Kilrathi Saga Manual

Download as pdf or txt
Download as pdf or txt
You are on page 1of 129
At a glance
Powered by AI
The document discusses the history and technology of capital ship weapons and defenses in the Wing Commander universe. Some of the major weapons discussed include neutron guns and capital ship missiles. Defensive systems discussed include phase shields, chaff pods, and tractor beams.

Some of the major weapons discussed include turreted neutron guns and capital ship missiles, which are large lockable missiles with powerful antimatter warheads.

Some defensive systems discussed include phase shields, which can block damage from fighter weapons but not torpedoes, as well as chaff pods that can divert incoming missiles and tractor beams that can pull objects like escape pods.

s

averick" Robert
tter to Chris "M
Le
n
Fa
en
Op
An
Roberts
his career, Chris ter
of
g
in
nn
gi
be
pu
From the very
to connect com
an opportunity
out of their
es
ey
r
rarely missed
ei
th
p
the floor, po
gamers' jaws to
ingly fun and
ide overwhelm
a
ov
pr
d
lrathi Saga is
sockets an
riences. The Ki
pe
ex
g
in
m
ga
original
s vision.
testament to hi
rts'
e of Chris Robe
represents som
f
of
is
ris
This package
Ch
IGIN. Now that
ve
best work at OR s, those of us who remain ha
rld
wo
ng
w
hi
ne
yt
g
er
tin
ev
ea
ll
cr
fi
We still strive to th the best
big shoes to fill.
e wi
ac
sp
ep
de
d
an
between Earth
st of the everrs
ac and the re
der characte
that Blair, Mani
of Wing Comman
e
rs
s
ive
ar
un
st
g
r
in
expand
n make ou
only hope we ca
can offer. We
.
shine as bright
'll miss you.
vision, Chris. We
al
in
ig
or
ur
yo
r
Thanks fo
Team at
The Maverick

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

HOW TO USE THIS BOOK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4


STARTING THE GAME
Differences Between Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
Transferring Games from DOS . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
Quick Control Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
WING COMMANDER I
Starting the Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
On the Carrier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
Saving and Loading Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
Exiting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
Game Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
Walkthrough . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
WING COMMANDER II
Differences in Wing Commander II . . . . . . . . . . . . . . . . . . . . . . .12
Starting the Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
On the Carrier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
Mission Briefings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
Saving and Loading Games . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
Exiting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
Game Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14

Playguide

WING COMMANDER III


Differences in Wing Commander III . . . . . . . . . . . . . . . . . . . . . .15
Major Changes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
Starting the Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
Saving, Loading and Exiting . . . . . . . . . . . . . . . . . . . . . . . . . . .15
Quick Start . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
On the Carrier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
Main Terminal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
Talking to Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
Lift, Bridge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
Gunnery Control, Rec Room, Killboard . . . . . . . . . . . . . . . . . . . . .18
Berth, Flight Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
Simulator, Loadout Terminal . . . . . . . . . . . . . . . . . . . . . . . . . . .20
Mission Briefing Room . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
Game Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
Main Terminal Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
In-Flight Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22

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

BORGERS ALL THE SECTORS WEAPONS SYSTEMS


Energy Guns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .118
Missile Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .122
Capital Ship Weapons and Defenses . . . . . . . . . . . . . . . . . . . . .125
Other Defensive Systems . . . . . . . . . . . . . . . . . . . . . . . . . . . . .128

How to use this booK


This manual is divided into several chapters. The individual pages have the chapter title printed on the edge of the page.

Playguide: Gameplay Information


Overview of controls, and three mini-chapters that cover the specifics of playing
each game, including:
(1) Differences between the three games
(2) Information on how to start, save and load each game
(3) What you can do on the carrier between missions
Additionally, this section contains a tutorial for the first Wing Commander I
mission.

Blairs Scrapbook
Collection of articles, photos, wingmen biographies and general memorabilia from
Wing Commander I, II and III.

History of the War


Overview of the Terran-Kilrathi conflict, from its origins in 2634 to its climax in
2669.

Joans Fighting Spacecraft


(3 editions) Listing of all Terran and Kilrathi ships, grouped by game title, then
type. Edition 2654 corresponds to Wing Commander I, 2668 to Wing Commander
II, and 2669 to Wing Commander III.

Borgers All the Sectors Weapons


Descriptions of the non-classified guns, missiles, bombs and other
weapons/devices that appear in 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.

Starting the Game


To install the game, turn on your computer and insert Disc 1. The game automatically launches the Main
Menu whenever you insert a
game CD. When the Main
Menu appears, follow the onscreen instructions (refer to
the Install Guide for details).
Left-click on INSTALL WING 1, 2
or 3 to install a particular
game. Left-click on PLAY WING
1, 2, OR 3 to start a particular game after its installed.
Selecting the INVULNERABLE
option changes your callsign
to Cheater.

DIFFERENCES BETWEEN GAMES


Although all these games take place in the same universe, they were developed
independently and have some differences. Wing Commander I and II, however,
have more in common with each other than with Wing Commander III. The latter
has more options and features.
For information on specific differences between games, refer to Differences in
Wing Commander II (p. 12) or Differences in Wing Commander III (p. 15).

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.

Wing Commander I for DOS


Copy the save game file SAVEGAME.WLD from your old Wing Commander I
game directory to <your Kilrathi Saga game directory>\wc1\gamedat.

Wing Commander II for DOS


Copy SAVEGAME.WC2 from your old Wing Commander II game directory to
<your Kilrathi Saga game directory>\wc2\gamedat.

Wing Commander III for DOS

Playguide

Copy *.WSG from your old Wing Commander III game directory to
<your Kilrathi Saga game directory>\wc3\gamedat.

QUICK CONTROL OVERVIEW


Between missions, you select game functions by using a joystick, a mouse or
arrow keys (Wing Commander I only) to move a pointer around the on-screen
picture. As you move the pointer, it indicates whether a game function is available in a particular location (a hotspot).

Wing Commander I and II


Moving around the ship. Use a joystick or mouse to move your cursor around
the screen and highlight hotspots that perform actions (such as initiating
scenes). Youll see green cross hairs when you move your cursor over an action
spot. (The specific function assigned to an area is indicated in text appearing at
the bottom of the screen.)
Selecting actions. Use L or the joystick trigger to select the current action
option.

Wing Commander III


Moving around the ship. Use a joystick, mouse or keyboard to move your cursor
around the screen and highlight hotspots that perform actions (such as talking
to characters, moving between rooms and opening lockers).
Talking to characters often lets you choose a response. In these cases, youll see
an answer (or action) at the top and bottom of the screen. Move the cursor
up/down to choose a response, then left-click.
Cycling through hotspots. Use :, joystick button A, t or st to cycle
through hotspots on the screen and display action text.
Selecting actions. Use L, joystick trigger or e to select the current action
option.

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.)

Check pilot scores


Talk to characters
Fly training missions
Enter barracks

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

Increase/decrease music volume

cA, cS

Sound (toggle)

cS

Increase/decrease sound effects volume

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).

On the Tigers Claw


2. The TrainSim unit is displayed. After a few seconds, the words GAME OVER
appear. Type a name and press e, then your callsign and press e
when prompted (use any name and callsign you choose). Click the joystick trigger (or press L or e).
3. In the bar, talk to the bartender by moving the pointer over him. When
the blue pointer turns into a green cross, press the joystick trigger (or
press L or e). You can let the conversation progress or click the joystick button to speed it along. After your talk, you return to the main
area of the bar. Follow the same procedure to talk to the pilots seated on
the right or to check the chalkboard on the wall, clicking again to return
to the main bar screen.
4. Click on the right-hand door labeled Barracks. Move the pointer over an
empty bunk and click. The words GAME NAME appear. Type a name to
identify this game. Press e. A sleeping pilot appears, indicating that
the game has been saved.
5. Move the pointer to the far right door. The words MISSION HANGAR
appear. Click on the door to go to your first mission briefing and launch.

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.

10

Nav 2, 3 and Back Home


19. When you leave the asteroids, center the white cross, press A to reactivate autopilot, and go to the next nav point.
20. You will soon be in another dogfight. When all enemies have been
defeated, press N and A until you emerge from autopilot at Nav 3.
Maneuver through another asteroid field, then fly to the Tigers Claw by
engaging the autopilot.
21. Slow for landing. Press T to target the Tigers Claw. Press C to communicate, 2 to contact the Claw and 1 to request landing clearance.
22. Approach the front of the Claw slowly (so you dont crash), and watch
your landing and debriefing. Then youll be sent back to the bar where
you can talk, fly the TrainSim, check your score, or head for the barracks
to save a game or exit to Windows 95.
23. To save the game, click on the right-hand door labeled BARRACKS. Move
the pointer over the feet of the sleeping pilot and click. The words SAVE
THIS CAMPAIGN appear. Click and the words REPLACE <game name>?
(Y/N) appear. Select Y and press e. Your old saved game has been
replaced. (Alternatively, you can select an empty bunk and save this as a
second game.)
24. Congratulations! Youve completed your first mission!

Playguide

11

Wing Commander II
Select PLAY WING 2 from the Main Menu.

DIFFERENCES

IN

Wing Commander II

A lot of changes and technological advancements (such as speech) occurred


between the development of Wing Commander I and Wing Commander II. Some of
these changes appear between missions, while others are specific to spaceflight.
Speech. Wing Commander I is fully subtitled, while Wing Commander II has subtitles and partial speech in cinematics, and full speech in flight.
Saving/Loading Games. Wing Commander II saves your progress automatically
(as long as you select RESUME CURRENT GAME when launching the game. You can
still manually save games between missions.
Interactive Scenes. In Wing Commander I, you click on people or items to initiate an action, and on a door to move to the Barracks. Wing Commander II is less
interactive; clicking on a door simply activates an entire scene that you watch
from a camera point of view. Youll also view movies, some of which take place
on the carrier, and others that occur in Kilrathi territory.
Tractor Beam. Several Wing Commander II missions involve picking up objects or
pilots in space. For these tasks, you now have a tractor beam. This is an magnetized particle beam that can transfer physical objects to your fighter.
Guns. A couple of the Wing Commander II ships have rear and side turrets that
fire automatically while youre in forward view (1) or manually if you switch
to the side or rear view (2, 3 or 4). Your ship will continue its current
course in a straight line if you switch to another view. You fire turret guns just
like you fire your forward guns use the trigger or z.
Jumping. Some of the Wing Commander II ships can now move from one area to
another via jump points. A jump point is an entry hole in space that has an exit
elsewhere, often light years away. When you jump, it only takes a few seconds to
reach your new location. (J initiates jumping in the Broadsword.)

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.

Playguide

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.

12

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.

13

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

Wing Commander III


Select PLAY WING 3 from the Main Menu.
Note: You cannot transfer previous Wing Commander characters to Wing
Commander III.

DIFFERENCES

IN

WING COMMANDER III

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.

15

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.

16

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

Playguide

Activate MAIN TERMINAL


Go to GUNNERY CONTROL

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.

18

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.

Activate MAIN TERMINAL


Go to REC ROOM
Look in LOCKER (it will be open when available)

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

(D). Toggle: select


default training mission/display original mission list.

DEFAULT

(e). Begin simulator


mission.

RUN

RETURN

(R). Abort simulation.

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

(P). Close terminal


screen and load ship.

PROCEED

Click the missile rack or top


arrows (or use A and S) to
switch hardpoints (slots for
missiles). The number of hardpoints varies between ships.
The missile slots available on
each hardpoint is indicated by
text. Some ships have locked hardpoints (outlined in red) that cannot be
changed.

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.

Mission Briefing Room


Prior to each mission, you attend a mission briefing. Youll be briefed by your
superiors about the flight path and mission objectives. Then, youll brief your
squadron and pick a wingman by moving the cursor over the person and leftclicking. Those available change with each mission, and you must talk to someone before he or she can be selected.

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.

Main Terminal Options


Main Terminals in the Gunnery, Bridge, Berths and Flight Control areas let you
save and load games, as well as adjust music, sound, language and graphic
modes. For screens with toggle boxes, bright boxes indicate an active option,
dark boxes indicate an inactive option.
(L). Return to the normal game screen.

LOGOFF

DUTY LOGS (D). Save/load


games. Use the single arrows
to move up or down one slot
at a time. Use the double
arrows to scroll up or down
one page at a time.

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

(e). Return to the Main Terminal screen.

(C). Adjust music, sound, graphic mode and language. (Changes are
included in subsequent saved games.)

CONTROLS

Playguide

21

Sound
MUSIC. Toggle music on/off.
SOUND FX.

Toggle sound effects on/off.

MUSIC VOLUME AND SOUND VOLUME.

Increase/decrease music and sound volume.


Click the arrows to adjust volume.

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.

Toggle star animations in the carriers windows on/off.

DESCRIPTIONS.

Toggle text descriptions of hot spots on the carrier on/off.

Language
Toggle conversation subtitles on/off.

SUBTITLES.

ENGLISH, FRENCH, GERMAN.

Switch all language and text to English, French or

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.

Playguide

INVULNERABLE.

22

Turn collisions with other ships on/off.


Make your ship invincible (it wont take damage).

FRAME RATE SWITCH.

Let the game auto-switch between low-resolution and highresolution to optimize frame rate during spaceflight.

ALT. FLT. MODE.

Turn banking ability on/off. (Banking combines yaw and roll.)

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.

Automatically switch to front cockpit view when youre hit.

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.

Specify invisible cockpit as default view (1 toggles the cockpit


on/off).

JITTER.

Turn ship vibrations on/off when youre hit.

Audio
MUSIC.

Turn music on/off.

SPEECH.

Turn speech on/off.

SUB-TITLES.
SOUND FX.
RUMBLE.

Turn subtitles on/off.

Turn sound effects on/off.

Turn capital ship engine sound on/off.

Skill Level
Set enemy skill level to ROOKIE, VETERAN, ACE, HARD, CRAZY or NIGHTMARE.
SAVE.

Save the newly set options.

DEFAULT.
EXIT.

Revert to original default settings for all options.

Quit Option screen and resume spaceflight.

CALIBRATE. Center the joystick. You can also press aC


the CENTER JOYSTICK option in the Main Terminal Controls

at any time or select


menu.

Playguide

23

24

Playguide

Playguide

25

This Scrapbook is the Personal Property of

Christopher Blair

Spoiler

Warning

Dont read ahead!


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.

T E RRA N C O N FE D E R A T I O N
N AV A L S PA C E A CA D E MY
201 st C L A S S
D ...
G ROA
N
, OR
O
L
A
ATING ET!
U
LLUV
D
E
A
H
R
A
MY
EN
RE G
ITS BE BELIEVE WE YOU IN THE SI
I CANT HAVENT BEAT
-PUPPET
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

Wish I could think of something profound.


How about May all Kilrathi choke on
their furballs ...?
Sanchez

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,

HOTSHOT, YOU VE SHOWN ME UP. H ERE S THE PUBLIC ANNOUNCEMENT I PROMISED ,


EMBARASSING AS IT IS . I FIGURED I HAD A SURE WIN , BUT I GUESS I WAS A SUCKER . S EE
YOU IN THE M ESS H ALL ... BUT NOT UNTIL AFTER MY NEXT MISSION !

L ET IT BE KNOWN THAT I, LT. L ARRY D IBBLES , VOW TO PUBLICLY CONSUME AN


ENTIRE FLIGHT SUIT ( MINUS THE BUTTONS ) OVER A ONE - MONTH PERIOD IF ANY NEW PILOT
CAN BEAT ME IN THE S IM ON MORE THAN ONE OCCASION .
-TOONER

NOW HEAR THIS


B Y C APT. A ARON A LLSTON , C LAW M ARKS E DITOR

Space is a near-vacuum, as all good


Academy graduates and most two-year-old
children know. And if you ask, When I
drop a pebble into space like I do into a
pool of water, will it cause ripples? youll
get some strange looks from everyone.
Nevertheless, someone dropped a pebble in space not too long ago, and were still
encountering the ripples.
Last month, two very good pilots
(Lieutenant Larry Dibbles and Captain R.A.
Skinner) went out on a routine mission and
didnt come back. Here in Vega Sector, it
happens. You sit for a while ... you look at
your pals empty bunk ... you think about
where hes gone and hope you wont soon
follow his lead. Then, its back to work.
Yes, it happens. But its been happening
a lot lately not just routine casualties,
but casualties caused by sloppiness, overeagerness and a variety of other fatal faults.
The ships statistical resources show that
avoidable casualties are up 5% over this
time last year ... and are up 9% over expected optimum performance. So, were seeing
ripples.
Heres one ripple: Two pilots are gone
and wont be back.
Another: This issue, weve asked one of

the ships most experienced pilots, Major


James Taggart (a.k.a. Paladin on the flightline), to talk about the Basics: basic tactics,
goals and maneuvers.
Even if youre sure you know the Basics,
read what he has to say. Remember, Paladin
is still going strong after twenty-plus years
as a combat jockey. And, even if he doesnt
wear his Ace of Aces ribbon, its still there.
Another: You wont be seeing the
Hornets Nest from this point on. The
strange and silly adventures of the TCS
Hornets Nest a carrier that bore an
unfortunate and unmistakable resemblance
to the Tigers Claw were the product of
an artist and pilot who went by the moniker
of Tooner. We like to remember Tooner as
having a deft wit and a diseased mind, but
all we can do is remember him. He was also
known as Lieutenant Larry Dibbles. R.I.P.
Also in this issue, we have the latest
Vega Sector update from Joans Fighting
Spacecraft, including the most up-to-date
data on the Kilrathi ships were facing; an
excerpt from Borgers new survey of Terran
and Kilrathi weapons systems; and our
usual assortment of news, facts, trivia and
profiles. Enjoy them ... but think about
them.

LIEUTENANT
TANAKA MARIKO

Wing Commander I

Age: 23
Callsign: Spirit
Homeworld: Japan, Earth

30

Lieutenant Tanaka Mariko goes by the tag


of Spirit a rough translation of Kami, as
she was called by the Japanese pilot
instructors responsible for her initial
training. In the cockpit, Spirit is known
for her deceptive, defensive piloting, her
ability to sense and avoid incoming fire
and her habit of creeping in as close as possible to a target before cutting loose with her ships weaponry.

MM
O

REL

Wing Commander I

(New York, North American States,


Terran News Services) On 2654.080,
representatives of the Committee for
Interaction with Alien Intelligences (CIAI)
announced contact with a new alien race.
CIAI spokesman Iola Jonson issued the
following statement: The CIAI regularly
launches unmanned probes to uncharted
jump-spheres; these probes contain our most
sophisticated translation and interpretation
equipment. Eight days ago, Probe Number
H227 reappeared in a Terran jump-point carrying data and artifacts from a species we
are currently referring to as the Double
Helix.
Based on the information we have so
far been able to interpret from H227s
records, the Double Helix are a sentient race
possessing space travel, and we are not ruling out the possibility they possess jump
drive technology. Physically, they appear to
be carbon-based anthropoids who communicate through scents and pheromones. Their
name is derived from the double-helix shape
of their spacecraft.
World Science Federation officials believe
this to be the most significant contact with an
alien species since the discovery of the
Kilrathi, and hope that contact will remain
friendly.

(Tigers Claw, TCAFCN) Theres good


news for personnel aboard the TCS Tigers
Claw The TCSO (Terran Confederation
Service Organization) will send an entertainment unit to the much-decorated carrier as
early as next month.
The TCSO troupe includes dancers (normal and zero-g), singers, comedians and the
Confederations best cyberlink illusionists.

Vidstar Saranya Carr, exotic heroine of


the popular Luna Jones, JumpScout serial, is
accompanying the TCSO troupe to the Tigers
Claw. Carr, 25, stated, You bet your life Im
happy to be working with the TCSO. I mean,
you see Luna Jones blowing Kilrathi fuzzies
out of space every week, but Saranya Carr
cant tell a nav computer from a dialogue
transceiver. Since I cant help our fighting
forces directly, Im proud to be able to entertain and build morale. Besides, she adds,
Im not completely unselfish. Perhaps I can
persuade someone to give me a ride in one
of those new Rapiers ...

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

the completely helpless fighter.


C Roll out for a very brief engagement with
the seriously damaged fighter.
D Go after both damaged enemies.
E None of the above.

MAJOR
JAMES TAGGART

Wing Commander I

Age: 45
Callsign: Paladin
Homeworld: Ares

32

The laddies coming out of th Academy


tink that I was born old, chuckles Major
James Taggart, who is known as Paladin to
the spacecrews. Bu when I took me commission not ta long after we discovered
the Empire of Kilrah I was jst a kid
charged up on stories of knight-errantry,
on The Death of Artur and The Song of Roland. S when we ran inta the
Kilrathi, I knew I was going ta grab a lance, op inta a cockpit, an change
the course of history. An naturally, he jokes, I did! Taggart, 45, is a
native of Ares, the self-sufficient space station built in permanent orbit
around the planet Venus; his parents were terraforming engineers from
Wick, Scotland.

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.

Even without the benefit of Dibbles unrecovered flight recorder, it doesnt


take much creativity to reconstruct what happened next. The second Jalthi
moved in to engage Dibbles. Between the two of them, they easily shot
Dibbles down.
Sometimes youve got to throw the book away. I hear this from pilots both
young and old ... and sometimes, maybe, its true. But in this case? No. Dibbles
didnt have to throw the book away. He wanted a kill, another bright spot on

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.

B ASIC TACTICS : A R EVIEW


Lets go over the basic, Academy-standard tactics youre supposed to follow
in the field.
Individual Objectives. Heres the simplest thing in the world to remember
if youre willing. The wingleaders objective is to accomplish the mission.
The wingmans objective is to protect the wingleader at all costs. If he is eliminated, it becomes the wingmans duty to accomplish the mission objectives.
Theres not much room for variation. Occasionally, a seasoned wingleader
may decide to trade roles with his trainee wingman, or he might send his wingman to protect a third pilot whos being swarmed while he goes after another
target. But in all cases, nobody is solo. If the two trade roles, we still have a
wingleader and a wingman. If the two split up to help others under siege, the
two are acting as temporary wingmen to temporary wingleaders. The buddy
system is still intact. We live by that system. Without it, we die.

MAJOR CHEN KIEN

Wing Commander I

Age: 39
Callsign: Bossman
Homeworld: Taiwan, Earth

34

Major Chen Kien is known as Bossman to


the spacecrews, but that wasnt always the
case. When I was young er, younger
they called me Ripper; my old friends still
do. I was a lot like Hunter, pushing everything to the limit. But I might have been a
little too good, or at least lucky, at it.
When I started burying young pilots who
had been killed for behaving like me, I
decided to give them an example that would not get them blown out of
space. That is when they started calling me Bossman.
The 39-year-old native of Kaohsiung, Taiwan, has a degree in aeronautical engineering from the Confederation Net university system.

Mission Objectives. Objectives vary with types of missions. On the Tigers


Claw, 98% of our flight missions fall into five categories:
Defend. You are assigned to guard a stationary position a capital ship, base
or jump point. Orbit that position at a distance of 2,500 klicks. Do not break
to engage incoming enemies until they move within 5,000 klicks of the position youre protecting. Thats 5,000 klicks from their target not from you.
Escort. You are assigned to guard larger ships on rendezvous assignments. Fly
parallel to the ship youre escorting at a maximum distance of 2,500 klicks and
keep your eyes open. In the face of oncoming hostiles, dont break and engage
too soon. The best time to break formation is when the hostiles have
approached within 5,000 klicks of the ship youre protecting.
Intercept. You are assigned to seek out and engage enemy vessels in a particular area an anticipated Kilrathi jump point, or a halfway point between
oncoming enemies and the ship you are protecting. No particular tactics are
called for, except the standard tactics for keeping yourself and your wingmate
alive.
Patrol. You are assigned to a flight pattern through unsecured territory. If an
enemy force is detected, you can either engage it or head back into base. This
is where a lot of novice (and some experienced) pilots make lethal errors.
Nobody likes to back down. No one wants to talk to your widow or widower, either. Consider the situation carefully before engaging the enemy.
Strike. You are assigned to destroy an enemy target, often a capital ship.
Obviously, the idea is to get in quick, launch missiles, blow the target up and
escape quickly. Unfortunately, the enemy usually decides to defend any target
worth destroying. This is where the wingleader/wingman relationship
becomes especially critical. The wingleader must get his missiles placed, and
the wingman must keep him or her alive to do so, even at the cost of his personal objectives. He or she must take out oncoming fighters and only drop
missiles if a clear opportunity arises that doesnt endanger the wingleader.

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. Since enemy tracking systems cant anticipate changes in


velocity or direction, the Shelton Slide is one of the most successful moves
you can make when approaching an enemy head-on. It removes you from the
enemys line of fire and places you in a perfect position for a side attack on
your target. Heres how you do it:
 Once you fly within 3,000 to 3,500 klicks of a hostile target, bear left

(or right) approximately 30 degrees.


 As soon as the enemy craft is barely visible on your view-screen,

straighten out your ship and punch your afterburners.

SHELTON SLIDE

4. At 1000 - 1500 klicks, your ships


nose should be aiming at the lead
enemy. Thumb the fire button and
then turn to follow the enemy wing.

Wing Commander I

3. At 2000 klicks, turn


hard to the right without
changing elevation.

36

2. Straighten out and quickly


punch your afterburners hard
for maximum velocity.

1. At 3000 - 3500 klicks from


target, turn left about 30 degrees.

 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

to pull away from your opponent.


 Now, let up on the afterburners and perform a tight 180-degree turn.

(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

2. Let up on the afterburners


and turn tightly 180 degrees.
(Dont change your throttle
setting.) This will set you up
for a head-on shot at the
enemy.
1. Hit the afterburners
hard until you begin
to pull away from
your opponent.

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

youre within firing range (approximately 2,000 to 3,000 klicks).


 Make a sharp bank left or right while pulling up the ships nose slightly.

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

Youre fighting a more maneuverable opponent. Many times, youll find


yourself facing quick, agile Kilrathi ships, such as Salthi or Dralthi. In this case,
accelerate to maximum throttle speed and apply Shelton Slides until youve
eliminated all but one of the fighters. Then, resort to a Cutthroat and attack
your enemy as he lines up for a shot.

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

Youre cruising through an asteroid field or mined area. Maneuvering


through a field of hurtling asteroids or mines isnt an easy task by any means,
especially if enemy fighters lurk nearby. But, you can make the passage a little
easier if you fly at a speed around 250 kps and follow this tip:
Position your ship so that the navigational crosshairs appear in the far left section of the screen. Hold this position for approximately three seconds, then
shift so that the crosshairs move to the far right. Continue alternating and
holding your position until you pass through the field. If enemy ships lurk within the asteroids, you can fight them there or pull them out of the field.

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.

MAJOR MICHAEL CASEY


Age: 31
Callsign: Iceman
Homeworld: British Columbia, Earth

Wing Commander I

Major Michael Casey is known as Iceman


to most of the crews. He has a reputation
for being cool under fire, letter-perfect
flying technique and deadly aim with
ships weapons a combination that
spells disaster for Kilrathi opponents.
Angel, frequently a wingman for
Iceman, describes flying with him: You
must learn to listen for Iceman. On the
comm unit, in a large engagement, everyone is either shouting or at least
very excited; Iceman is whispering terse little statements like Moving in,
Rolling right, Target in sight. And I will tell you: he talks ten times as
much in the cockpit as he ever talks on the carrier.

41

KNOW YOUR ENEMY


FILE #67198: JALTHI FIGHTER
BAKHTOSH REDCLAW NAR KIRANKA
Bakhtosh Redclaw is a rash on the comm units; he is best known
for extremely sarcastic gloating during combat engagements. It
appears that he belongs to an aristocratic Kilrathi family and has
been trained in the politics of superiority from birth. He flies a
Jalthi heavy fighter.
Strengths. Bakhtosh is the best Kilrathi shot in Vega Sector, bar
none. His accuracy with ships guns is becoming legendary even
among Terran pilots, which is another strength. Some Terrans feel
intimidated when confronting the legendary Bakhtosh, and consequently, their flying suffers. Additionally, he is a master of the crowning insult, the patronizing
remark and the racial slur. He often goads Terran fighters into making tactical errors.
Weaknesses. Bakhtoshs piloting is nothing special. Like one legendary figure of Terran combat aviation, the Red Baron, he is an excellent marksman but a mediocre flier. Additionally, his insults and
better-than-thou attitude are not poses; he believes himself to be superior to most Kilrathi, as well as
all humans.
Tactics. Bakhtosh prefers to fire from a distance. He will move within the maximum effective range
for his weapons and chew his target to pieces. The extra distance allows him a little time to cope with
the maneuvers of superior fliers. If forced to close with a foe, he will launch one of his missiles.
Recommendation. Close in, firing continuously, then try to outfly him in standard fashion. Do not
be daunted by his substantial reputation.

Wing Commander I

FILE #16982: KRANT FIGHTER


KHAJJA MACHINE NAR JATARGK

42

Khajja the Fang is not-so-affectionately called Machine by


Terran intelligence. He is the most efficient, mission-oriented pilot
the Kilrathi have. He pilots a Krant medium fighter.
Strengths. Khajjas greatest asset is his clear thinking. He never
panics or falters and appears to have utter confidence in his wingmen. He is not vulnerable to taunts, goads or insults.
Weaknesses. Khajjas faith in his wingmen may be misplaced.
Analysis indicates that some Kilrathi pilots may be afraid of him.
He will single-mindedly ignore incoming ships in order to concentrate on a strike objective, meaning that he might ignore you.
Tactics. Khajja prefers straight-in, straight-out strafing approaches. He uses his laser cannon for most
encounters, saves his heat-seekers for mission objectives or particularly troublesome enemies, and
saves his friend-or-foe missile for emergencies.
Recommendation. If hes approaching a mission objective, you might get a free shot by eluding his
wingmen. If hes moving in on you, use classic dogfight tactics. Try to outfly and outshoot him, or lead
him toward unengaged friendlies. He doesnt like bad odds.

FILE #72639: DRALTHI FIGHTER


DAKHATH DEATHSTROKE NAR SIHKAG
Dakhath, whose name translates literally as Deathstroke, is one
of the most dangerous pilots alive. According to our incomplete
records, he has at least 55 confirmed kills. He pilots a Dralthi
medium fighter.
Strengths. Dakhath appears to be utterly without fear. He never
retreats from an engagement until every enemy within 1,000
klicks is destroyed, and will not abandon a wounded enemy until
that enemy is destroyed. This courage and lack of self-preservation instincts make him particularly dangerous. So does his
apparent affection for inflicting pain.
Weaknesses. Dakhath lives only to kill and will not retreat or change targets until his first target is
dead. If at all possible, use his single-mindedness against him ... if only by leading him away from a
strategically important target so that he can concentrate on you.
Tactics. Dakhath launches his missiles at maximum range (he appears to like explosions), then closes for the kill on one target. He will cling to that target until he destroys it, then choose another, as
methodical as a clock circuit.
Recommendation. It might be possible to lead him into a friendly ships path of fire, and it is equally possible that he wont notice new pursuit on him until its too late. (Important note: If your ship
takes a lot of damage and looks shaky, do not eject if youre in Dakhaths vicinity. One of his hobbies
is target practice against ejected pilots.)

FILE #83542: SALTHI FIGHTER


BHURAK STARKILLER NAR CAXKI

Wing Commander I

Best known among the Kilrathi aces is Bhurak, dubbed


Starkiller. He is regarded as the best living pilot among the
Kilrathi in this sector and flies a Salthi light fighter.
Strengths. Bhuraks an excellent pilot and shot. He has optimal
reflexes, and no serious weaknesses can be detected in his flying
style.
Weaknesses. Psych profiles indicate that Bhurak is probably
addicted to speed, thrills and sport. Though a courageous pilot, he
is not without a survival instinct. A sufficient number of opponents
or a sudden turn in fortune can convince him to retreat.
Tactics. Bhurak likes to dogfight. He prefers a maneuverable foe and standard dogfight tactics. He
almost always uses his ships laser cannon, reserving his dumb-fire missile for stationary targets.
Recommendation. If possible, put several pilots on him at once; deny him a fair fight or anything
he would consider fun. He might become disgruntled and choose another target or route. If youre
forced into single combat with him, dont try to outfly him. You might do best by going stationary,
spinning to keep him in your sights and trading licks. He doesnt appear to enjoy that and may
choose a new objective.

43

NEW ON THE FLIGHT DECK


Can you recognize, on sight, all
the medals awarded by the Terran
Confederation Navy? Dont be
caught speechless when a senior
officer tells you to identify all the
chicken guts hes wearing.
Instead, learn the medals and
ranks shown below.
Bronze Star: Awarded for exceptional
bravery under fire.
Gold Star: Awarded for exceptional
bravery against hopeless odds.
Silver Star: Awarded for exceptional
bravery against overwhelming opposition.
When a recipient wins an additional Silver Star, an extra bar is affixed
to the top of the ribbon area.
Terran Confederation Medal of Honor: Also nicknamed the Pewter
Planet, this is the highest medal awarded to military personnel.
Golden Sun. Awarded for surviving the destruction of ones ship. The
Golden Sun is awarded only once. The subsequent loss of ships gets
you only the requisite, especially intensive, debriefing sessions and
performance evaluations.

CAPTAIN
IAN ST. JOHN

Wing Commander I

Age: 27
Callsign: Hunter
Homeworld: Australia, Earth

44

Captain Ian St. John, Hunter to the


space crews, is known as a seat-ofthe-pants flier, and Kilrathi
opponents tend to be baffled by his
spontaneous flying style. But, the
friendly 27-year-old from Brisbane,
Australia, is sometimes accused of
excessive independence and a casual
attitude toward regulations.
Maybe so, he explains, but Id never leave my wingleader flying
solo. But, all the [expletive deleted] things were given ships, weapons
training an standing regs are there for us to push to the limit, an
maybe a little further, if were going to get the job done.

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

weaker warrior-clan have christened you


Tiger, but to me the human tiger must
measure. You have not the courage to
of Kilrah alone in battle.

I know only hate for you when I hear


your name spat from
the mouths of my pilots. But rest assur
ed that we will soon
meet. My father was Admiral Gilkarg,
son of the Emperor.
Your death is the price I require for
his shame, for it was
he who paid for your cowardly attack
on Kilrahs royal
fleet. He did not receive a rightful
burial, only a dishonorable execution by a lowborn Kilrahra.
And for that, my enemy, you will suffe
r greatly. In the
eights of moons to come, I too will strip
from you something you hold dear.
On my blood and name,
Prince Thrakhath

Translated by TCN Intell: 2655.200

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

Lieutenant Ross Baldwin Impulsive, vocal, bent on def enslaved


the Confederation. Formerlyand
Age: 26
to the Kilrathi but escaped vy.
Callsign: Downtown
the Terran Na

enrolled in

Major Zach Colson Outstanding pilot, confident, competitive.


nt
Age: 32
His outgoing personality and musical tale
ct.
respe
of
deal
t
grea
a
him
ed
have earn
Callsign: Jazz

Experienced and competent, but not


exceptionally motivated. Wants to
pass on her knowledge to younger
pilots and retire.
Young, courageous, impulsive, skilled.
Possesses intense hatred for the
Kilrathi, but has an admirable
fighting spirit.

Captain Elizabeth Norwood


Age: 35
Callsign: Shadow
Captain Dirk Wright
Age: 25
Callsign: Stingray

MAJOR ZACH COLSON

Wing Commander II

Age: 32
Callsign: Jazz
Homeworld: Kansas City, North America

50

Jazz describes himself as a self-taught jazz


pianist and elite pilot who has uniquely balanced his creative and analytical minds. Hes a distinguished Academy
alumnus, having graduated at the top of his class.
I know Im talented and well-trained, just like most of our
Confederation pilots, Colson says as he mindfully strokes one of the ribbons decorating his uniform. But its poise that determines who survives
in combat every time. Thats where my training gives me an edge. Back
on the Austin, Ive implemented a visualography machine it uses visualization techniques and holographic goggles to test and improve your combat reflex skills. I wouldnt say its the train sim of the future, but its
close.

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

Things have been wild since you went on R & R. Youll


never guess
what happened to me. Remember that Cat ship that
surrendered
to us a couple of months ago? Well, the captain of that
ship turned
over one of his subordinate cats to me as a gesture
of thanks
after I toasted that Fralthi that came after him.
Now, this young Kilrathi thinks hes my slave. He keeps
going prostrate
and calling me his liege lord. Its weird, I tell you. And
what I really
dont understand is that he looks so disgusted to be
serving me. Hes
all polite and everything, but theres something prima
l about him.
Kinda scary, like a mad dog that might turn on me.
On top of that, he wont do anything without my permi
ssion and keeps
muttering something about some guy named Sivar
and losing his
soul to the Great Dark. I cant take much more of
it, to tell you
the truth. Any advice, soldier?
- HUNTER

51

Wing Commander II

Confed Blasts
Kilrathi Religious Estate

52

Confed News Services


confirmed today the
destruction of Vukar Tag,
a Kilrathi religious palace
in a sector by the same
name. The planet, void of
any strategic value or natural resources, had previously been heavily guarded by feline forces,
generating
intense
Confederation intelligence
operations.
The military operation
that uncovered the planets
religious significance was a
three-month-long procedure. Though successful,
it cost the Confederation
three corvettes and one of
the Navys most prized
combat pilots, Lieutenant
Commander
Ramona
Chekhova.
Ramona was hard,
really difficult to get to
know, said Captain Bill
Harcourt of the Johnny
Greene. Sometimes we
wondered if she had a
death wish, but she was
the one that got the job
done.
We all tried to dissuade her from this ... this
suicide mission. It was her
idea, but she was, excuse
my choice of words, deadset on being a war hero.

Lt. Chekhova and I may


have knocked heads a few
times, but I had nothing
but the utmost respect
for her.
The mission in which
Chekhova sacrificed herself took place during an
unusual reconnaissance
operation. She camouflaged herself in an inoperable vessel and orbited
around the planet. Her
vital camera images
revealed a strange castlelike structure, later confirmed by Intell to be an
ancestral estate of Kilrahs
royal family.
The Johnny Greene
returned with Chekhovas
images, completing the
first step of a plan code-

named Operation Back


Lash, the brainchild of
Admirals Banbridge and
Tolwyn. The strike was
designed to split the
Kilrathi main fleet in half.
Days later, a full Marine
force destroyed the palace
and its guardian installation in a textbook fivehour operation.
A new Confederation
base will be erected near
the site and will be dedicated to Chekhova. Early
designs were unveiled at
the memorial service last
week, where Lt. Chekhova
was also awarded a
posthumous Purple Heart
and the TCN InterCongressional
Medal
of Honor.

Wing Commander II

53

No. 591030
Date: 2668.211

Credit to the
Account of:

Christopher Blair

Amount:

Two thousand and twenty-two credits

Comment:

A Treacherous Hero Holovid royalty

2,022

LIEUTENANT
ETIENNE MONTCLAIR

Wing Commander II

Age: 34
Callsign: Doomsday
Homeworld: Hawk Bay, New Zealand,
Earth

54

Lieutenant Montclair calls himself a devils advocate because he always


tries to view things from the worst-case scenario. Always anticipating disastrous results, he accurately bears the callsign Doomsday. According to
him, this wars going to drag on forever. Of course, he says the
Confederation will pull through, but not before thousands of Terrans sacrifice their lives and colonies to the Kilrathi. The reason I fly with Jazz
isnt that big of a secret. Admiral Tolwyn feels hes doing me some kind
of favor by pairing me with such an upbeat showoff, sighs Doomsday. I
like Jazz hes a good pilot and all but Id still rather fly patrol missions in a safe sector somewhere. Im never going to see forty if these
Kilrathi keep jumping our nav points.

Confederation Pilot Trades


Heroism for House Arrest
The formal accusation of treason brought against one of the
t accomplished pilots in the
Former Lt. Commander mos
y comes
Christopher Blair has been placed Nav
unwelan
under house arrest aboard the as
rise
surp
e
com
TCS Austin, pending an internal
fels
Blair
to
last
TCSN investigation into
s.
pilot
low
rs
Tige
weeks loss of the TCS
I cannot
Claw. Blair was on a routine
ve that
belie
of
s
wing
ral
patrol when seve
Navy Christopher Blair
Kilrathi fighters slipped through the
even
ld
his sector and attacked the carrier. wou
the
rtain
ente
According to inside TCN
Commander Blair is
Lt.
that
idea
ck
sources, the traditional bla
traitor, said Captain Jeannette
box that records fighter informa- a
ereaux, a close friend and fretion was missing from Blairs ship Dev
t wingmate of Blairs. He is
following the incident. Without quen
the most dedicated pilots I
of
the device, officials have no way one
during my career as a
seen
have
to verify (or contradict) that his
. It is neither right, nor fair,
actions followed protocol during pilot
to remove him from combat.
the course of the flight.
A full courtmartial is schedWe are currently trying to
for early next week, pending
locate Lt. Commander Blairs uled
her investigation. Admiral
flight recorder box, stated Major furt
ffrey Tolwyn, Blairs acting
Edward Pyle, Chief Investigative Geo
manding officer following
Officer for Intell. Until then, we com
nel Halcyons death, refused
can only presume that it was Colo
comment, saying only that he
removed following his last and to
rs a speedy verdict.
probably final patrol mission. favo

Confed Wire: 2656.322

Wing Commander II

55

Wing Commander III

Wing Commander III

Transfer Form J-102AL-3


TRANSFEREE: Colonel Christopher Blair
COMMANDER: Admiral Geoffrey Tolw
yn
EFFECTIVE DATE: 2669.198

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

Admiral Geoffrey Tolwyn, TCN

Pilot of the Month

Wing Commander III

Rank & Name: Lieutenant Laurel Buckley


Age: 32
Award Date: 2669.090
Homeworld: Enyo
Callsign: Cobra
Leisure activities: Martial Arts
Determining Factor: Escorted three supply runs to and from Hampton station in the
Orsini system and successfully defended transport ships from four Kilrathi attacks.
Excerpt from Self-Analysis: I know that a lot of people werent exactly thrilled
when I was assigned to the Victory. After all, Im the only pilot here who hasnt
gone through Academy. Truth is, I didnt have enough time. The cats ate my past
up, and left me nothing but cold blood and anger. Every day I wasnt gunning
after those monsters was another day of my life wasted. It was Commander Eisen
who gave me my callsign after seeing my style on my first mission.
Most often heard quote: I wont rest till the last cat is history.

59

TCSN Press Release


2667.144

KILRATHI STEALTH SHIPS VERIFIED


CICINTEL has just released a full report confirming the existence of Kilrathi stealth fighters. The report
rides the tide of an internal buzz following last weeks visual sighting of several such craft. The identifying pilots were Colonel Christopher Blair and Lieutenant Zach Colson, both pilots on the TCS
Concordia.

Wing Commander III

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.

Wing Commander III

lamour de ma vie Happy Anniversary


Christopher, I am so sorry we cant be together on our special day. Be assured that you are always in my heart. I
do not often express my feelings for you ... yet you must
know how deeply you have fallen into my heart.
When this war is over, I want us to ... how is it said?
...escape the hell out of a city called Dodge? I long to be
free of these regulations and battles that keep us apart.
I want to forget about this god-forsaken war and take
your hand on a small, isolated world somewhere, on a
farm, by the sea, wherever, it does not matter.
But for now, mon amour, I must be content with holding
you in my mind. Until we can be together again,
remember my love for you runs true.
Angel

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)

Wing Commander III

Pilot of the Month

62

Rank & Name: Lieutenant Winston Chang


Age: 38
Award Date: 2669.120
Homeworld: Enigma Sector
Callsign: Vagabond
Leisure activities: Fine-tuning my winning streak at cards
Determining Factor: Acted as a decoy ship during an ambush on a small Kilrathi
fleet, allowing Longbow bombers to eliminate two destroyers, one corvette and a
light carrier.
Excerpt from Self-Analysis: Im so used to going from here to there that the only
place I can settle down is on an old tug thatll do the wandering for me. When
youve seen as much as I have, you develop a sharp appreciation for quality. This
ship is filled with fine people, as well as skilled pilots. If I had a complaint, it
would be that my crewmates play cards like a ship full of grandmothers.
Most often heard quote: Take your mind off your troubles with a quick hand?

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

Wing Commander III

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

Rank/Name: Colonel Christopher Blair


Age: 32
Homeworld: Earth

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .by Barbara Miles

Wing Commander III

EDITORS NOTE: I was


afforded the rare opportunity of
meeting Colonel Christopher
Blair shortly before his assignment aboard the TCS Victory.
Intense, committed and composed, he represents the level of
dedication of each pilot thats
doing his part in this war. And
what does the best pilot in the
Confed forces think of the war?
Lets just say hes not planning
on retiring anytime soon ...

64

Miles Colonel Blair, youve


been at the forefront of the
Confederations war effort in
several crucial campaigns
over the past 15 years. My
question is this what will
happen if the Confederation
still hasnt pulled off a convincing victory against the
Kilrathi by the time youre
ready to retire?
Blair Whos thinking about
retiring? Im in this for the
long haul. Unless HQ or
Covert Ops has some trick
up their sleeve that Im not
aware of, this Galactic War is
far from over. My aim is to fly

as long as they let me, to do


my part and to escape from it
in pretty much one piece.
Miles After all this time, do
you still worry that each mission might be your last?
Blair The day I stop thinking about that possibility, it
will be my last. But I
wouldnt characterize what I
do as worrying. Instead, I
focus in on each assignment
and never take any mission
lightly. I go into this zone
where Im paying attention to
everything I do and everything my wingmen are doing
and everything the enemys
doing. I give my all every
time I strap myself into the
cockpit. Anything less would
be cheating myself and the
entire war effort.
Miles How did you end up
on your latest ship, the TCS
Victory?
Blair Admiral Tolwyn felt it
would be an appropriate tactical move to bring someone
with my level of experience
to a carrier with an even
greater amount of experi-

ence. Thats all I have to say


about that.
Miles If and when you
return to civilian life, what
will you do?
Blair Thats a good question.
I dont have a ready answer.
Id like to settle down with
someone special. Who
knows? An old wing-wiper
like me will probably end up
back at the Academy as an
instructor.
Miles Your loyalty and dedication to the war effort
cannot be doubted. But do
you believe, deep down, that
well ultimately triumph over
the Kilrathi?
Blair Absolutely. Im as certain of that as I am certain
that Im sitting here right
now, talking to you on the
Holo-Link.
And just in case our
Kilrathi friends are monitoring this transmission were
never gonna stop, were never
gonna give up. So theyd just
better watch their furry
behinds, because were coming after them.

Psycho-Anthropological
Profile of the Kilrathi

Compiled by
2nd Lt. Christopher Douglas
2652.102
Last revision: 2668.312

The following information is a compilation of facts offered by Ralgha nar Hhallas


and gathered by Terran Intelligence and various Covert Ops.

P URPOSE
IN

THIS WAR OF CULTURES, IT IS CRITICAL TO UNDERSTAND THE THINKING BEHIND THE


ENEMYS ACTIONS.

We must analyze their thought processes if we ever hope to anticipate their


reactions and prepare for their tactical moves.

E VOLUTION

OF THE

K ILRATHI

KILRATHI

CIVILIZATION AROSE FROM THE


SPRAWLING SAVANNAS OF KILRAH, WHERE

THE SPECIES PREDATORY FOREFATHERS FIRST


LEARNED TO HUNT.

Later, they used their forepaws and


emerging intelligence to fashion crude
shelters from the scalding acidic ash that
frequently followed massive volcanic
eruptions in their tectonically unstable
world. With this tool-making ability
came the capacity to construct traps for
their more evasive prey (particularly a
small, intelligent, chimp-like creature
which remains to this day a Kilrathi delicacy) and ultimately, weapons.
With the advent of intelligence, territorial conflicts among hunters were
inevitable. The Kilrathi learned early in their social development the art of
killing other Kilrathi. In fact, the whole of Kilrathi history is an extended
chronicle of civil wars so brutal that they make those in human history pale
by comparison.

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.

Wing Commander III

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

Kilrathi history never experienced cultures paralleling those of Earths


ancient Egypt, China, Greece, Renaissance Europe or the Utopian
Underground of 2200 cultures that knew prolonged peace, reflection and
artistic development. Because of this, Kilrathi aesthetics remain (by human
standards) primitive.

S OCIAL S TRUCTURE
KILRATHI

WARRIORS BEAR SOME SIMILARITY TO THE OLD IMPERIAL

ARMY

OF JAPAN,

NEVER GIVING UP HONOR EVEN AT THE COST OF THEIR LIVES.

In fact, it is not at all uncommon for disgraced crew members to commit


Zukara (ritual throat-slashing suicide) for something as simple as unintentionally insulting their superiors.
A Kilrathis future, both as a warrior and a citizen, is determined by his or her
social status from birth. The entire population of Kilrah swears allegiance to
one of eight noble clans, each with a unique social status. Every clan swears
loyalty to its current leader, and even the Imperial bloodlines themselves are
subdivided into clans of sorts. The Emperor holds absolute power, and can
casually order executions and banishments. Coups and assassinations are
commonplace political maneuvers.
All clans in Kilrah and its surrounding moons take the phrase born leader
quite seriously, passing royal bloodlines down from one generation to another. Kiranka is the noblest clan of Kilrah, with clan members holding chief
positions in the loyalist troops and in government.
Not much is known about the remaining Kilrathi social structure, except
that Kilrathi women are in charge of religion, especially the priestesses of the
war-god Sivar. Females control all religious factions on Kilrah and direct all
offerings and religious festivities, such as those that occurred during the
thwarted Sivar ritual on Firekka.

K ILRATHI L ANGUAGE
THE KILRATHI

Wing Commander III

WRITING SYSTEM WAS FIRST SEEN IN THE


COCKPIT OF A CAPTURED DRALTHI FIGHTER.

66

The language is written in sets of four


vertical lines. Each vertical line
comprises a full line, a
split line or a shorter
line with a dot above
or below it. This set
of four lines creates
a single syntactic
element. Vertical
clusters of the
four-line sets
combine to make
sentences.

SOME EXAMPLES OF

K ILRATHI

TERMINOLOGY

Arakh leaves. A popular intoxicant, often used to make tea.


Birha. Type of tree featuring large, red, sweet-scented flowers; native to the
planet Ghorah Khar.
Ekrah skabak erg ThrakKilrah maks Ragnith. For the glory of Kilrah, the
Emperor and the Empire.
Hrai. Kilrathi clan.
Includes all blood relatives
as well as anyone
oathsworn to the clan
leader and his descendants.
Kalkrath. Interrogation by
torture, not used on highranking Kilrathi except by
order of the Emperor.
Kabaka. Heroic death.
Khantar. Commanding officer of a Kilrathi ship.
Kilrahra. A common, lowborn Kilrathi. In appearance, he or she is characterized by coarse fur of mingled colors, a blunt muzzle, a flat head and
blunted teeth.
Lerkrath. Interrogation by drugs, not used on high-ranking Kilrathi except
by order of the Emperor.
Naktara. The planet Earth.
Nar. Part of every Kilrathis name. It precedes the name of the planet on
which the Kilrathis hrai (clan) originated. (Ralgha nar Hhallas hrai, for
example, was from Hhallas.)
Paki. Pawns for power.
Saguk. One who is already dead to his hrai, even though he lives. It refers to
disgracing ones family name, usually when one appears weak or is captured.
Skabak. Will to die for glory to Kilrah.
Takhars. Brothers of equal rank.

Thrakhra. Noble lord, head of a hrai. Highborn Kilrathi are characterized by


sleek, brightly-colored pelts marked with the distinctive patterns of their clan.
Tuka. Person who displays hesitation or weakness.
Zukara. Ritual suicide in atonement for an act of shame to ones family.

Wing Commander III

Tagugar. Honorable suicide (similar to a kamikaze action).

67

U NIFORM
KILRATHI

DESIGNERS NEVER DEVELOPED AN APPRECIATION FOR ORDER AND SYMMETRY,

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

ARCHITECTURE IS DRIVEN BY MANY OF THE SAME BARBARIC PRINCIPLES FOUND

Wing Commander III

IN OTHER ASPECTS OF THEIR CULTURE.

68

The Kilrathis roots as rock-dwelling creatures are evident in their dwellings


mesa-like pillars and protrusions are often found rising from unlikely locations. Exposed machinery is common, and ceilings are rarely enclosed,
leaving cables and ductwork exposed.
Lighting is usually dark and murky, and the high temperatures and zero
humidity favored by the species often results in decidedly dusty atmospheric
effects. And, as with clothing, trophies of war play a prominent role in
interior decoration skulls of victims or blasted hull fragments of
conquered starships are often placed on garish display.

INTELL REPORT: KILRATHI ACES


Posted

2669.218

NAJJI FIRECLAW RAGITAGHA


Preferred craft: Darket light fighter
Although Fireclaw is not a pilot to be taken lightly, the relative lack of weapons and
shields in his fighter of choice might render him vulnerable to coordinated attacks.
He usually retreats when outnumbered or obviously outgunned.
DAKHATH DEATHSTROKE NAR CAXKI
Preferred craft: Dralthi medium fighter
Deathstroke may not pilot the quickest fighter in space, but he appears to be utterly
without fear and he never backs down from an enemy engagement. Hes been
known to go 1000 clicks out of his way to taunt a Confederation pilot into battle.
Your best hope for success against Deathstroke is to get him to focus his singleminded intensity on you and pray your wingman can sneak up behind him
unnoticed.
MARJAKH STALKER NAR KURUTAK
Preferred craft: Strakha stealth fighter
Keep your eyes open for Stalker. He wont announce his presence in advance. The
first time youll know hes there is usually when he opens fire. Little is known about
Kilrathi stealth technology, but its believed that the Strakha possesses inferior
armor. The challenge, of course, is drawing a bead on the fighter in the first place.
BHUK BLOODMIST NAR SOMMERS
Preferred craft: Paktahn bomber
Bloodmist is a dangerous pilot who picks his targets carefully, cannot be taunted
into action and packs a big punch. He has serious firepower at his disposal and is a
deadly shot from his rear turret. Approach Bloodmist cautiously just because you
can outfly him doesnt mean itll be easy to bring him down.
KRAMM DEATHFANG NAR CAXKI Preferred craft: Vaktoth heavy fighter
Dont be fooled by Deathfangs cocky attitude and aggressive taunts. The truth is,
hes almost as good as he thinks he is. His fighter is a serious war machine and
shouldnt be engaged without a trusted wingman to back you up. And always keep
one eye on the Vaktoths menacing rear turret.

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.

Wing Commander III

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

Confederation Space Force

Kilrathi Armed Forces

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

Wing Commander III

* 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

Purpose: To gain information concerning a particular


area
To eliminate stealth craft
To interdict trade routes or convoy operations

Purpose: To divert attention away from main fleet


operations
To intercept enemy logistics
To destroy secondary targets

Warning and Control missions usually deploy fighters


divided into two to four patrols. Smart commanders
often hold back a reserve of five or more ships, just in
case patrolling ships run into trouble. With several
squadrons, the fighters can patrol as much area as possible, using radar and other scanning techniques.

Recon In Force fleets are composed of a light carrier, two


escort ships, a fast destroyer (for supplies), a cruiser and
one or more scout ships. This well-stocked group forges
its way through or around the main front and operates
independently as long as possible. It searches out enemy
forces and destroys whatever targets it finds on the way.
These missions are highly dangerous, and many RIF
forces never report back to HQ.

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.

Main Force Support


Purpose: To support front-line forces

Purpose: To defend a mobile asset


Escort missions involve the ship or item being transported, and five or six light-to-medium fighters. The squadron
is dedicated to protecting the asset in tow, and it operates in conjunction with other escort craft and the home
carrier. Any enemy fighters encountered along the way
are engaged once they approach the asset; capital ships
are avoided at all cost.

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.

Wing Commander III

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

2669 GCM COMPETITION RESULTS

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

GCM Pilot of the Year

Maj. Lucas Vermelli (23rd FW)


Amber TCN base, Elena sector
Gray Hornets (128th FW)

Best In Formation
Best Combat Maneuvers
Top Long-Range Attack Bombing Unit
Top Short-Range Attack Bombing Unit
Best Nightsight Laser Strafing Unit

Wing Commander III

Top Navigation Team

72

Most Efficient Operations Team


Most Efficient Deck Crew
Top Munitions Crew

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,

I will fly my ship strong and straight,


Never doubting that my wingman is there to protect me.

Wing Commander III

I will not feel the eyes of hate resting upon us.

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

Wing Commander III

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

Dispatched on a fleet attack mission, youre assigned to attack a light Kilrathi


capital ship with your Thunderbolt VII.What approach do you use to take out the
ship?
Flint

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.

Wing Commander III

75

Wing Commander III

The Secret of the

76

Posted 2669.214
Interview by 2nd Lt. Angela Engleman
Transcription by Lt. Lawrence
Raltson

FLASH: Well, thats classified info. But


I happen to know this puppy like the
inside of my flight suit. Shes a hell of
a step above our other ships.

1st Lieutenant Jace Dillon, better


known as Flash, is a
Security II test pilot
with the Research
& Development
base in Vega
Sector.
Recently hes
concentrated
his efforts on
perfecting the raw
edges of the new
heavy fighter, the
Excalibur. When we contacted TCN
R&D Operations, they granted a HoloLink interview with Lt. Dillon, who provided a few tantalizing morsels about the
Terran Navys latest vehicle of war.

VICTORY: How do you think


the Excalibur is going to
complement our
existing attack
fighters?

1ST LIEUTENANT JACE DILLON


CALLSIGN: Flash
OCCUPATION: Test pilot
AGE: 25
STATION: TCN R&D, Vega
Sector
VICTORY: Tell me, Jace. Whats all
the hype about this new Excalibur
fighter?

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.

VICTORY: With those kind of stats,


why arent we replacing all of our
fleet fighters with it?
FLASH: You know how long it takes
to get something like this going? If
you dont have pull, youre looking at
another year of development, at
least.
VICTORY: Once we do get it, what
kind of attack will the Excalibur be
best suited for?
FLASH: Thats the beauty of this
vehicle. Ive tested its bombing capabilities just off the sands of Kentari,
flown recon through the heavy
atmosphere of Jupiter, and tested the
firepower in a few simulated fleet
attack missions.
VICTORY: So whats the verdict?
FLASH: Handles like a charm. Im
convinced itll run any mission we
can take it on, including ground runs.
VICTORY: Sounds like an incredible
breakthrough. But, do you foresee
any major drawbacks?
FLASH: Only a minor one armor
strength. I probably shouldnt
be telling you this, but Ive had
it up to here trying to
persuade those
hard-headed

aeronautics engineers to flank it with


more durasteel. But theyre imbeciles
and never listen to my suggestions ...
even after I nearly killed myself when
another ship clipped my wing in formation. Youd almost think they
planned it that way.
VICTORY: Dangerous work, huh?
Being a test pilot must be stressful.
FLASH: No kidding! Its a good thing
Ive got nerves of steel. Pretty necessary for a pilot whos got to live dayby-day.
VICTORY: Speaking of day-to-day,
how does a typical workday go for
you?
FLASH: Get up before moonrise, suit
up. Fly, land. Fly some more. Take a
shower. Thats about it, unless you
count weekends. Thats when I fly
for fun.
VICTORY: Dont you miss being
where the action is on the front
lines?
FLASH: Not quite. Im not going to
do the Confederations war effort
much good if Im dead, now am I?

Wing Commander III

77

From One of Our Own


Posted 2669.216

Wing Commander III

An Open Letter from Ralgha nar Hhallas

78

Colonel Ralgha nar Hhallas


Age: 28 Callsign: Hobbes
Homeworld: Kilrah, Hhallas clan
My
I am, as are all of you, proud to be a part of the Terran Confederation.
in
life
my
down
lay
would
I
Yet
smooth.
not
face
my
,
skin is not hairless
d as
honor to further the cause of this war. Though I wish to be accepte
of the
your friend, I am often not. Therefore I have asked to be taken off
flight roster.
cause
I will continue to support your efforts, and I will remain loyal to your
time
is
it
and
me,
see
you
as
only
me
know
you
now,
for
As
till my death.
for me to tell my story.
r. The
When I was a young cub, I was raised as a true Hhallas clan membe
of vicand
honor
of
nce
importa
the
me
in
d
ingraine
rituals of my cubhood
a
tory. And now I am a stranger in either homeworld, a warrior without
have.
do
I
friends
few
the
with
even
here,
lonely
is
land. It
words of
Though you have not outright rejected me, some of you have spat
your
hatred and whispered my name behind closed doors. I have heard
if you
accusations and prejudices, and I feel the abrasion of your hate as
serving
had seared my flesh with a hot light-spear. Yet, I still take pride in
war.
with you. Your desire for peace surpasses my innate tendencies for
It was a
I desire to explain my reasons for being here instead of on Kilrah.
You
long process to come to this decision, and not an easy path to follow.
fearless
my
led
I
hra.
RasNik
the
aboard
der
comman
d
respecte
a
see, I was
my hrai
crew into many battles with your kind, meanwhile losing many of
to your guns.
compasIn the past the Kilrathi always conquered, striking first and without
decades
and
kind,
my
e
challeng
sion. You Terrans were the first race to
to
later, you still are. Where we could once crush any life-form, we started
what?
for
and
die,
warriors
le
honorab
of
sacrifice greatly. I saw many eights
would
For ten years, I fought against you with pure, blind faith that we
I grew disand
grief,
with
heavy
grew
lly
eventua
heart
my
But
soon prevail.
the
saw
I
week,
after
Week
war.
enchanted with the prospect of endless
ths
blinding path down which loyalty lead. I began to question Thrakha
wisdom, and I harbored doubt that this war would soon end.
more to
This inner conflict distressed me greatly, and I hesitated more and
th, and in
Thrakha
in
faith
my
lost
I
When
ed.
bloodsh
into
brothers
my
send
not go on.
victory, I found myself unable to command my men and I could
some
I surrendered both my ship and men to the Terrans, and hoped that
them.
lead
longer
no
could
I
that
nd
day they would understa
women
Now my name is forever tarred in Kilrah. Now I fight with men and
without
who would rather turn a cold shoulder than fly on my wing. And
your faith
trust, what purpose does a wingman serve? If you will not place
this is
in me, I ask that you believe in your wingmen. Of all things in battle,
nce.
of the greatest importa
Sincerely in service,
Ralgha nar Hhallas

Pilot of the Month


Rank & Name: Lieutenant Robin Peters
Age: 32
Award Date: 2669.212
Homeworld: Locanda
Callsign: Flint
Leisure activities: Flight simulator tutor
Determining Factor: Destroyed three Kilrathi fighters in two days, despite the
loss of her wingman during two sorties.
Excerpt from Self-Analysis: Theres not a whole lot to say. Were all here to do a
job, and its a tough one. The planets were protecting wouldnt have a chance
without us. At night, when they look in the sky and wonder if the Kilrathi are
stalking their world, they can reassure themselves with the knowledge that were
here. Were guardian angels, armed and ready to skin anything that tries to get
past us. Its not easy ... there isnt a person on board who hasnt lost someone
theyve respected and loved to the enemy. You have to gather up all the hurt and
loss, and forge yourself the strength to do whatever is necessary to win.
Most often heard quote: If in doubt, dont. Its probably not in the regs.

INTELL: ENEMY FIGHTE


R UPDATE

Codename: Sorthak

Wing Commander III

Two weeks ago a ro


utine naval air tr
ansfer ended in
the destruction of
eighteen fighters
, including five
Arrows, nine Thun
derbolts and four
Longbow bombers.
The exact circumst
ances are unclear,
but black box
data recovered fr
om the debris indi
cate that an
unusually large
Kilrathi fighter
attacked the grou
during its flight
p
to Vega Sector.
Apparently equipp
ed with heavy shie
lds and armor,
the ship was desc
ribed on digital
tape as a cross
between a Vaktoth
and a destroyer,
with massive
guns protruding
from both the fron
t and rear.
Other pilot comme
nts note visible to
rpedo hardpoints,
meson guns and po
ssibly a plasma gu
n.
More updates will
be posted as Terr
an Intell investigates the incident
. In the meantime
, all TCN pilots
are urged to avoid
engaging any unus
ual enemy vessels. Any sighting
s should be labele
d with codename
Sorthak and forw
arded immediatel
y to Intell.

79

THE WORDS OUT

   
     

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,

Argent Financial Group


Christopher Blair
Acct. # 149848.34

25478 Clinton St.


Area 2, Ste. 301
New Harlem
Earth 59642
tel 231 2345 3287
E argfin.com.5674

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

enjoy music from a decade ago,


you cant help but fall for the
smooth, synthetic sound of this
durable group.
Order your advance tickets
now from req.ent.rec.victory
all orders will automatically be
debited from your shipbank
debit account.

Pilot of the Month

Wing COmmander
Commander III

Rank & Name: Lieutenant Mitchell Lopez


Age: 27
Award Date: 2669.151
Homeworld: Dakota
Callsign: Vaquero
Leisure activities: Music
Determining Factor: Risked life to retrieve two ejected
pilots during a single mission.
Excerpt from Self-Analysis: Sometimes I try to write music to capture the feel of
the Victory, but I cant. My hands arent good enough to bring it out of the guitar.
But its there. I feel it every time I hit an E major. Thats why I like the lounge. I
can see the people, and try to hear their part ... try to make just that one riff
come into being. In my mind, I can hear many different chords creating harmony.
It is deep, an ocean of sound and feeling that I almost cant explain.
Most often heard quote: Ill have that in my cantina, too.

81

Visual Enhancers May


Extend Pilot Life

Wing Commander III

Posted 2669.220

82

After two decades of war,


and no end in sight, many
veteran Terran pilots are
reaching normal retirement
age. Some make capable
squadron commanders, while
others are leaving to further
the war efforts at home.
The leading cause for pilot
retirement is failed visual
sight
organs,
due
to
decreased sensitivity of the
retina and degeneration of
the rectus and oblique muscles that allow eye movement. Both conditions have
been tied to excessive hours
spent in the cockpit.
However, Dr. Halston
Rutwan of Locanda IV has just
completed an experimental
study designed to prolong
a pilots visual acuity and eye
reflexes. In his studies
on Parasympathetic Nerve
Damage, he explains his new
procedures.

Eye muscles allow finer


control than any other muscle group in the body. They
have the smallest number of
muscle fibers and can be
adjusted with great precision.
In Dr. Rutwans latest round
of experiments, he implanted
synthetic, limbatical fibers
along each rectus muscle.
One TCN pilot injured in
the line of duty volunteered
for this procedure in hopes
that he will fly again. Lt. Joeff
Richards was injured during a
sortie last year after flying a
trio of routine patrol missions.
He suffered severe ligament
tears behind his eye after
experiencing a pinhole leak in
his pressure suit mask.
After surgery and six
months of optical therapy, Lt.
Richards is back flying transport missions. Though he
may never see fighter combat
again, progress like this may
eventually keep dozens of
pilots like him in a cockpit.

Reference
Material

History of the War

History of the War


Updated 2669.098 by Guthrig Andropolos, TCN military analyst
Most of you on board TCN fleet ships arent old enough to remember 2629.105,
when the first Kilrathi scout ship attacked the patrol vessel Iason. In fact, most
of you probably only know half the story this war has to tell. Youre about to be
exposed to some sobering facts. While all of us have personal reasons for this
war including revenge, glory and honor many of us know little about its
history. As dismal as this may seem, we all need to remember.
My father, Commander Jedora Andropolos, became one of the first casualties of
the war. He cant be brought back and I cant spend my career trying to avenge
his death. Yet we still have much to learn in our ongoing pursuit of victory.
Perhaps, in some small way, this history can help you do your part.

Introduction to the Terran-Kilrathi Conflict


The home plane of the Kilrah culture is nestled within the Orion arm of the Milky
Way, a year-and-a-halfs travel from the Terran base of Earth in Sol System. The
Kilrathi have possessed interstellar flight knowledge for the last century, using
that development to conquer hundreds of planets in outlying sectors. Though
they encountered several other life forms, none could compete with their scientific knowledge until they ran into a Terran exploration party in 2629.
The Terrans, likewise, had befriended several nearby worlds and quickly assimilated them into the Confederation. All were advanced, but none possessed technology that could rival that of Earths. Since the Terrans and Kilrathi had exerienced
wars between their own people in past centuries, the tools for interstellar war
were already in place by the time the two races crossed paths in 2629. With a
new outlet for frustration and hatred, each side rapidly unified after the first few
encounters.
Now the Terrans and Kilrathi have arrived at a stalemate, with the Kilrathi gaining slight advantages in sectors with tactical jump locations. This desperate,
ongoing fight pits humanity against honor and survival, compassion against the
deliverance of justice

History of the War

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.

History of the War

2634.186

86

The Anna Magdelena, a refitted


transport ship ferrying orphans to
their new homes on Dieno, is openly
attacked by a pair of Kilrathi fighters. No one survives. In retaliation
for this and the five-year string of
equally heinous abuses of all known
laws of civility, the Terran
Confederation officially declares war
on the Empire of Kilrah.

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.

After a pounding match, the


McAuliffe Ambush ends with the
Kilrathi in full retreat. Casualties on
each side are nearly identical.

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.

A small Terran fleet of elite fighters


is dispatched to the Imperial starbase. The Kilrathi launch a significant resistance, but are eventually
overpowered. Badly beaten, the
Kilrathi move their central military
command back to their homeworld of
Kilrah.

Shortly after intelligence reports


indicate that Kilrathi engineers have
developed a new super-weapon to
use against inhabited planets, all
radio contact is lost with the
Goddard Colony. Fighter wings from

2654.326

History of the War

Terran Intelligence reports that the


Kilrathi High Command is directing
war efforts from Venice System.
Reconnaissance patrols identify
Kilrathi ships and boldly give chase,
uncovering an Imperial starbase. The
Terran patrols are lost, but not
before relaying their coordinates
back to HQ.

87

the Tigers Claw rush to Goddard and


forge a path for transports and
corvettes, only to discover that a
quarter-million human lives have
already been sacrificed by the
Kilrathi.
Deeply angered by the tragedy, the
crew of the Tigers Claw pursues the
Kilrathi strike force into enemy territory, where they are ambushed by a
captured Confederation Exeter-class
ship. Reconnaissance ships eventually locate the dreadnought ship suspected of carrying the prototype
weapon. The Claw follows and, in a
stunning display of deep space logistics and fighting skill, eliminates
this Sivar dreadnought.

2653-2655

History of the War

The Confederation pledges to protect


a newly discovered bird-like race
called the Firekkans, who plan to
join the Terran alliance. In the interim, a huge Kilrathi battle fleet commanded by Prince Thrakhath and his
Drakhai (Kilrathi Imperial Guard)
moves into the Firekkan system. The
fleets intent is unknown until the
Kilrathi defector Ralgha nar Hhallas
exposes a plan to use Firekka for a
religious ritual in which warriors
rededicate themselves to Sivar, the
Kilrathi god of war.

88

The Confederation decides to disrupt


the religious ceremony in hopes of
breaking enemy morale. Marine
troopships jump into the system and
stage an assault on the Kilrathi
priestesses. The mission is successful, and the Claw retreats to Terrancontrolled space under heavy Kilrathi
pursuit. In short order, Firekkan
natives revolt and force the remaining Kilrathi forces to withdraw.
Another crisis has been averted.
Meanwhile, the Battle of Repleetah
grinds into a stalemate, with neither

side gaining a significant advantage.


Despite heavy losses on both sides
and the tolls taken by the extraordinarily bitter weather of the research
outpost, Kilrathi and Terran Marines
refuse to yield.

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

Supply Depot, where mutineers split


into two factions. The pirated ship is
eventually gunned down.
The Kilrathi unsuccessfully attempt
to quell rebelling planets in Ghorah
Khar System, and an Imperial leader
tries to assassinate Prince Thrakhath.
Thrakhath is captured and brought
aboard the Bonnie Heather, but
eludes his captors through a daringly
engineered escape. Finally, a desperate attack against Olympus Station
in Ghorah Khar is thwarted, saving
the rebel Kilrathi planet.

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.

The first hits result in total radia-

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 ...

History of the War

In the following months, several


frontier colonies refuse to abide by
the armistice rulings, investing both
forces and ships in an attempt to
search out suspected active shipyards on the far side of the Kilrathi
Empire. Using captured stealth
equipment, private forces intercept a
HoloVid of the rumored facility,
along with a message that Kilrathi
forces are embarking to attack Earth.
The armistice is renounced, and a
hastily assembled force of still-intact
Confederation ships prepare to
defend against the attack, bolstered
by private ships and carriers.

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

Joans Fighting Spacecraft


This is the most current update for Joans Fighting Spacecraft, which contains the
specifications on both Terran and Kilrathi spacecraft.
All servicemen are urged to familiarize themselves with these specifications.
Computer files of this material are available in the TCN library, under
>>REFERENCE>>TECHNICAL>>HARDWARE>>JOANS>>. Heres a quick guide for
those of you unfamiliar with the Joans system of evaluation:
(The following text is reprinted here with the permission of Ivan Borger, Jr.,
publisher of Joans Fighting Spacecraft. With each edition of Joans Fighting
Spacecraft, several new Kilrathi ship-types and Confederation craft have been
added to the fleet. The updates in this section give a statistical description
of each spacecraft.)

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.

Joans Fighting Spaecraft

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

HS: Heat-Seeking missile


FF: Friend-or-Foe 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

Joans Fighting Spaecraft

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

Laser Cannon (2)


Missile Hardpoints
(3 x 2):
2 DF / 2 DF
2 HS

Armor

Fore and Aft Shields: 3 cm equiv. each


Front and Rear: 3 cm each

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

Neutron Guns (2)


Missile Hardpoints
(5 x 2):
2 DF / 2 DF
2 FF / 2 FF
2 IR

Armor

Fore and Aft Shields: 7 cm equiv. each


Front and Rear: 5/4 cm each
Right and Left: 3 cm each

Joans Fighting Spacecraft: 2654 Edition

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

Mass Driver Cannon (2)


Missile Hardpoints
(2 x 2, 2 x 3):
2 DF / 2 DF
3 HS / 3 HS

Armor

Fore and Aft Shields: 4 cm equiv. each


Front and Rear: 6 cm each
Right and Left: 5 cm each

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

Mass Driver Cannon (2)


Neutron Guns (2)
Missile Hardpoints (5 x 2):
2 HS / 2 HS
2 IR / 2 IR
2 FF
Porcupine Mine (1)

Armor

Fore and Aft Shields: 7 cm equiv. each


Front and Rear: 8 cm each
Right and Left: 6 cm each

Joans Fighting Spacecraft: 2654 Edition

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

*Configurable as either a Freighter or Tanker

Drayman
Class
Length
Mass
Max. Velocity
Cruise Velocity
Acceleration
Max. YPR

*Configurable as either a Freighter or Tanker

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

Joans Fighting Spacecraft: 2654 Edition

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

Laser Cannon (2)


Missile Hardpoints (1 x 1):
1 DF

Armor

Fore and Aft Shields:


3.5 cm equiv. each
Front and Rear: 3/2 cm each
Right and Left: 1.5 cm each

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

Laser Cannon (2)


Missile Hardpoints
(2 x 2):
2 HS / 2 HS
Porcupine Mines (3)

Armor

Fore and Aft Shields: 5 cm equiv. each


Front and Rear: 4.5/3.5 cm each
Right and Left: 3 cm each

Joans Fighting Spacecraft: 2654 Edition

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

Laser Cannon (2)


Missile Hardpoints
(1 x 1, 1 x 3):
1 FF
3 HS

Armor

Fore and Aft Shields: 8 cm equiv. each


Front and Rear: 9/10 cm each
Right and Left: 8 cm each

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

Laser Cannon (2)


Mass Driver
Cannon (2)
Missile Hardpoints
(1 x 1, 1 x 3):
1 IR, 3 HS
Porcupine Mines (2)

Armor

Fore and Aft Shields: 11/10 cm equiv. each


Front and Rear: 15/14 cm each
Right and Left: 10 cm each

Joans Fighting Spacecraft: 2654 Edition

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

Laser Cannon (3)


Missile Hardpoints
(1 x 2, 1 x 1):
2 FF
1 HS

Armor

Fore and Aft Shields: 16 cm equiv. each


Front and Rear: 20/10 cm each
Right and Left: 17 cm each

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

*Configurable as a Cruiser or Light Carrier

Kilrathi CapShips

**If configured as a Light Carrier

98

Joans Fighting Spacecraft: 2654 Edition

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

Mass Drivers (2)

Armor

Fore and Aft Shields: 6 cm equiv. each


Front and Rear: 6.5 cm each
Right and Left: 4.5 cm each

Epee
Class
Length
Mass

Light Attack Fighter


12.4 meters
13 tonnes

Max. Velocity

480 kps

Cruise Velocity

250 kps

Acceleration

Excellent
10 dps

Weapons

Particle Cannon (2)


Missile Hardpoints (2 x 2):
2 DF / 2 HS

Armor

Fore and Aft Shields: 6 cm equiv. each


Front and Rear: 3.5 cm each
Right and Left: 3 cm each

Joans Fighting Spacecraft: 2668 Edition

Confederation Fighters

Max. YPR

99

Rapier II
Class
Length
Mass

Medium Attack Fighter


19.0 meters
15 tonnes

Max. Velocity

450 kps

Cruise Velocity

250 kps

Acceleration

Excellent

Max. YPR

10 dps

Weapons

Particle Cannon (2)


Missile Hardpoints (3 x 2):
2 DF / 2 HS / 2 FF
Chaff Pod (1)

Armor

Fore and Aft Shields: 8 cm equiv. each


Front and Rear: 6.5 cm each
Right and Left: 5 cm each

Sabre
Class
Length
Mass

Confederation Fighters

23.6 meters
22 tonnes

Max. Velocity

420 kps

Cruise Velocity

220 kps

Acceleration

100

Heavy Attack Fighter

Excellent

Max. YPR

8 dps

Weapons

Particle Cannon (2)


Mass Driver Cannon (2)
Turret Neutron Guns (2)
Missile Hardpoints (4 x 2):
2 IR / 2 IR
2 FF / 2 DF

Armor

Fore and Aft Shields: 10 cm equiv. each


Front and Rear: 16 cm each
Right and Left: 11 cm each

Joans Fighting Spacecraft: 2668 Edition

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

Mass Driver Cannon (3)


Turret Neutron Guns (2 x 3)
Turret Tractor Beam (1 to rear)
Missile Hardpoints (1 x 3):
3 FF
Torpedos (2 x 2)

Armor

Fore and Aft Shields: 18 cm equiv. each


Front and Rear: 15 cm each
Right and Left: 13 cm each

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

Joans Fighting Spacecraft: 2668 Edition

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

Neutron Guns (2)


Missile Hardpoints (1 x 1):
1 DF

Armor

Fore and Aft Shields: 5 cm equiv. each


Front and Rear: 4 cm each
Right and Left:3 cm each

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

Laser Cannon (3)


Missile Hardpoints (2 x 2):
2 DF / 2 DF
Chaff Pod

Armor

Fore and Aft Shields: 5.5 cm equiv. each


Front and Rear: 4 cm each
Right and Left: 3.5 cm each

Joans Fighting Spacecraft: 2668 Edition

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

Particle Cannon (1)


Turret Neutron Gun (1)
Missile Hardpoints (2 x 2, 1 x 1):
2 IR / 2 IR
1 DR

Armor

Fore and Aft Shields: 15 cm equiv. each


Front and Rear: 13 cm each
Right and Left: 11 cm each

Grikath
Class
Length
Mass

Heavy Fighter
17.7 meters
27 tonnes

Max. Velocity

330 kps

Cruise Velocity

200 kps

Acceleration

Bad
3 dps

Weapons

Neutron Guns (3)


Turret Neutron Guns (2)
Missile Hardpoints (1 x 2):
2 FF
Torpedoes (3)
Chaff Pods (3)

Armor

Fore and Aft Shields: 17 cm equiv. each


Front and Rear: 16 cm each
Right and Left: 14 cm each

Joans Fighting Spacecraft: 2668 Edition

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

Joans Fighting Spacecraft: 2668 Edition

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

Kilrathi Capital Ships


Joans Fighting Spacecraft: 2668 Edition

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

Ion Cannon (2)


Laser (2)
Missile hardpoints (4 x 2):
2 HS / 2 HS
2 IR / 2 IR
Missile decoys (16)

Armor

Fore and Aft Shields: 200 cm equiv. each


Front and Rear: 80 cm each
Left and Right: 60 cm each

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

Tachyon Gun (4)


Reaper Cannon (2)
Missile hardpoints (4 x 3):
3 HS / 3 HS
3 IR / 3 IR
Missile decoys (30)

Armor

Fore and Aft Shields: 250 cm equiv. each


Front and Rear: 90 cm each
Left and Right: 90 cm each

Joans Fighting Spacecraft: 2669 Edition

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

Ion Cannon (2)


Laser (2)
Missile hardpoints (4 x 2):
2 HS / 2 HS
2 IR / 2 IR
Missile decoys (16)

Armor

Fore and Aft Shields: 200 cm equiv. each


Front and Rear: 80 cm each
Left and Right: 60 cm each

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

Photon Cannon (2)


Meson Blaster (2)
Plasma Gun (2)
Mass Driver Cannon rear (1)
Missile hardpoints (2 x 3):
3 HS / 3 HS
1 Torpedo
Missile decoys (24)

Armor

Fore and Aft Shields: 250 cm equiv. each


Front and Rear: 120 cm each
Left and Right: 100 cm each
Joans Fighting Spacecraft: 2669 Edition

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

Photon Cannon (2)


Meson Blaster (2)
Plasma Gun (2)
Mass Driver Cannon rear (1)
Missile hardpoints (2 x 3):
3 HS / 3 HS
1 Torpedo
Missile decoys (24)
Fore and Aft Shields: 250 cm equiv. each
Front and Rear: 120 cm each
Left and Right: 100 cm each

Confederation Fighters

Armor

110

Joans Fighting Spacecraft: 2669 Edition

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.

Joans Fighting Spacecraft: 2654 Edition

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

Meson Blaster (2)


Missile hardpoints (1 x 2):
2 HS
Missile decoys (6)

Armor

Fore and Aft Shields: 80 cm equiv.


Front and Rear: 60 cm each
Left and Right: 40 cm each

Ekapshi
Class
Length
Mass
Max. Velocity
Max. Afterburner
Velocity

Kilrathi Fighters

Acceleration

112

Light Atmospheric Fighter


16 meters
19 metric tonnes
430 kps
1100 kps
200 k/s2

Max. YPR

65/55/55 dps

Weapons

Laser Cannon (4)


Meson Blaster (2)
Missile hardpoints (1 x 4):
4 HS
Missile decoys (8)

Armor

Fore and Aft Shields: 250 cm equiv. each


Front and Rear: 80 cm each
Left and Right: 60 cm each

Joans Fighting Spacecraft: 2669 Edition

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

Meson Blaster (2)


Missile hardpoints (1 x 4):
4 IR
Missile decoys (8)

Armor

Fore and Aft Shields: 120 cm equiv.


Front and Rear: 80 cm each
Left and Right: 60 cm each

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

Tachyon Gun (1)


Plasma Gun (2)
Ion Cannon (2)
Meson Blaster rear (1)
Missile hardpoints (2 x 4):
4 HS / 4 HS
Missile decoys (8)

Armor

Fore and Aft Shields: 250 cm equiv. each


Front and Rear: 130/120 cm each
Left and Right: 130 cm each

Joans Fighting Spacecraft: 2669 Edition

Kilrathi Fighters

Max. YPR

113

k ha haf
Class
Length
Mass
Max. Velocity

Heavy Asteroid Camouflage Fighter


31 meters
31 metric tonnes
380 kps

Max. Afterburner
Velocity

950 kps

Acceleration

150 k/s2

Max. YPR

50/40/40 dps

Weapons

Reaper Cannon (4)


Meson Blaster (2)
Missile hardpoints (2 x 8):
8 mines / 8 mines
Missile decoys (8)

Armor

S
A
L

F
I
S

Fore and Aft Shields: 250/200 cm equiv.


Front and Rear: 500 cm each
Left and Right: 500 cm each

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

Meson Blaster (turreted) (4)


Meson Blaster (rear turreted) (2)
Missile hardpoints (2 x 4):
4 HS / 4 IR
Missile decoys (10)

Armor

Fore and Aft Shields: 180 cm equiv. each


Front and Rear: 180 cm each
Left and Right: 180 cm each

Joans Fighting Spacecraft: 2669 Edition

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

Meson Blaster (2)


Missile hardpoints (1 x 5):
5 HS
Missile decoys (6)

Armor

Fore and Aft Shields: 60 cm equiv.


Front and Rear: 40 cm each
Left and Right: 20 cm each

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

Fore and Aft Shields: 320 cm equiv. each


Front and Rear: 180/140 cm each
Left and Right: 180 cm each
Joans Fighting Spacecraft: 2669 Edition

Kilrathi Fighters

Mass Driver Cannon rear (1)


Missile hardpoints (2 x 3, 2 x 4):
3 FF / 3 FF
4 FF / 4 FF
Torpedo hardpoints (2 x 3)
Missile decoys (6)

115

Kilrathi Capital Ships


Its not easy to destroy a Kilrathi capital ship. But if you have the right
armament and know where to strike, you can take out a few during your career.

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

Joans Fighting Spacecraft: 2669 Edition

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.

Joans Fighting Spacecraft: 2654 Edition

Kilrathi Capital Ships

Dreadnought

117

Borgers All the Sectors Weapons Systems


The following entries are excerpts from Borgers All The Sectors Weapons Systems
and contain specifications.
Ship ordnance is categorized into two types energy guns and weapons. Guns
include all multiple-fire blasters that draw energy from a ships reserves to
function. Weapons, on the other hand, include all single-shot munitions, both
dumb-mechanism warheads and those equipped with targeting systems. Having
observed the enemy for several decades, Intell has determined that the Kilrathi
forces possess about similar gun and weapon technology as the Terrans do.

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

Found mainly on fighters and also used as an


Energy
30 nJ
anti-fighter gun, the ion cannon imparts
Range
4500 k
energy and radiation damage to targets.
Charged atomic particles are magnetically
Refire Delay
.35 sec
accelerated to high speeds, then discharged
in pulses. This cannon delivers more damage
than a laser and can cause severe pilot injuries. However, the ion cannon has
higher energy consumption and a slower refire rate than the laser.

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

standard against which most

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.

Mass Driver Cannon


The mass driver cannon is common on both
fighters and light defender ships in the fleet.
A solid gun in either case, it uses a linear
accelerator to fire projectiles of metallic mass
at a target. The mass driver is a staple in the
Terran arsenal and has even been used
against planets and asteroids.

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

The meson blaster is a unique, powerful gun


Energy
that utilizes subatomic particles with a short
Range
half-life. These particles, called mesons, are
accelerated and flung toward a target. The
Refire Delay
most damage occurs once the particles decay
inside the target they cause internal
explosions and give off radiation. Energized shields can stop these
and atmospheric conditions render this gun ineffective.

119

Neutron Gun

Service Date

2640 to
2668

Neutron guns do heavy damage, but only at


Penetration
30
close range. No other projectile weapon
Energy
20 nJ
provides an equivalent level of destructive
Range
2,500 k
capability. The down side is that neutron guns
heat up rapidly and eat up power at an
Refire Delay
.35 sec
alarming rate. Also the neutron guns lack of
range had led many foolhardy or underskilled
pilots into close-quarter combat for which they were ill-prepared. Some of
these pilots never made it home.

Particle Cannon

Service Date

2658

Penetration

43

The particle cannon is perhaps the most


Energy
22 nJ
significant energy technology we possess.
Range
4200 k
Prototypes were first developed three years
into the war, when a similar cannon was
Refire Delay
.40 sec
extracted from a captured Kilrathi fighter.
Engineers built a comparable version capable
of hurling minute nuclear particles at high speeds. Any impact results in a
small nuclear explosion that gives off blast, heat and radiation damage. This
gun is useless, however, in atmospheric conditions.
Particle cannon have almost completely replaced neutron guns in the
Confederation Navy. They combine the extended range of lasers with the
strong punch of neutron guns.

Photon Cannon

Service Date

2632

Penetration

32

Energy Guns

When Terran forces first declared war on the


Energy
30 nJ
Kilrathi, the photon cannon was the most
Range
4500 k
popular gun next to the standard laser. It
emits laser pulses and solicits similar effects
Refire Delay
.45 sec
upon impact. However, the photon cannon
drains more energy and has a slower refire
rate. This gun requires little maintenance the mirror robotics are the only
adjustable component and functions best in deep-space combat.

120

Plasma Gun

Service Date

2628

Penetration

67

The plasma gun was originally developed to


Energy
attack heavy fighters and lightly armored
Range
corvettes. It uses electrically charged
hydrogen molecules that are in a state of
Refire Delay
near-fusion. These molecules are similar to
those found in the inner plasma of most
young stars. Upon impact, plasma projectiles cause radiation, blast
damage.

Reaper Cannon

Service Date

(This gun will be available as soon as it


Penetration
completes its test cycle.) The RCX-V1 reaper
Energy
cannon evolved from the standard ion
Range
cannon, and its refire rate is slightly faster.
This gun delivers high-speed pulses of
Refire Delay
charged atomic particles that give off energy
and radiation damage. Fighters find this gun
especially useful against ships with shields that regenerate quickly,
ship with slow shield generation is sure to take damage.

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

A power-hungry blaster, the tachyon gun is


Energy
40 nJ
the most devastating energy gun found on
Range
3200 k
Terran fighters. It slows down tachyon
particles, which naturally travel faster than
Refire Delay
.35 sec
the speed of light. Once these particles are
decelerated and forced into streams, their
potential damage increases monumentally. In several documented cases, the
powerful tachyon gun has been used to attack the shields of capital ships.

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

The dumbfire missile originated as an


Length
2.6 meters
atmospheric fighter weapon in the late 20th
Speed
3000 k/s
century and has not evolved greatly since its
Acceleration
1000 k/s2
inception. A simple point-and-shoot weapon,
it lacks a guidance system and does not
Maneuverability 10 dps
require a target lock. The dumbfire is
Duration
3 sec
unjammable due to the absence of guidance
Lock Time
0 sec
systems, and costs less than any other missile
Penetration
800
type. It is most useful against targets with
predictable reactions at close range, a
single dumbfire can diminish shields enough to allow an energy gun attack.
Pilots normally reserve this weapon for use in close quarters or against slowmoving targets.

122

Friend-or-Foe Missile

Service Date

2628
(FF-V.12)

The friend-or-foe (FF) missile was developed


Length
2.2 meters
once ship systems were able to distinguish
Speed
1200 k/s
between friendly and enemy ships. Capable of
Acceleration
800 k/s2
identifying the distinctive Confederation ship
signal, it makes a beeline for the nearest ship
Maneuverability 80 dps
that isnt broadcasting that signal. This has
Duration
20 sec
resulted in the destruction of several Terran
Lock Time
0 sec
ships whose communications systems were
Penetration
250
damaged. In spite of this inherent danger,
both sides continue to use the FF as standard
armament for medium and heavy fighters. This missile doesnt require a lock,
and it will acquire a new target if the current one is destroyed before
detonation.

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

TCN weapon engineers developed the leech


missile in order to capture Kilrathi fighters
intact without damaging them. The leech is
not an explosive rather, it is a sophisticated
electronic weapon system capable of
disrupting a target and draining its energy.
Power drains slightly upon impact, but soon
leaves targets immobilized in space.

Service Date

123

Image-Recognition Missile

Service Date

Image-recognition (IR) missiles first came


Length
into use in the late 1900s, when rudimentary
Speed
infrared and visual tracking technology was
Acceleration
applied to air-to-air missiles. The basic design
remains the same; however, the sensor
Maneuverability
systems have greatly improved. Todays IR
Duration
missiles use computer imaging to identify and
Lock Time
memorize the silhouette of a targeted ship.
Penetration
After launch, the firing ship copies the IR,
electronic and visual signatures specific to
that target to the missiles AI program. The missile will then track
until impact.

2633
(IR-V.25)
2.2 meters
1600 k/s
600 k/s2
80 dps
15 sec
1 sec
250

the target

The IR missile is difficult to defend against due to its imaging routine.


However, previous versions of this missile often malfunctioned if the target
practiced successful evasive maneuvers. This led to the addition of a built-in
self-destruction routine in 2644.

Porcupine Mine

Service Date

2596
(MP-V4.2)

Missile Weapons

A mine is a stationary or slow-moving variant


Length
1 meter
of a missile. Although non-descript, its useful
diameter
for booby-trapping areas that the enemy may
Blast Radius
20 meters
pass through jump points, gaps in asteroid
Speed
100 k/s
fields and pulsar shadows. Some mines also
Acceleration
200 k/s2
have simplified guidance systems that can
seek out disabled ships. Since mines move so
Maneuverability 20 dps
slowly, ship detection systems are unable to
Duration
30 min
track them with sensors or radar. Because of
Lock Time
0 sec
the danger of friendly casualties, most mines
Penetration
100
are now set to self-destruct after a 30-minute
active period. This deadly device has limited
homing capabilities and built-in proximity sensors detonation doesnt
require contact.

124

Torpedo

Length

3.8 meters

Speed

1000 k/s

A mainstay in both Terran and Kilrathi fleets,


Acceleration
200 k/s2
the torpedo is a large, maneuverable warhead
Maneuverability 20 dps
used against capital ships and bases. It has a
built-in image-recognition system that locks
Duration
14 sec
onto the target. Although the lock time is
Lock Time
12 sec
longer than that of any other missile, the
Penetration
8000
torpedo is the only fighter weapon that can
easily destroy carriers. Modern Terran and
Kilrathi capital ships now have phase shield technology that renders missiles
and fighter-scale guns useless. Terran scientists developed powerful torpedoes
capable of penetrating the new shields; soon thereafter, spies leaked the new
technology to the Kilrathi.
Torpedoes are not without disadvantages. They can only lock on to capital
ships, they are slow and can sometimes be shot down by the target ship or
its fighter escort, and they take approximately twenty seconds to determine
the phase pattern of the shields, leaving the firing ship vulnerable to attack
for extended periods. But when all the conditions are satisfied, torpedoes
large warheads can be very effective.

Capital Ship Weapons and Defenses


Capital ships rely on energy guns just as much as fighters do, except that capital
support guns are stepped-up versions of those found on many popular fighters.
The guns are normally positioned in external turrets mounted on the front and
back of the hull. Larger capital ships may also have side turrets.
Some modern capital ships (post-2668) are equipped with external missile tubes
capable of launching CapShip missiles. These tubes have been adapted, in
special cases, to fire normal heat-seeking or image-recognition missiles.

Anti-Matter Gun

2667

Penetration

300

Missile Weapons/Capital Weapons

Service Date

The anti-matter gun is a more powerful


Energy
130 nJ
version of the particle cannon and comprises
Range
8000 k
the secondary armament of most friendly and
enemy capital ships. This weapon can punch
Refire Delay
1.5 sec
through the heaviest shields, and it delivers
four times as much damage as the most
powerful gun on any fighter. Capital ships rely on the anti-matter gun to
defend against corvettes, heavy fighters and bombers that are attacking.
Although not effective in atmospheric conditions, the small nuclear explosion
and resulting heat and radiation from one shot are often enough to down a
fighter in space.

125

Phase-Transit Cannon

Service Date

2653 to
2665

This weapon actually forms the keel of the


Penetration
1000
Terran Confederation-class dreadnought; it is
Energy
100 nJ
too large to be mounted on any other ship in
Range
8000 k
the Confederation Navy. The phase-transit
cannon bypasses shields and is capable of
Refire Delay
1.5 sec
destroying any ship with a single shot. It is a
refinement of a similar weapon found in the
wreckage of the Sivar, the Kilrathi dreadnought that single-handedly
destroyed the Goddard colony in 2654. Presumably the Kilrathi have more
Sivar-class dreadnoughts, but none have been spotted since that first
appearance.
Continual problems with the phase-transit cannon led to its retirement in late
2665.

Turreted Flak Cannon


Fighters provide the bulk of a capital ships
defenses, but the largest ships also lay down
heavy flak barrages. Although flak cannon
rounds are not dangerous singly, they can
widely distribute damage over a large area
with rapid, continuous fire. Flak cannon are
used for point-defense against torpedoes, in
addition to close-range combat with fighters.

Turreted Laser

Service Date

2538 to
2668

Penetration

10

Energy

12 nJ

Range

2500 k

Refire Delay

.1 sec

Service Date

2630

Penetration

25

Capital Ship Weapons

Capital ships are especially vulnerable to


Energy
15 nJ
concentrated attacks by incoming fighters.
Range
4000 k
For this reason, laser turret guns were
mounted to provide point-defense for
Refire Delay
.2 sec
particular ship surfaces. Modern Terran and
Kilrathi destroyers, cruisers, carriers and bases
are equipped with heavy, turreted lasers linked to advanced targeting
systems. Only the most maneuverable ships have any chance of surviving
concentrated fire from these formidable weapons.
The capital-ship version of the laser can hit a fighter with twice the normal
damage (two regular lasers are mounted on each turret), and the quick refire
rate is more than twice that of regular lasers.

126

Turreted Neutron Gun


Many of the heavier fighters are equipped
with swivel-mounted neutron guns, to fend
off enemy fighters during torpedo runs. The
capital-ship version of the neutron
corresponds to the fighter version, although
certain modifications produce a higher fire
rate at the cost of range.

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

The latest in defense technology, capital ship


Defense
shields are impervious to damage from all
Energy
fighter-mounted missiles and guns. Torpedoes
Range
are the only fighter-mounted weapons capable
of getting through. Unfortunately, the number
of torpedoes available to Terran Confederation
forces is low. Pilots are advised to use them wisely.

7500
85 nJ
1500 nJ
(per minute)

Capital Ship Weapons

127

Other Defensive Systems

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

Other Defensive Systems

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.

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy