dorkathi
Supply Depot
Ktithrak Mang
Supply Depot
Starbase
Corvette
Cruiser
Light Destroyer
Heavy Destroyer
Transport
Carrier
Dreadnought
2654 EDITION
91
Hornet
Class
Length
Mass
Light Fighter
20 meters
12.5 tonnes
Max. Velocity
420 kps
Cruise Velocity
300 kps
Acceleration
Good
Max. YPR
8/9/8 dps
Weapons
Armor
Rapier
Class
Length
Mass
Confederation Fighters
24 meters
13.5 tonnes
Max. Velocity
450 kps
Cruise Velocity
250 kps
Acceleration
92
Medium Fighter
Excellent
Max. YPR
10 dps
Weapons
Armor
Scimitar
Class
Medium Fighter
Length
25 meters
Mass
16 tonnes
Max. Velocity
Cruise Velocity
Acceleration
360 kps
150 kps
Good
Max. YPR
6/6/7 dps
Weapons
Armor
Raptor
Class
Heavy Fighter
Length
36 meters
Mass
20 tonnes
Max. Velocity
400 kps
Cruise Velocity
250 kps
Acceleration
Good
6/5/6 dps
Weapons
Armor
Confederation Fighters
Max. YPR
93
VEnture
Class
Length
Mass
Max. Velocity
Cruise Velocity
Acceleration
Max. YPR
Corvette*
80 meters
1,000 tonnes
200 kps
150 kps
Poor
2 dps
Weapons
Laser Cannon (2)
Missile Hardpoints (1x3): 1 FF / 2 HS
Armor
Fore and Aft Shields: 10 cm equiv. each
Front and Rear: 9/8 cm each
Right and Left: 8 cm each
Transport*
96 meters
2,000 tonnes
150 kps
100 kps
Poor
2 dps
Weapons
Turreted Laser (1)
Armor
Fore and Aft Shields: 9 cm equiv. each
Front and Rear: 8 cm each
Right and Left: 6 cm each
Destroyer
360 meters
8,000 tonnes
150 kps
100 kps
Poor
2 dps
Weapons
Turreted Lasers (4)
IR launch tube (1)
Armor
Fore and Aft Shields: 25 cm equiv. each
Front and Rear: 22/20 cm each
Right and Left: 20 cm each
Drayman
Class
Length
Mass
Max. Velocity
Cruise Velocity
Acceleration
Max. YPR
Exeter
Confederation CapShips
Class
Length
Mass
Max. Velocity
Cruise Velocity
Acceleration
Max. YPR
94
Tigers Claw
Class
Length
Mass
Max. Velocity
Acceleration
Max. YPR
Bengal Strike
Carrier
700 meters
80,000 tonnes
130 kps
Poor
1 dps
Weapons
Turreted Lasers (8)
Missile Hardpoints (3 x 2):
2 DF / 2 DF/ 2 HS
Armor
Fore and Aft Shields: 21 cm equiv. each
Front and Rear: 24/20 cm each
Right and Left: 25 cm each
Salthi
Class
Light Fighter
Length
24 meters
Mass
12 tonnes
Max. Velocity
Cruise Velocity
Acceleration
480 kps
300 kps
Excellent
Max. YPR
14/12/12 dps
Weapons
Armor
Dralthi
Class
Medium Fighter
Length
28 meters
Mass
14 tonnes
Max. Velocity
400 kps
Cruise Velocity
230 kps
Acceleration
Good
10/14/10 dps
Weapons
Armor
Kilrathi Fighters
Max. YPR
95
Krant
Class
Length
Mass
Medium Fighter
32 meters
16.6 tonnes
Max. Velocity
360 kps
Cruise Velocity
200 kps
Acceleration
Good
Max. YPR
7/10/7 dps
Weapons
Armor
Gratha
Class
36 meters
Mass
18 tonnes
Max. Velocity
320 kps
Cruise Velocity
320 kps
Kilrathi Fighters
Acceleration
96
Heavy Fighter
Length
Average
Max. YPR
6 dps
Weapons
Armor
Jalthi
Class
Length
Mass
Max. Velocity
Heavy Fighter
32 meters
22 tonnes
280 kps
Cruise Velocity
200 kps
Acceleration
Average
Max. YPR
5 dps
Weapons
Armor
Kilrathi Fighters
Joans Fighting Spacecraft: 2654 Edition
97
Dorkir
Class
Length
Mass
Max. Velocity
Cruise Velocity
Acceleration
Max. YPR
Transport*
104 meters
2,000 tonnes
100 kps
150 kps
Bad
2 dps
Weapons
Turreted Laser (1)
Porcupine Mines (3)
Armor
Fore and Aft Shields:
17/10 cm equiv. each
Front and Rear: 9/6 cm each
Right and Left: 9 cm each
*Configurable as either a Freighter or Tanker
Ralari
Class
Length
Mass
Max. Velocity
Cruise Velocity
Acceleration
Max. YPR
Destroyer
344 meters
18,000 tonnes
150 kps
100 kps
Poor
2 dps
Weapons
Turreted Lasers (6)
Porcupine Mine (1)
Armor
Fore and Aft Shields:
20/12 cm equiv. each
Front and Rear: 20/9 cm each
Right and Left: 18 cm each
Cruiser*
500 meters
20,000 tonnes
180 kps
120 kps
Poor
2 dps
Weapons
Fighter Complement 20**
Turreted Lasers (6)
IR launch tube (1)
Armor
Fore and Aft Shields:
27/17 cm equiv. each
Front and Rear: 28/14 cm each
Right and Left: 26 cm each
Fralthi
Class
Length
Mass
Max. Velocity
Cruise Velocity
Acceleration
Max. YPR
Kilrathi CapShips
98
Ferret
Class
Patrol Fighter
Length
10.2 meters
Mass
10.5 tonnes
Max. Velocity
Cruise Velocity
500 kps
360 kps
Acceleration
Good
Max. YPR
8 dps
Weapons
Armor
Epee
Class
Length
Mass
Max. Velocity
480 kps
Cruise Velocity
250 kps
Acceleration
Excellent
10 dps
Weapons
Armor
Confederation Fighters
Max. YPR
99
Rapier II
Class
Length
Mass
Max. Velocity
450 kps
Cruise Velocity
250 kps
Acceleration
Excellent
Max. YPR
10 dps
Weapons
Armor
Sabre
Class
Length
Mass
Confederation Fighters
23.6 meters
22 tonnes
Max. Velocity
420 kps
Cruise Velocity
220 kps
Acceleration
100
Excellent
Max. YPR
8 dps
Weapons
Armor
Broadsword
Class
Heavy Bomber
Length
36.0 meters
Mass
100 tonnes
Max. Velocity
Cruise Velocity
Acceleration
320 kps
150 kps
Poor
Max. YPR
5 dps
Weapons
Armor
Confederation Fighters
Joans Fighting Spacecraft: 2668 Edition
101
Gilgamesh
Class
Length
Mass
Max. Velocity
Cruise Velocity
Acceleration
Max. YPR
Destroyer
312.1 meters
10,000 tonnes
250 kps
150 kps
Poor
2 dps
Weapons
Flak Cannon (2)
Anti-Matter Guns (2)
Armor
Fore and Aft Shields: Phase Shields
Front and Rear: 250 cm each
Right and Left: 200 cm each
Waterloo
Class
Length
Mass
Max. Velocity
Cruise Velocity
Acceleration
Max. YPR
Cruiser
503.9 meters
19,500 tonnes
200 kps
100 kps
Poor
1 dps
Weapons
Fighter Complement 40
Flak Cannon (3)
Anti-Matter Guns (4)
Armor
Fore and Aft Shields: Phase Shields
Front and Rear: 300 cm each
Right and Left: 250 cm each
Concordia
confederation CapShips
Class
Length
Mass
Max. Velocity
Cruise Velocity
Acceleration
Max. YPR
102
Carrier
983.7 meters
73,000 tonnes
100 kps
50 kps
Bad
1 dps
Weapons
Fighter Complement 120
Flak Cannon (3)
Anti-Matter Guns (8)
Phase Transit Cannon (1)
Armor
Fore and Aft Shields: Phase Shields
Front and Rear: 500 cm each
Right and Left: 400 cm each
Free Trader
Class
Length
Mass
Max. Velocity
Cruise Velocity
Acceleration
Max. YPR
Transport
(Civilian)
83 meters
2,000 tonnes
150 kps
100 kps
Poor
2 dps
Weapons
Flak Cannon (1)
Armor
Fore and Aft Shields: 10 cm equiv. each
Front and Rear: 9 cm each
Right and Left: 7 cm each
Clydesdale
Class
Length
Mass
Max. Velocity
Cruise Velocity
Acceleration
Max. YPR
Transport
(Military)
73.3 meters
4000 tonnes
150kps
100 kps
Bad
2 dps
Weapons
Flak Cannon (2)
Armor
Fore and Aft Shields: 25 cm equiv. each
Front and Rear: 12 cm each
Right and Left: 11 cm each
Star Base
Class
Length
Mass
Max. Velocity
Cruise Velocity
Acceleration
Max. YPR
Fighter Complement
N/A
1200 meters
230,000 tonnes
10 kps
10 kps
Poor
N/A
350
Weapons
Flak Cannon (4)
Armor
Fore and Aft Shields: Phase Shields
Front and Rear: 700 cm each
Right and Left: 700 cm each
Capital Ships
Joans Fighting Spacecraft: 2668 Edition
103
Sartha
Class
Length
Mass
Light Fighter
8.3 meters
12.5 tonnes
Max. Velocity
400 kps
Cruise Velocity
220 kps
Acceleration
Good
Max. YPR
4 dps
Weapons
Armor
Drakhri
Class
Length
Kilrathi Fighters
Mass
104
Medium Fighter
11.7 meters
14 tonnes
Max. Velocity
400 kps
Cruise Velocity
200 kps
Acceleration
Good
Max. YPR
7 dps
Weapons
Armor
Jalkehi
Class
Length
Mass
Max. Velocity
Heavy Fighter
25.2 meters
20 tonnes
360 kps
Cruise Velocity
200 kps
Acceleration
Average
Max. YPR
2 dps
Weapons
Armor
Grikath
Class
Length
Mass
Heavy Fighter
17.7 meters
27 tonnes
Max. Velocity
330 kps
Cruise Velocity
200 kps
Acceleration
Bad
3 dps
Weapons
Armor
Kilrathi Fighters
Max. YPR
105
Kamekh
Class
Length
Mass
Max. Velocity
Cruise Velocity
Acceleration
Max. YPR
Corvette
135 meters
1,300 tonnes
200 kps
100 kps
Poor
3 dps
Weapons
Flak Cannon (3)
Missile Hardpoints (2 x 3): 3 IR / 3 IR
Armor
Fore and Aft Shield: Phase Shields
Front and Rear: 300 cm each
Right and Left: 280 cm each
Destroyer
394.2 meters
11,000 tonnes
250 kps
150 kps
Poor
1 dps
23
Weapons
Flak Cannon (2)
Anti-Matter Cannon (2)
Armor
Fore and Aft Shield: Phase Shields
Front and Rear: 500 cm each
Right and Left: 500 cm each
Ralatha
Class
Length
Mass
Max. Velocity
Cruise Velocity
Acceleration
Max. YPR
Fighter Complement
Fralthra
Class
Length
Mass
Max. Velocity
Cruise Velocity
Acceleration
Max. YPR
Fighter Complement
Cruiser
612.0 meters
20,500 tonnes
150 kps
100 kps
Poor
1 dps
40
Weapons
Flak Cannon (3)
Anti-Matter Guns (3)
Armor
Fore and Aft Shield: Phase Shields
Front and Rear: 700 cm each
Right and Left: 600 cm each
Kilrathi CapShips
Dorkathi
106
Class
Transport
(Military)
Length
95.0 meters
Mass
5,000 tonnes
Max. Velocity
200 kps
Cruise Velocity
100 kps
Acceleration
Poor
Max. YPR
2 dps
Fighter Complement 40
Weapons
Flak Cannon (2)
Armor
Fore and Aft Shield: 19 cm equiv. each
Front and Rear: 17 cm each
Right and Left: 16 cm each
Supply Depot
Class
Length
Mass
Max. Velocity
Cruise Velocity
Acceleration
Max. YPR
Fighter Complement
N/A
806.3 meters
40,000 tonnes
N/A
N/A
N/A
N/A
55
Weapons
Flak Cannon (2)
Armor
Fore and Aft Shield: Phase Shields
Front and Rear: 400 cm each
Right and Left: 300 cm each
Ktithrak Mang
Class
Length
Mass
Max. Velocity
Cruise Velocity
Acceleration
Max. YPR
Fighter Complement
Space Station
1,100 meters
240,000 tonnes
N/A
N/A
N/A
N/A
110
Weapons
Flak Cannon (2)
Anti-Matter Cannon (2)
Armor
Fore and Aft Shield: Phase Shields
Front and Rear: 700 cm each
Right and Left: 700 cm each
107
Arrow
Class
Length
Mass
Max. Velocity
Max. Afterburner
Velocity
Acceleration
Light Fighter
20 meters
13 metric tonnes
520 kps
1350 kps
250 k/s2
Max. YPR
80/90/80 dps
Weapons
Armor
Excalibur
Class
Length
Mass
Max. Velocity
Max. Afterburner
Velocity
Confederation Fighters
Acceleration
108
Space/Atmospheric Fighter-Bomber
32 meters
20 metric tonnes
500 kps
1650 kps
250 k/s2
Max. YPR
70/80/70 dps
Weapons
Armor
Hellcat V
Class
Length
Mass
Max. Velocity
Max. Afterburner
Velocity
Acceleration
Medium Fighter
27 meters
14 metric tonnes
420 kps
1200 kps
250 k/s2
Max. YPR
80/90/80 dps
Weapons
Armor
Thunderbolt VII
Class
Length
Mass
Max. Velocity
Max. Afterburner
Velocity
Acceleration
Heavy Fighter
34 meters
20 metric tonnes
380 kps
1000 kps
200 k/s2
1000 dps
Weapons
Armor
Confederation Fighters
Max. YPR
109
Longbow
Class
Length
Mass
Max. Velocity
Max. Afterburner
Velocity
Acceleration
Heavy Fighter
34 meters
20 metric tonnes
380 kps
1000 kps
200 k/s2
Max. YPR
1000 dps
Weapons
Confederation Fighters
Armor
110
Supply Depot
Class
Length
Mass
Max. YPR
Max. Velocity
Acceleration
Shields
N/A
1425 meters
585,000 metric tonnes
0 dps
0 kps
0 k/s2
0
Starbase
Class
Length
Mass
Max. YPR
Max. Velocity
Acceleration
Shields
N/A
2500 meters
650,000 metric tonnes
5 dps
150 kps
10 k/s2
4000 cm equiv.
Cruiser
Class
Length
Mass
Max. YPR
Max. Velocity
Acceleration
Shields
Destroyer
N/A
530 meters
18,200 metric tonnes
5 dps
150 kps
10 k/s2
3000 cm equiv.
Class
Length
Mass
Max. YPR
Max. Velocity
Acceleration
Shields
N/A
490 meters
19,000 metric tonnes
5 dps
200 kps
10 k/s2
2000 cm equiv.
Transport
Class
Length
Mass
Max. YPR
Max. Velocity
Acceleration
Shields
N/A
160 meters
2300 metric tonnes
5 dps
100 kps
10 k/s2
2000 cm equiv.
Light Carrier
Class
Length
Mass
Max. YPR
Max. Velocity
Acceleration
Shields
N/A
720 meters
28,000 metric tonnes
5 dps
120 kps
10 k/s2
3000 cm equiv.
Class
Length
Mass
Max. YPR
Max. Velocity
Acceleration
Shields
Confederation CapShips
Frigate
N/A
620 meters
28,000 metric tonnes
5 dps
180 kps
10 k/s2
1000 cm equiv.
111
Darket
Class
Length
Mass
Max. Velocity
Max. Afterburner
Velocity
Acceleration
Light Fighter
24 meters
12 metric tonnes
520 kps
1350 kps
250 k/s2
Max. YPR
90/80/90 dps
Weapons
Armor
Ekapshi
Class
Length
Mass
Max. Velocity
Max. Afterburner
Velocity
Kilrathi Fighters
Acceleration
112
Max. YPR
65/55/55 dps
Weapons
Armor
Dralthi IV
Class
Length
Mass
Max. Velocity
Max. Afterburner
Velocity
Acceleration
Medium Fighter
31 meters
15 metric tonnes
430 kps
1100 kps
200 k/s2
Max. YPR
55/65/55 dps
Weapons
Armor
Vaktoth
Class
Length
Mass
Heavy Fighter
36 meters
19 metric tonnes
Max. Velocity
410 kps
Max. Afterburner
Velocity
950 kps
Acceleration
150 k/s2
45/55/45 dps
Weapons
Armor
Kilrathi Fighters
Max. YPR
113
k ha haf
Class
Length
Mass
Max. Velocity
Max. Afterburner
Velocity
950 kps
Acceleration
150 k/s2
Max. YPR
50/40/40 dps
Weapons
Armor
S
A
L
F
I
S
Sorthak
Class
Length
Kilrathi Fighters
Mass
114
Super-Heavy Fighter
38 meters
22 metric tonnes
Max. Velocity
400 kps
Max. Afterburner
Velocity
950 kps
Acceleration
200 k/s2
Max. YPR
65/55/55 dps
Weapons
Armor
D
E
I
Strakha
Class
Length
Mass
Max. Velocity
Max. Afterburner
Velocity
Acceleration
Stealth Fighter
30 meters
16 metric tonnes
480 kps
1200 kps
250 k/s2
Max. YPR
70/80/70 dps
Weapons
Armor
Paktahn
Class
Length
Mass
Max. Velocity
Max. Afterburner
Velocity
Acceleration
Weapons
Bomber
37 meters
30 metric tonnes
340 kps
kps
100 k/s2
Plasma Gun (4)
Ion Cannon (2)
Armor
Kilrathi Fighters
115
Shields
Shields on capital ships are generally strong and invulnerable to gunfire.
However, on some ships, you can actually fly through the hull cavity if you make
it past the turret fire. Once youre inside the hull, you can activate the slide
(only available on the Arrow and Excalibur) and fire sideways at will.
Unprotected by shields, the hull is vulnerable to this type of attack.
Weak Points
All capital ships have weak points. With the advent of shield-penetration missile
technology, other weapons besides torpedoes can now damage capital ships. If
you can hit these points with missiles or barrage them with full guns, youll
damage the ship. Vulnerable points of attack include the bridge, the hull,
windows and engine exhaust ports. Try to attack so that you have these points
in your sights when you launch your missiles.
Best Ordnance
The torpedo is a favored weapon among pilots who constantly attack capital
ships. With such a high damage potential, one or two torpedoes can knock out
even the largest enemy ship. But before you go in for a torpedo run, use your
guns to take out turrets on the surface of the capital ship. With less flak, youll
have a better chance of surviving your torpedo run.
You can also use regular missiles and guns against lighter capital ships (such as
corvettes and destroyers), but they dont apply as much damage as torpedoes.
If you dont want to use torpedoes, try loading up all your hardpoints with
dumbfires. If you have enough of them, you can easily deliver the same amount
of damage as a torpedo and you wont have to wait for a lock.
Kilrathi CapShips
Supply Depot
116
Class
Length
Mass
Max. Velocity
Acceleration
Max. YPR
Shields
N/A
1600 meters
602,000 metric tonnes
0 kps
0 k/s2
0 dps
None
Starbase
Class
Length
Mass
Max. Velocity
Acceleration
Max. YPR
Shields
N/A
5,200 meters
722,000 metric tonnes
0 kps
0 k/s2
0 dps
1000 cm equiv.
Corvette
Class
Length
Mass
Max. Velocity
Acceleration
Max. YPR
Shields
Cruiser
Class
Length
Mass
Max. Velocity
Acceleration
Max. YPR
Shields
N/A
110 meters
5500 metric tonnes
200 kps
20 k/s2
5 dps
1000 cm equiv.
Heavy Destroyer
Light Destroyer
Class
Length
Mass
Max. Velocity
Acceleration
Max. YPR
Shields
Class
Length
Mass
Max. Velocity
Acceleration
Max. YPR
Shields
N/A
450 meters
17,000 metric tonnes
180 kps
100 k/s2
15 dps
1500 cm equiv.
Transport
Class
Length
Mass
Max. Velocity
Acceleration
Max. YPR
Shields
N/A
550 meters
23,000 metric tonnes
150 kps
20 k/s2
5 dps
3000 cm equiv.
N/A
530 meters
19,000 metric tonnes
180 kps
200 k/s2
20 dps
2000 cm equiv.
Carrier
Class
Length
Mass
Max. Velocity
Acceleration
Max. YPR
Shields
N/A
150 meters
2100 metric tonnes
100 kps
10 k/s2
5 dps
2000 cm equiv.
N/A
920 meters
100,000 metric tonnes
100 kps
10 k/s2
5 dps
2000 cm equiv.
Class
Length
Mass
Max. Velocity
Acceleration
Max. YPR
Shields
N/A
22,000 meters
290,000 metric tonnes
100 kps
10 k/s2
5 dps
8000 cm equiv.
Dreadnought
117
ENERGY GUNS
All fighters and cap ships in modern fleets use energy guns as their primary
armament. Those on fighters are quick-firing and have relatively short range.
With the added advantages of high velocity, fast refire rates and advanced
guidance systems, hits are virtually guaranteed for any pilot with a few kills
under his belt. Cap ship turret guns fall into the same category keep yourself
safely distant from them.
The basic premise of an energy gun is simple when a hit occurs, massive
amounts of energy transfer to the target. It doesnt take too many shots to down
a fighter, but guns are nearly useless against larger ships in the fleet.
Below, youll find descriptions of each gun type and its associated statistics.
Service Date. Year the weapon came into service (and year it was retired, if
applicable).
Penetration. Armor/shield penetration expressed in tenths of a cm (0.1cm =
1 armor unit).
Energy. The amount of energy used for one shot (in nanoJoules).
Range. Range of the gun (in klicks).
Refire Delay. The guns optimal recharge rate (in seconds) after each shot.
Ion Cannon
Service Date
2668
Penetration
30
Energy Guns
118
Laser Cannon
The laser is the backbone of todays energy
guns. Despite their low damage potential,
lasers are reliable, versatile and effective. In
fact, they probably account for more enemy
fighter kills than any other weapon.
Consistently improved upon and perfected
over the last half-century, the laser provides the
other blasters are judged.
Service Date
2628
Penetration
18
Energy
10 nJ
Range
5000 k
Refire Delay
.25 sec
Low maintenance and a low energy cost make it standard armament for
almost every ship in existence. The laser is ideally suited to deep-space
combat (in atmospheric conditions, rays refract and lose their effectiveness),
but has no effect against shields on larger ships.
Service Date
2650
Penetration
45
Energy
12 nJ
Range
2000 k
Refire Delay
.30 sec
This basic fighter weapon has medium-to-long range, good damage potential,
and is reliable and accurate. Heat buildup, refire time and power drain are
minimal, and the mass driver requires less energy per shot than most
blasters.
Meson Blaster
Service Date
2628
Penetration
18
10 nJ
4500 k
.40 sec
particles,
Energy Guns
119
Neutron Gun
Service Date
2640 to
2668
Particle Cannon
Service Date
2658
Penetration
43
Photon Cannon
Service Date
2632
Penetration
32
Energy Guns
120
Plasma Gun
Service Date
2628
Penetration
67
Reaper Cannon
Service Date
Tachyon Gun
44 nJ
3000 k
.50 sec
and heat
Planned
2669
35
17 nJ
4500 k
.30 sec
and any
Service Date
2669
Penetration
70
Energy Guns
121
Missile Weapons
Energy guns are the preferred choice for attacking or defending ships and can
deliver multiple shots. Missile weapons, on the other hand, have a one-shot life
and often use complex guidance systems. Though phased out on larger fleet
ships, missiles continue to be a staple among fighters. Theyre capable of
damaging heavily shielded fighters or capital ships.
Length. Physical measurement of the weapon in meters.
Service Date. Year the weapon came into service (and year it was retired, if
applicable). The latest version number is also given.
Blast Radius (mines only). Radius of damage measured in meters. Objects
within this radius receive full or partial damage from the explosion,
depending on the blast proximity.
Speed. The top speed of the weapon in klicks/second.
Acceleration. The acceleration of the weapon in klicks/second/second.
Maneuverability. Maneuverability of the weapon (pitch, yaw and roll) in
degrees/second. (Mines are rated in degrees per minute.)
Duration. The time (in seconds) before the weapon self-destructs.
Lock time. The time (in seconds) the weapon requires to recognize and lock on
to the target.
Penetration. Armor/shield penetration expressed in tenths of a cm (0.1cm = 1
armor unit).
Dumbfire Missile
Service Date
2599
(DF-V.32)
Missile Weapons
122
Friend-or-Foe Missile
Service Date
2628
(FF-V.12)
Heat-Seeking Missile
The heat-seeker (HS) is an inexpensive,
simple weapon that has served in various
forms for armed forces since the late 1900s.
The engines of fighters and capital ships
generate significant heat, a fact that the HS
uses to its advantage.
Service Date
2650
(HS-V.21)
Length
2 meters
Speed
2000 k/s
Acceleration
800 k/s2
Maneuverability
80 dps
Duration
10 sec
Lock Time
2 sec
Heat-seekers are the most common missile
carried on fighters. The operation is simple
Penetration
400
the missile tracks down the thermal signature
of the targets engines. Its most limiting
factor is its rear-aspect tracking mechanism, which requires the lock to be
acquired from the rear. A second drawback is that the missile locks onto the
nearest heat source, whether it be friendly or enemy.
Leech
2669
(LH-V1.0)
Length
1.8 meters
Speed
1400 k/s
Acceleration
800 k/s2
Maneuverability
80 dps
Duration
20 sec
Lock Time
2 sec
Penetration
N/A
Missile Weapons
Service Date
123
Image-Recognition Missile
Service Date
2633
(IR-V.25)
2.2 meters
1600 k/s
600 k/s2
80 dps
15 sec
1 sec
250
the target
Porcupine Mine
Service Date
2596
(MP-V4.2)
Missile Weapons
124
Torpedo
Length
3.8 meters
Speed
1000 k/s
Anti-Matter Gun
2667
Penetration
300
Service Date
125
Phase-Transit Cannon
Service Date
2653 to
2665
Turreted Laser
Service Date
2538 to
2668
Penetration
10
Energy
12 nJ
Range
2500 k
Refire Delay
.1 sec
Service Date
2630
Penetration
25
126
CapShip Missile
Only one missile type exists for capital ships
the CapShip missile. It is a huge, lockable
missile that carries a powerful anti-matter
warhead capable of taking out other capital
ships and destroying tactical planetary
targets. Mostly found on launch racks on older
ships, this missile is highly effective and not
easily destroyed by fighter weaponry.
Phase Shield
Service Date
2645
Penetration
70
Energy
85 nJ
Range
4000 k
Refire Delay
.25 sec
Service Date
2669
Length
5.2 meters
Speed
1000 k/s
Acceleration
400 k/s2
Maneuverability
20 dps
Duration
120 sec
Lock Time
5.0 sec
Penetration
60,000
Service Date
2669
Penetration
7500
85 nJ
1500 nJ
(per minute)
127
Chaff Pod
Chaff was developed in the mid-1900s and became a staple cartridge defense
in all airborne fighters. This technology transferred into space fighters and
has evolved over the years. Recently, the Confederation developed more
electronic chaff pods, sophisticated devices that fool enemy missiles into
diverting away from the targeted ship.
Some drawbacks still exist. Chaff pods must be deployed at the last possible
moment before missile impact, because the pods effect lasts only a short
while. Chaff only works on missiles that are currently targeted on your ship;
any missiles launched after you drop the pod arent fooled. Finally, chaff
doesnt destroy the enemy missile, it simply diverts it. If youre too close to
the chaff when the missile hits it, you might take damage anyway. Its best
to be moving at least 150 kps when you drop a pod.
Stealth Technology
Kilrathi stealth fighters are invisible to human or instrument detection.
Formerly dismissed as rumors, their existence was proven in 2667 following a
confirmed visual sighting. The intricacies of the stealth system remained
solely in the possession of Kilrathi scientists until 2669, when Confed R & D
successfully developed a prototype cloaking device. The only fighter currently
equipped with the cloak mechanism is the new Excalibur that is currently in
testing.
Tractor Beam
Tractor beam technology dates back to the late 2400s and was first used in
space-station construction. It evolved into a specialized mount that is used
on capital ships, transports and some fighters
The tractor beam uses molecular magnetization to lock onto small inorganic
or organic targets (an ejected pilot or capsule, for example), pulling it to the
beam source. The tractor beam is a vital tool in search-and-rescue missions.
128
EA 565105
1996, ORIGIN Systems, Inc.
Origin and Wing Commander are registered trademarks,
and The Kilrathi Saga is a trademark, of ORIGIN Systems, Inc.