The 3-D Space Combat Simulator
A Chris Roberts Gome
HJRirm
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Playing, Wing Commander
Starting the Came.
Lounge ..
Simulator *+*«■+«*+*■+**+*.
◄
Bar racks + <***-+**+■■*.*-.■.,
Mission Hangar ---
Cockpit Instruments
In-Flight Systems-- --
Camera Views-----— — **
Landing.-*-•****.**■
General Tip5,‘*“*,,‘*>*****
Your First Mission •****■■ ■■<4$
The Campaign*- —........
Vega Sector Map-- --
ClawMarks Magazine
Credits...
The 3-D Space Simulator
The Confederation could use a hero right now. If you've got the
stamina and guts to survive, you can save humanity and help
topple the evil Kilrathi Empire. Since 2634, this race of vicious,
catlike aliens has been attacking and conquering colonies and
planets aligned with the Terran Confederation,
Now, it is the year 2654, and you've fust graduated from the
TCS naval academy as one of the top pilots in your class. It's
been your dream as long as you can remember to make it as a
combat pilot in the deadliest war in history. Having chosen the
Tiger's Claw as your homeship, you've almost completed the
final leg of your journey, As the Tiger's Claw rolls into view, your
heart fills with pride and pounds with anticipation...
Starting the Game
To begin Wing Commander, open the disc drive and place the
disc in the Sega CD system. Then, make sure the AC adapters
are plugged in for both the Sega Genesis and Sega CD systems.
Finally, turn on power to the Sega Genesis system (if necessary,
refer to the hardware documentation).
The game will automatically load and proceed through an
introductory animation. To bypass the entire introduction and
other animations, press (Bj on the control pad. The following
diagram shows the standard 3-button Sega control pad, (Vou
may use other compatible control pads, but all functions may
not work with Wing Commander):
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@ Use the D-pad to position the cursor (on the carrier)
and steer your ship (during flight).
©5D Whenever you see more than one symbol, press all keys
simultaneously, For example, in this case you would
press © and |V (on the D-pad) at the same time.
X| x 2 Press the indicated1 key twice.
When the introduction is over, a menu will appear:
The Direction Normal option may be Changed to Direction
Reverse. Direction Norma! simulates a joystick control, meaning
that pressing 0 will make your ship turn upward. Direction
Reverse is just the opposite; pressing 0 will make your ship turn
downward. To change this, use ©to select the Direction option
and then press (a) to toggle between Normal and Reverse.
After you save games, you will also see Continue Campaign.
Lounge
When the game begins, you find yourself seated at the controls
of the training simulator unit in the Tiger's Claw lounge. This is
the favorite hangout for off-duty Tiger's, Claw crew members and
the perfect place to hear the latest news on current events in the
Vega Sector, Here, you can check pilot scores or talk to Angel,
Paladin and Shotglass. The people in the lounge change with
each mission and often give you useful information about ships
and strategies, Vou can also brush up on your space combat
skills in the training simulator (to the left) or begin an actual
mission (through the barracks door on the right).
Talk to PALADIN
Talk to SHOTGL4S5 Talk to ANGEL
Fly training mission Enter Barracks
Check pilot scores
(5) Choose an action. Press [d] to position the green
arrow on the training simulator to the left or over a
character or door. The arrow then changes to a
crosshair, and text appears at the bottom of the
screen: Talk to ANGEL, Talk to PALADIN, Talk to
SHOTGLASS, Fly training mission, Enter Barracks or
Check pilot scores, (Later in the game, you can also
meet other pilots here.)
(a Begin selected action. Press (A’ to activate the option
you've chosen with the cursor, Vou can stay in the
lounge as long as you want, but you must enter the
barracks to fly a real mission.
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Simulator
The training simulator is a good place to practice before you
begin flying missions, If your main trouble is shooting accurate¬
ly, for example, you can use the training simulator to improve
your skills.
E To practice, move the cursor over the simulator (until
you see the words Fly Training Mission on the screen).
@ Press to view four Kilrathi fighters in your viewscreen.
The currently selected ship will be flashing.
QT| Press to choose a ship you wish to fty against.
0 Press to enter the simulation.
Ten fighters of the chosen type (Saith;, Dralthi, Krant or Grofho)
are divided into four waves. First, you will face one fighter, then
two, then three, then four. Iff you complete the fourth wave, you
proceed on to the next fighter. Vour score appears in the upper
left portion of the screen, and the time remaining displays in the
upper right corner.
Barracks
Return to Bar Exit to MENU
View your medals Mission Hangar
Awaken MISSION Save this campaign
(only if you've saved a game)
I'd], !Xi Press [d] to position the cursor over the barracks door,
then [a]. In the barracks, you can choose Save this
campaign. Awaken MISSION, View your medals.
Return to the Bar, Exit to MENU or Mission Hangar,
Again, to select an option, use Qp] to position the cur¬
sor over that option, then press ;Xi.
saving a game.Move the cursor to the head of a bunk (using [oj).
You should see the words Save this campaign. Then, press [a].
A sleeping pilot will appear in the bunk, indicating that the
game has been saved, You can save up to four different games.
loading a game. Move the cursor to the foot of a bunk (using
(d)). The words Awaken MISSION wilt appear. The mission
number also appears, describing the last mission flown in the
saved game, Press ® Check to make sure this is the game you
wish to load, then press (a) again, If you don't want to play this
game, press [T], then [a] to remove the words Awaken MISSION
from the screen.
viewing medals. Move the cursor over the lockers against the
back wall (using [□)). You will see the words View Your Medals,
Press 0 to view your uniform with your current rank, ribbons
and medals. Press 0 again to return to the barracks.
Move the cursor over the door to the far right.
flying a mission.
When you see the words Mission Hangar, press [Aj.
Mission Hangar
On your way to the Mission Hangar, you stop in the briefing
room* if you've already seen the briefing, you can skip to the
next animation (press (¥)). If you haven't seen it, listen to
Colonel Halcyon as he gives you instructions about your mission
objectives, navigation route and wingman assignment. Don't
worry about writing down the navigation details; they will be
loaded onto your ship's computer automatically.
After you are dismissed from the briefing, you enter a cine¬
matic launch sequence that takes you to the hangar, into your
fighter and through the launch process. Once you are in your
fighter's cockpit, you are actually flying the mission. All the
information screens may be intimidating at first, but reading
them will soon be second nature.
Cockpit Instruments
During the Wing Commander campaign, you have the opportuni¬
ty to fly four ships. Although each cockpit has a slightly different
instrument arrangement, they contain the same dials and gauges.
Refer to diagrams in this section for specific cockpit layouts.
I - Viewscreen* The Viewscreen and Heads-up Display provide
a clear view of space directly ahead of you. When other ships
enter your viewing window, your computer automatically tar¬
gets the closest ship. Red brackets appear around an enemy
ship, while a friendly ship gels blue brackets. Enemy or friendly
ships that are talking to you have flashing yellow brackets. The
green gunsight in the middle of the screen shows where your
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ship's guns are aimed.
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2, left Video Display Unit (VDU). The Left VDU shows a profile
of your fighter and the selected gun and missile. Depending on
the ship, you have different guns and weapons available. The
Left VDU has three functions. Press [sE) to cycle through the
screens and fc]to cycle through specific options for each screen.
Active weapon mode. The top line of green text is bright and
shows the active weapon. ("Weapons" include all single-shot
munitions that are self-powered.)
Active gurt mode. The second line of green text turns bright, indi¬
cating the active gun, ("Guns" include all multi-fire blasters that
draw energy from your ship.)
Damage mode. The words "No Internal Damage" appear if your
ship has not been damaged. However, if any ship components
have been damaged, text will appear that tells you how many
systems are damaged and to what extent. Youll also see a pro¬
file of your ship with the damaged part highlighted in red.
1. Viewscreen 7. Radar Display
2. Left Video Display 8. Set Speed Indicator
Unit (VDU) 9. Current Speed
3. Fuel Indicator Indicator
4. Right Video Display 10. Autopilot Light
Unit (VDU) 11. Missile Lock Light
5. Blaster Indicator 12. Eject Warning
6. Shields and Armor
3, Fuel Indicator, This vertical yellow bar shows how much fuel
you have and shortens as you use up fuel. Afterburners boost
speed dramatically but burn fuel ferociously, so use them spar¬
ingly. If you run out of fuel, you can only coast on reserves at a
speed of 50 kps.
4. Right Video Display Unit (VDU), The Right VDU has three
modes (plus incoming message mode), It shows range and tar¬
geting system information, allows you to communicate with
other ships, and shows profiles of people who are talking to
you. Press Csjc] to cycle through the options.
Navigational mode. When no targets are present, range informa¬
tion appears on the screen. You can see your currently selected
Nav point and the distance to your destination, (See
Navigational Map on page 12 for more information.)
Autotargeting mode. When another ship appears in your
viewscreen, your computer automatically targets it and places a
profile of the ship on the screen. You know a ship is targeted
when brackets appear around it. After you bring up the auto-
targeting screen;
\g\ Cycle through targets in your viewscreen,
[s)j] Lock/unlock the selected target. You can only lock
onto one ship at a time, A locked target has flashing
brackets and appears as a flashing dot on your radar.
Communications mode. If you want to send a message to some¬
one, select the person and then the message. The list of avail¬
able receivers and messages will vary for each mission, (See
Communications on page 1 3 for more information.)
Rapier Cockpit
1, Viewsqreen 7, Radar Display
2. Left Video Display 8, Set Speed Indicator
Unit (VDU) 9. Current Speed
3. Fuel Indicator Indicator
4. Right Video Display 10. Autopilot Light
Unit (VDU) 11, Missile Lock Light
5. Blaster Indicator 12. Eject Warning
a 6. Shields and Armor
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Afler you bring up the communication screen:
\0) Cycle through the receivers, then press [SjB] to select
the underlined receiver.
(c] Cycle through the messages, then press (sJb) to send
the underlined message.
incoming message mode. When someone talks to you, that per¬
son's profile appears in the Right VDU. After the message is
sent, the face disappears and you return to the previous mode.
Raptor Cockpit
1.. Viewscreen 7. Radar Display
2. Left Video Display 8. Set Speed Indicator
Unit (VDU) 9. Current Speed
3. fuel Indicator Indicator
4. Right Video Display 10. Autopilot Light
Unit (VDU) 11, Missile lock light
5. Blaster Indicator 12+ Eject Warning
6. Shields and Armor
5. Blaster Indicator. The blaster indicator displays the power
level of your lasers, mass drivers, and/or neutron guns, and
appears as a dolled orange bar. Frequent firing of your guns
runs down your blaster power and shortens the bar. Guns
recover power gradually, and the blaster bar will grow longer
as the blasters regenerate. However, recovery is slowed if your
power generator is damaged.
6. Shields and Armor. This box contains two sets of colored bars.
The blue bars represent shield strength, and the yellow bars indi¬
cate armor strength. As your ship is hit, your shields become
weakened* Your shield generator recharges your shields.
However, once damage pierces through the shields, armor
begins taking damage and does not regenerate.
7. Radar Display. This circular radar screen appears in every
cockpit it shows how far you have to rotate to bring a target
into your front viewscreen, but it does not show you how far
away the target is. The radar display is divided into six sections,
and each ship detected appears as a colored dot. The outer ring
shows the position of ships behind you; the center circle shows
ships ahead of you; and the four middle quadrants show ship
positions aiongsidef above or below you. Dots appear as follows:
Red dot....Enemy ship
Blue dot...Friendly ship
Blinking dot..Locked target
Large Yellow dot ......Enemy missile
Large Orange dof.<(..Enemy transport, tanker or capital ship
Large White dot....... Friendly transport, tanker or capital ship
Tactical Tip: To bring a locked target back into view, find the flash¬
ing dot on the radar. Try fo center the dot in the innermost cirde of
your radar display. This will bring the target directly in front of you
and into your viewscreen.
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Scimitar Cockpit
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1. Viewscreen 7. Radar Display
2. Left Video Display S. Set Speed Indicator
Unit (VDU) 9. Current Speed
3. Fuel Indicator Indicator
4. Right Video Display 10, Autopilot Light
Unit (VDU) 11, Missile Lock Light
5. Blaster Indicator 12, Eject Warning
6. Shields and Armor
3/9. Speed Indicators* The current speed indicator is a numeric
cal gauge that shows the current speed of your ship. It changes
when you speed up ([D0) or slow down ((ITjT). It also
changes when you apply your afterburners.
Another speed indicator displays your se* speed, or the speed
that your ship returns to after you finish using your afterburners
or turning. The current speed fluctuates constantly as you
maneuver and use your afterburners, but the ship always returns
to the set speed whenever you let up on the afterburners,
10. Autopilot Light. The autopilot light (AUTO) is located on
the instrument panel, although its position varies between ship
types. It remains dim if asteroids or enemies are present or if
you are already near your destination, but glows orange when
it is safe to autopilot,
11. Missile Lock Light, The missile lock light (LOCK) is on the
instrument panel If an enemy has a missile lock on your ship,
this light flashes bright orange.
12. Eject Warning. The eject warning flashes red if your ship
sustains heavy damage. The location of the warning light differs
between cockpits. When the warning lights up, you must decide
how serious the situation is and whether to eject or not. If you
eject ([Sj^jc]), the Confederation will suffer from the loss of a
starfighter, but you will automatically live to fight another day.
In-Flight Systems
Navigational Map. When you begin a mission, your naviga¬
tional points and mission objectives are automatically loaded
into your computer. The white cross you see on your radar and
in your view screen represents the direction of your next naviga¬
tional point When you pop up the Nav map, it shows the cur¬
rently selected Nav point in yellow letters and your position as
a flashing white square. Notes on the right side of the screen
identify the objective for each Nav point.
(He] Bring up your navigational map and pause play.
El Cycle through Nav points.
B or [s] Resume play. You'll still see a white navigation
cross, but it now Identifies the new Nav point you
selected.
Note: You must have the nav screen active in the Right VDU in
order to display the white navigational cross on your screenl
Au topi loti ng System. You can autopilot to the next Nav point
by pressing [BjC], as long as no enemies or hazards are in the
area and as long as you are not already near your destination.
If conditions will not permit autopiloting, you will see yellow
text in the Right VDU that says "Hazard Near" "Enemy Near"
or "Already Near."
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Missile Lock, Depending on what ship you're flying, you have
access to certain missiles. Dumbfire missiles are "poinfrand-
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shoot" weapons and do not need a missile lock. Friend-or-Foe
(FF) missiles automatically fix on the nearest enemy when
you're within firing range. (They may attack friendly ships that
are damaged and unable to transmit Confederation signals.)
However,, Heat-Seeking (HS) and I mage-Recognition (IR)
missiles require you to lock onto a heat source. This means you ¥
have to approach an enemy sh ip from the rear so that you r mis-
siles can lock onto its hot exhaust system. When a locked target
comes into view, a red gunsight appears on the screen and drifts
toward the flashing brackets. Keep the target in view. When the
red sight overlaps the red brackets and begins to flash, you'll
hear a missile lock tone. This means you can fire your missile,
QTE Cycle through Left VDU modes until you reach your
weapon screen,
E Select the appropriate missile.
EE) Cycle through Right VDU modes until you reach auto-
targeting.
E Cycle through targets.
EE) Lock the selected target.
Listen for the missile tone and wait for the red sight to
flash. Once the red sight overlaps the gunsight and
begins flashing, you can fire your HS or JR missile.
E® Launch the missile. (Note: if the target evades a heat-
seeking missile, it will lock onto the nearest heat
source — possibly your own ship or another friendly
ship!)
Communications. This screen lets you send messages to friend¬
ly and enemy ships. You can send various orders to your wing-
man, request landing aboard your carrier or taunt the enemy.
(You can only talk to an enemy if he is currently targeted.)
EE Cycle through Right VDU modes until you reach the
communication screen, you'll see a list of ships able to
receive radio messages,
El Cycle through the fist of receivers. (If only one receiv¬
er is available, the computer will skip this step and
display the list of messages instead.)
[HU Accept the underlined receiver. You'll see a list of
messages (they vary, depending on what ships are in
range),
E Cycle through the messages.
(HD Send the underlined message and return to the cockpit,
Here's a complete list of messages;
Break and Attack. Tells your wing man to break formation and
engage enemy ships within 12,000 meters.
Keep Formation. Denies a wingman's request to break and attack
on his own initiative,
formate/Form on My Wing. Tells your wing man to return to for¬
mation and follow your ship.
Return to tfose. Instructs your wingman to return to the Tiger's
Claw Immediately. If the command is obeyed, your wing-
man will not be available for the duration of the mission.
Help Me! Commands your wingman to engage the enemy
attacking you.
Aim That. Tells your wingman to engage the enemy you have
currently targeted. This is the only way your wingman will
attack an enemy capital ship.
Keep Radio Silence. Prevents your wingman from talking to you
until a "Broadcast Freely" is sent.
Broadcast Freely. Allows your wingman to talk to you and breaks
the "Keep Radio Silence" command.
Never Mind. Allows you to exit this mode without sending a
message.
Die furbafl! (etc.). Taunts the enemy, (When you have an enemy
ship targeted, you can send various taunts and insults.
Taunting can sometimes draw enemy ships to you, luring
them away from a ship you're protecting or saving a wing¬
man whose ship has been damaged,)
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Camera Views Y
When you are in flight, you can view the action from several
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perspectives. You can also turn on a missile camera that follows
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a launched missile to its target,
Y
[sjjrJ 0f ©0 Cycle through external and cockpit views, T
HE Of (SjQ Cycle through port rear, starboard and cockpit Y
views, Y
FsTaTbI Toggle missile camera on/off. (Note that you only Y
need to turn this on once, no matter how many mis¬
siles you fire. However, the missile camera is only
active while a missile is in flight,)
[C] or (§ Return to cockpit view.
Landing
Once you complete your mission, head back to Tiger's Claw
using the autopilot function ([JOc]). when you are ready to
land, target the Clow (see Autotargeting). Use the
Communications screen (see Communications) to signal the
ship's traffic control officer and request permission to land. You
cannot land if enemy vessels are near the Tiger's Claw or if you
haven't fulfilled at least one of the following requirements:
a) traveled to any Nav point
b) achieved at least one mission objective
c) killed at least one enemy ship
d) taken heavy damage
After you receive permission to land, fly around the Tiger's Claw
until you see a light-gray landing hangar. Steer toward it and let
the automatic landing system take over. Upon landing, you can
see how much damage your ship has sustained. Then, you go
to a debriefing, where Colonel halcyon evaluates your perfor¬
mance and notable achievements.
General Tips
Here are a few general tips to aid you in dogfighting:
* You can't autopilot out of an area until the enemy is at least
10,000 klicks away from you,
* Use your radio to order your wingman to attack a target on
which you're locked. This will allow you to select another
target to attack.
* If you've given your wingman an important task, you can
toggle between enemy targets and taunt them. This will
usually draw them away from your wingman.
Your First Mission
Now that you're familiar with the ship, instruments and in-flight
systems, let's work through the first mission together. After the
game loads, you'll find yourself in the Tiger's Claw lounge.
Follow these steps to launch into your first mission:
Preparing to Launch. Before you launch, you'll need to meet a
couple of pilots and get to know the Tiger's Oaw.
* Talk lo Angel and Talk to Paladin,
(d) Press (d) to position the cursor over Angel or Paladin.
[a[ Press ® to talk to that person.
Both pilots give you hints lhat will aid you in fighting
the Draithi and Salthi ships you'll face in your first mis¬
sion. (Shotglass will also be a good source of infor¬
mation in future missions; he can tell you how all the
other pilots fly.)
* Next, Enter Barracks,
’o’ Press [jo; to position the cursor over the barracks door,
[Aj Press QT) to enter barracks,
* Then, enter the Mission Hangar (the door to the far right),
'dJ Press (□) to position the cursor over the mission
hangar door.
s Press pT enter the mission hangar.
You'll attend the mission briefing, where you find out that the
Tiger's Claw dropped from jumps pace at 0800 hours. As mem¬
bers of the Killer See squadron, you and Spirit fly an alpha wing
patrol around three navigational points in Enyo System. There's
no need to write down the nav information; it's automatically
programmed into your onboard computer. After you're dis-
missed from the briefing, you'll go through the launch
sequence.
Finally, you'll find yourself away from the Tiger's Claw, in the
cockpit. Look at your radar and notice that your wingman
appears as a blue dot and the Tiger's Claw shows up as a large
white dot. The white cross indicates your next navigational
point
* Study your navigational map.
[He] Cycle through Right VDU modes until you access your
nav screen.
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[sJbj Open your full-screen navigational map,
(This pauses play.)
When you open this screen. It shows the currently
selected Nav point in yellow letters and your position
as a flashing white dot. Notes on the right side of the
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screen identify the objective for each Nav point.
(C) Cycle between navigational points. (Make sure you
return to "Nav 1" before performing the next step.)
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(a) or (§ Resume play and return to cockpit view.
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* Autopilot toward the first Nav point.
(b) c) Engage autopilot
On the way to Nav 1. During your journey to the first Nav
point, Spirit warns you of enemy ships ahead. You will see three
Kilrathi Dratthi. Here are a few tips to aid you in your first fight:
* Order Spirit to break and attack.
(sjcj Cycle through Right VDU modes until you reach the
communication screen. A list of ships will appear,
(Note: If an enemy ship isn't targeted. Spirit will be
the only available receiver. The computer will then
display a list of messages instead )
[c] Press until Spirit is underlined in the Right VDU (this
selects Spirit's ship),
GUD Press to display a list of messages,
(C] Press until Break and Attack is underlined,
DU) Send the message.
* Bring one of the Dratthi into view and use your Dumbfire
missiles. Try to tail the Dratthi and use your Dumbfire mis¬
siles at dose range. Two missile hits or seven direct laser hits
should be enough to down one of these ships.
(D Maneuver until you have an enemy ship in your
viewscreen.
®a) Cycle through Left VDU modes until you reach your
weapons screen. (If you haven't chosen a different
type of missile, you will not need to access the
weapons screen. The Dumbfire is already selected.)
[c] Cycle through the available missiles until DF displays,
[Alfl Launch the missile (you have two of this type) when
the enemy is lined up with your green gunsight.
* After you finish off these enemies, finish autopiloting to the
first waypoint,
ODD) Autopilot to the first Nav point
Nav 1+ Here, you'll find yourself flying straight into the asteroid
field that Colonel Halcyon warned you about. Use these tips to
navigate through them:
* Set your speed between 250 and 300 kilometers per second
(kps),
1[[+) Speed up or
(ME Slow down.
Do not use your afterburners in the asteroid field! The
last thing you want to do is increase your speed. The
numerical display above the Left VDU shows your cur¬
rent speed; the one above the Right VDU shows your
set speed.
* Roll your ship — frequent maneuvering will help keep you
out of danger's way.
lj[E Roll the ship to the left.
|TGl Roll the ship to the right.
* Position the navigational cross on one side of your
viewscreen. After a few moments, position the nav cross on
the opposite side of your viewscreen. This wilt help you
avoid some of the asteroids.
» If you can't evade an asteroid, you can shoot it with your
laser.
@ Fire your laser,
* After you're through the asteroids, autopilot to Nav 2.
jUg) Autopilot to the second Nav point,
Nav 2+ On the next leg of your patrol, you and Spirit find two
fast-flying Salthi fighters, Sotthi always break to the left when
you're behind them and tend to "flip" less often if you stay on
their tail. When you engage them, use these tips:
* Use your afterburners for short bursts of speed. After you
pull away from your opponent, turn ISO degrees and fight
the Safthi head-on.
[b] x 2 Press two times in succession to apply an afterburner
burst. (If you keep (D depressed the second time, the
afterburners will remain engaged until you release
the button.)
* Once you damage the front end of a Salthi, lock onto the
ship and select your Heat-Seeking missiles.
[UAj Cycle through Left VDU modes until you reach the
weapons screen.
[C] Press until you see H$ (Heat-Seeking missiles).
► ► k ► ► ► ► ► Wing Commander for Sega CD
»l-o y i u i t> i
▼
fsTc] Cycle through Right VDU modes until you reach auto¬
targeting, v
03 Cycle through the targets in your viewscreen, (Notice
that your automatic targeting system places red
brackets around one of the enemy ships in view,)
(HD Apply missile lock to the target. The red brackets and
¥
the red dot on your radar will begin flashing,
V
* When the locked target comes into view, a red gunsight
T
appears on the screen and begins to drift toward the flash¬
T
ing brackets. As the red sight moves over the red brackets
and begins to flash, you'll hear a missile lock tone. This 19
means you can fire your missile.
(D Launch the missile.
* After destroying these targets, autopilot to Nav 3
I.B.E Engage autopilot.
Return to the Tiger's Claw* Halfway home, you'll run into a
small asteroid field. Once again, navigate through them at a
speed between 2S0 and 30Q kps. Then, continue your flight
back to the Tiger's Clow,
* Autopilot to the Tiger's Dow,
dED e ngage autopilot.
* Lock onto the Tiger's Claw and use your radio to request per¬
mission to land,
[SIC] Activate autotargeting,
© Cycle through the targets in your viewscreen until you
have the Tiger's daw bracketed. Notice that your auto¬
matic targeting system places blue brackets around
the carrier.
[HD Lock onto the Tiger's Claw. The blue brackets and the
blue dot on your radar will begin flashing,
[D© Cycle through Right VDU modes until you see the
communication screen. A list of ships will appear.
© Press until Tiger's Claw is underlined in the Right VDU,
[HD Press to display a list of messages.
© Press until you underline Request landing.
©© Send the message.
* Once you receive permission, land your fighter
QE0 Slow your ship down to TOO kps. Fly around the
Tiger's Oaw and look for a light-gray landing dock.
Once you spot it, coast toward it and let the auto^
matic landing system take over!
The Campaign
Each campaign has its own plot and conclusion. Each series of
missions you fly — and whether or not you're victorious —
affects the Confederation's chances for ultimate victory in Vega
Sector.
After several missions, youll be presented with Campaign
Progress Screens and story updates that describe what's
happening in the war. Do badly, and the forces of the Terran
Confederation take a beating. Do well, and Terran forces
prevail. Do very well, and you may be responsible for
Confederation victory in Vega Sector.
U\mm (ontaolud [mi
A Venice • Cairo
^ Hawkins
^ Tartarus
^ Kurasawa
■ Asgard
^ Ardai
JL Dakota I
y ******** • Hammer i Vmir
Gimle
• Baird's Star Brimstone * 4
rj Nifelheim
• Trimble
Rostov
TttJHM (OHTJiOUtD ^McAuiiffe v
1/ Chengdu ^ Scggallion
'Dieno
Pephedro
Port Hedland
Planck's Star $ Enyo
Cambria
Gateway
Montrose
$ Hubble's Star
• Eddirgs ft Alliance
M Galactic Center '^Hell's Kitchen
Map Key (*—<1 parsec)
Vcc-n Terran Confederation Controlled
^ Empire of Kilrah Controlled
S-CCTO-R • Neutral or Uncontrolled
# * * "The Front Lines"
► ►►►►►►► Wing Commander for Sega CD
2654.1 1 O
Tflilf Of (ONTfHTI
Now Heaft This:
Words from the Editor***-
Comm Relay...
Taggart's Tactics* *****************
joAis's Fighting Spacecraft
(Vega Sector Supplement)*
Terran and Kilrathi Weapons
Comrade Clips -.*********
Know Your Enemy****'******.
New On the Flight Deck-—**
Up and Coming —.***** *41^
CoL Christopher Roberts
Mo/. Warren Spec tor
Cpt, Aaron Aflston
2nd Lt. Tuesday Frase
Cpt. Mike Harrison
law Marks is (.he onboard magazine of the TCS
erJs Claw. It is produced monthly (Terran cal-
in hard copy and E-File editions. E-File
s are free to all crewmen aboard the
Claw; hard copy subscriptions available
ia! arrangement.
File edition of this issue is available from
ip's library as »Periodicals»Armed
Fotds^^Oa wMa rks »4/26SA.
Cl 990-1994 ORIGIN Systems, Inc. Wing
Commander, Origin and We Create Worlds are
registered trademark, of ORIGIN Systems, Inc.
Electronic Ads is a registered trademark of
Electronic Arts.
► VoLl * IMo,4 * 2654,110
NOW
Words
um TJIIi:
from the Editor
T
V
▼
Space is a near-vacuum, as alf good Academy graduates and
W
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?" you'll get some strange looks from everyone.
Nevertheless, someone dropped a pebble in space not too V
long ago, and we're still encountering the ripples. T
Last month, two very good pilots (Lieutenant Larry Dibbles 2%
and Captain FLA, Skinner) went out on a routine mission and
didn't come back, Here in Vega Sector, it happens all the time.
You sit for a while; you look at your pahs empty bunk; you think
about where he's gone and hope you won't soon follow his
lead. Then, it's back to work
Yes, it happens all the time. But it's been happening a /of
lately — not just routine casualties, but casualties caused by
sloppiness, over-eagerness and a variety of other fata! diseases.
The ship's statistical resources show that avoidable casualties
are up 5% over this time last year.,, and are up 9% over expect¬
ed optimum performance. So, we're seeing ripples.
Here's one ripple: Two pilots are gone and won't be back.
Another: This issue, we've asked one of the ship's most experi¬
enced pilots. Major James Taggart (aJca. Paladin on the flight-
line), to talk about the Basks; Basic tactics, goals and maneuvers.
Even if you're 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 doesn't wear his Ace
of Aces ribbon. It's still there.
Another; You won't be seeing the Hornet's Nest from this
point on. The strange and silly adventures of the TCS Hornet's
Nest — a carrier that bore an unfortunate and unmistakable
resemblance to the Tiger's 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,LP.
Afso in this issue, we have the latest Vega Sector update from
Joan's Fighting Spacecraft, including the most up-to-date data on
the Kilrathi ships we're facing; an excerpt from Borger's new
survey of Terran and Kilrathi weapons systems; and our usual
assortment of news, facts, trivia and profiles. Enjoy them ... but
think about them.
s as
News From Earth (Sol III)
(New York, fiprth American Slates, Terran News Services) — On
2654.0S0,. representatives of the Committee for Interaction with
Alien Intelligences announced contact with a new alien race.
CIAI spokesman Iota Jon son 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*
'■'From the information we have so far been able to interpret
from H227's records, the Double Helix are a sentient race pos¬
sessing space travel, and we are not ruling out the possibility
they possess FTL 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 Kilrathii and hope that contact will remain friendly. 1
TCSO Show Scheduled
(Tiger's Claw, TCAFCN) — There's good news for servicemen
aboard the TC5 Tiger's 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 Confederation's best cyberlink illu¬
sionists.
Vidstar Saranya Carr, exotic heroine of the popular Luna
fanes, fumpScout serial, is accompanying the TCSO troupe to the
Tiger's Claw. Carr, 25, stated, "You bet your life I'm happy to be
working with the TCSO. I mean, you see Luna Jones blowing
KHrathi fuzzies out of space every week, but Saranya Carr does¬
n't know a nav computer from a dialogue transceiver Since I
can't help our fighting forces directly, I'm proud to be able to
entertain and build morale. Besides," she adds, "I'm not com¬
pletely unselfish. Perhaps I can persuade someone to give me a
ride in one of those new Rapiers ... **
24
▼
▼
► ►►►►►►► VoU • No.4 * 2654.110
¥
Rookie Turned Ace ¥
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 wing- ¥
leader, Captain Jeannette "Anger Devereaux, were escorting a ¥
cargo ship. ¥
While passing through an asteroid belt, the two pilots
encountered a wave of five Drafthi fighters. Devereaux downed
the first with a volley of mass driver cannon, while Maniac
broke formation and nailed the second enemy fighter with a 25
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
Hi 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 Tiger's Claw. I
knew oh 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 comment on Marshall's success, call¬
ing his chase "a ridiculous misuse of Confederation firepower/
All Aboard, Austinites
Don't be alarmed if you notice a couple of uniformed strangers
amidst the Tiger's Claw crew. For the next two weeks, we're
entertaining two important visitors from the ICS Austin, our sis-
ter carrier assigned to a first-response patrol in Enigma sector.
Major Zach "Jazz" Colson and Captain Etienne "Doomsday"
Montclair arrived late last week to meet with our Tactical
Plotting group and discuss air defense procedures.
Rumor has it that the Confederation is laying out a defense
plan for an anticipated attack on McAuliffe, a teaching and
research colony housed in an orbital space station and a
ground-based research facility. The vast libraries on McAuliffe
are under top security, and Terran Intelligence suspects that the
Kilrathi will try to gain access to its Terran Knowledge Bank
(TKB) within the next few weeks.
Although details of the upcoming objectives remain classi¬
fied, I took the liberty of interviewing the two men between their
meetings with Colonel Halcyon, Here's a short profile of each:
poiud AMD mi
Name: ZaCh Colson
Callsign: Jazz
Rank: Major
Ace: 32
Origin: Kansas City,
North America
Jazz describes himself as a self-taught jazz pianist and
elite pilot who has "uniquely balanced his creative and
analytical minds." He's a distinguished Academy alunv
nus, having graduated at the top of his class nine years
ago. Since then, he's claimed no less than 28 KilrathE kills,
"I know Pm 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
it's poise that determines who survives in combat every
time. You can't just launch, find the furballs and rush
right in ... you have to visualize your attack and follow
through without a hitch.
"That's where my training gives me an edge. Back on
the Austin, I've implemented a visualography machine —
it uses visualization techniques and holographic goggles
to test and improve your combat reflex skills, I wouldn't
say it's the train sim of the future, but it's made a heck of
a difference in my flying.
"I put the visualography machine to the test a couple
of weeks ago as a mission warmup tool — I'd been prac¬
ticing for about an hour when the defense siren sound¬
ed. Five minutes later, I was loose and blasting furballs
with ease. My wingman had a hard time keeping up with
me. You better believe this contraption's got my vote!"
Major Zach Colson, Jazz
T
▼
► ►►►►►►► VoLl * No.4 ♦ 2654.110
■
c ui w m-fi-cs-us
Doom flHD CLOOm ▼
▼
Name: Etienne Montclair T
Callsign: Doomsday
Rank: Captain ▼
▼
Ace: 34
27
Origin: Hawk Bay,
New Zealand
Captain Montclair calk himself a "devil's advocate"
because he always tries to view things from the worst-
case scenario. "That way/ he says, "I'm never disap¬
pointed. And if I'm wrong about something, it turns out
better than I expected." Always anticipating disastrous
results,, he accurately bears the callsign Doomsday.
"t grew up with pride and prejudice — literally speak¬
ing, not titeraturely," explains Montclair. "My training in
the history of Maori warriors taught me not to expect
much from the world and the people around me.
Instead, IVe learned to take pride in my flying and trust
my own instincts.
"The reason i fly with jazz isn't that big of a secret.
Admiral Tolwyn feels he's doing me some kind of favor
by pairing me with such an upbeat showoff," sighs
Doomsday. "I like Jazz — he's a good pitot and all — but
I'd still rather fly patrol missions in a safe sector some¬
where. I'm never going to see forty if these Kilrathi keep
jumping our nav points,"
According to Doomsday, this war's 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. Despite his brand
of pessimism, Montclair has racked up an impressive
count of 137 successful missions and 21 kills.
Captain Etienne Montclair, Doomsday
TJIKWJ T4JCTKS
How to Accomplish Your Objective
and (Best of All) Come Back Home
Here's a simple question from a simple test Every fighter-jock
answered hundreds of these at the Academy.
Hypothetical Situation; You and your wlngleader, flying
Scimitars, are on a strike mission against a Rolan-class destroyer.
En route, you see two damaged fatthi-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 seconds to port of your flight
path, the other a few seconds to starboard. Your wingleader
doesn't 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 dam¬
aged fighter.
D. Go after both damaged enemies.
E. None of the above.
If you answered (E), do the corps a favor — resign your com¬
mission 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 who's ever put on an
acceleration suit knows how you feel . But, you know it's not "by
the book." As boring as that may sound, you've left your wing-
leader unguarded for a few critical seconds.
If you answered (A), you deserve congratulations ... but per¬
haps not many. It's 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. It's quite another in the cockpit dur¬
ing an actual mission. In the field, the temptation to mark up a
couple of safe kills — especially if you're 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.
► Vol.l * No.4 - 2654,110
The Truth from the Black Box
T
A month ago. Captain Skinner and Lieutenant Dibbles went out
T
as part of a strike team assigned to destroy the Ralari-class
destroyer Rathtak. They launched from the Tiger's 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. T
Follow-up crews were eventually able to recover the remains *
of Skinner's flight recorder and reconstruct what happened
from its record of radar images. T
The real scenario unfolded exactly like our hypothetical situ¬
29
ation above. Mule-Skinner ordered his partner back into posi¬
tion. 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-dass 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,
To Lieutenant Dibbles' credit, he was able to hold off his
opponent for a while. But while he was dogfighting with one
Kilrathi, the other was destroying his wingleader. Skinner's
flight recorder blacks out with the radar showing Dibbles still in
desperate combat with his opponent.
Even without the benefit of Dibbles" unrecovered flight
recorder, it doesn't 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 you've got to throw the book away," I hear this
form pilots both young and old ... and sometimes, maybe, it's
true. But in this case? No. Dibbles didn't have to throw the book
away. He wanted a kill, another bright spot on 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 con¬
dolence, The remaining elements of the strike mission dam¬
aged, but did not finish off, the destroyer objective. While it is
not conclusive that the presence of two additional Scimitars
would have resulted in Rathtak's destruction, it was at least a
possibility. Last of all, this error cost the Tiger's Claw a great
morale-booster: Dibbles was the writer and artist behind
Hornet's Nest, the wonderful comic strip that has appeared in
every issue of Claw Marks for the last two years.
The "book" you're trained to go by was written for a reason.
It's a good book, one worth following. It's worth reviewing now.
Basic Tactics: A Review
Let's go over the basic, Academy-standard tactics you're sup¬
posed to follow in the field.
Individual Objectives. Here's the simplest thing in the world to
remember — if you're willing. The wingleader's objective is to
accomplish the mission. The wjngman's objective is to protect
the wingleader at all costs. If he is eliminated, it becomes the
wingman's duly to accomplish the mission objectives.
There's not much room for variation, Occasionally, a sea¬
soned wingleader may decide to trade roles with his trainee
wingman, or he might send his wingman to protect a buddy
who's being swarmed while he goes after another enemy
plane. 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 friends under siege, the two are acting as temporary wing-
men to temporary wingleaders. The buddy system is still intact
We live by that system. Without it, we die.
Mission Objectives. Objectives vary with types of missions. On
the Tiger's Cfaw, 98% of our flight missions fall into five categories;
Defend, You are assigned to guard a stationary position — a cap¬
ital ship, base or jump point. Orbit that position at a distance of
2,500 meters. Do not break to engage incoming enemies until
they move within 5,000 meters of the position you're protecting.
That's 5,000 meters from their target — not from you.
Escort. You are assigned to guard larger ships on rendezvous
assignments. Fly parallel to the ship you're escorting at a maxi¬
mum distance of 2,500 meters and keep your eyes open. In the
face of oncoming hostiles, don't break and engage too soon.
The best time to break formation is when the hostiles have
approached within 5,000 meters of the ship you're protecting.
Intercept You are assigned to seek out and engage enemy ves¬
sels in a particular area — an anticipated Kiirathi 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, usually a
capital ship. Obviously, the idea is to get in quick, launch mis¬
siles, blow the target up and escape quickly. Unfortunately, the
enemy usually decides to defend any target worth destroying.
*0
This is where the wingleader/wingman relationship becomes
T
► ►►►►►►► VoLI * No.4 - 2654,110
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 dear opportunity
arises that doesn't endanger the wingteader, y
First Contact ▼
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- y
second intervals. Generally, you should likewise break forma- h
tion to match and engage them. All of this leads to the question K
of what to do once you've engaged the Kilrathi. The book has
something to say about that, as we discuss immediately below.
Standard Maneuvers
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. You'll 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.
You learned your basic moves in flight school, but let's
review a couple here. In addition to standard turns, rolls, dives
and climbs, you should learn these tactical maneuvers:
Afterburner Slide. Since enemy tracking systems can't antici¬
pate changes in velocity or direction, the Afterburner Slide is
one of the most successful moves you can make when
approaching an enemy head-on. It removes you from the ene¬
my's line of fire and places you in a perfect position for a side
attack on your target. Here's how you do it:
* Once you fly within 3,000 to 3,500 meters of a hostile tar¬
get, 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.
* Once you reach maximum velocity, let up on the after¬
burners and turn hard to the right (or left). Make sure you
don't change the pitch of your ship — maintaining your
current elevation is essential if you plan to open fire from a
side position.
* Your ship's nose should now be pointed right at the enemy.
Open continuous fire on the target ship as you slide past.
Then, turn and pursue your enemy from the rear.
Afterburner Slide
4.At 1000 - 1 500 meters, your
ship's nose should be aiming at
the lead enemy. Thumb the fire
button and then turn to follow
the enemy wing.
3.At 2000 meters, turn
hard to the right without
changing elevation.
2.Straighten out and
punch your afterburners hard
for maximum velocity.
1 .At 3000 - 3500 meters from tar- A
get, turn left about 30 degrees, A
A
32
▼
► ►►►►►►► Vol.l • No.4 * 2654.110
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
opponent's:
■ 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. (Don't change your throttle setting). This
maneuver will position you for a head-on shot at the enemy.
* it won't take long for your enemy to reach you once you
reverse direction. When the target moves within, your cone
of fire, open up with your cannon or lasers.
Burnout
1 .Hit the afterburners
hard until you begin
to pull away from
your opponent,
Barrel Roll, If you're 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 you're within firing range (approximately
2,000 to 3,000 meters).
* Make a sharp bank left or right while pulling up the ship's
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 complet¬
ed a 360-degree roll At this point, you can continue the roll
or level out.
Barrel Roll
Cutthroat. If you're 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 he's trying to line up for a
shot. If you're witling and able to take a few hits, hold your fire
until your target begins an attack run — he'll be more con¬
cerned with shooting you than evading your shots. If he catch¬
es you with a shot or two, use short afterburner bursts to ran¬
domly change your position.
Hard Brake. One tactic you can use when you're being trailed
by an opponent is a Hard Brake, Executing this move is rela¬
tively 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,
This is especially effective if you're facing a Krant or Gratha.
just cut your speed, lock onto the target and use your after¬
burners to maneuver into a rear attack on the enemy. These two
Kilrathi ships have a hard time dealing with this tactic — appar¬
34
ently, they can't cut their speed fast enough to stay behind you.
► ►►►►►►► Voll * No.4 * 2654.110
C L-H w m 41 -M s.
T
▼
Common Strategies
w
With that review of maneuvers fresh in our minds, let's review
strategies for specific situations. Yes, aggressive tactics will let
you rack up the kills, but quick thinking will keep you alive so
that you con rack up the kills.
T
You're being tailed by an enemy, Here's the situation: You
have an enemy to your rear and you're in his sights. What now?
If you have a critical target in your sights and you know that
your pursuer's guns are not going to crack your shell with one
hit, then it's permissible (barely) for you to take that hit, drop V
your load and then come around to deal with your attacker. In 35
any case, don't do this unless you're within 2,500 meters of
your target.
If you don't have that critical target in your sights, or you
don't 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 maneuver¬
ability than you but you have superior acceleration, try a
Burnout or a Hard Brake and prepare to be very accurate with
your ship's weapons.
You're fighting a more maneuverable opponent. Many times,
you'll find yourself facing quick, agile Kiirathi ships, such as
Saithi or Draiihi. In this case, accelerate to maximum throttle
speed and apply head-on Afterburner Slides until you've elimi¬
nated ail but one of the fighters. Then, resort to a Cutthroat and
attack your enemy as he lines up for a shot.
If your pursuer has better maneuverability and better accel¬
eration (a Salthi, for example), then you have a problem. If you
want to make it a slugging match, try a Burnout, If you're
already hurt, try any sort of evasive maneuver you can — hard
turns and rolls in a succession of different directions. Last of all,
pray, because you're going to need some divine intervention.
You're battling a large group of fighters* Sometimes, you may
find that you're fighting a Kilrathi ship one-on-one in the middle
of a crowd. When combat occurs within a large group of fight¬
ers, 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 won't always be possi¬
ble to use an Eclipse. If you're 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 tar¬
get 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 you're headed away from
the battlefield. Once you move 5,000 to 7,000 meters 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 won't
be able to radio for help at this distance. If you're flying with an
aggressive, capable pilot (such as Iceman), you may convince
the Kilrathi that you've deserted the battle and your wingman.
After you finish off your first victim, you'll have the element of
surprise in your favor when you sneak back into the battlefront.
You're 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, after-
bum past the first wave of defending fighters. Then, lock onto
the capital vessel and order your wingman to attack your target.
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 wing¬
man. Your job is to keep the fighters busy while your wingman
fires his missiles.
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 meters. Begin firing
your missiles once you move within 2,000 meters. Then, bar¬
rage the ship with your forward guns* At 1,000 meters, 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.
36
► ►►►►►►► Vol.1 * No.4 * 2654.110
Attacking a Capital Ship
turn le t or right
3,Gun barrage from 1500
to 1000 meters
1 .Begin approach beyond 4000 meters
You're cruising through an asteroid field or mined area.
Maneuvering through a field of hurtling asteroids or mines isn't
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 speeds between 2S0 and 300 kps and follow this tip:
Position your ship so that the navigational crosshair appears
in the far left section of the screen. Hold this position for approx¬
imately three seconds, then shift so that the crosshair moves 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 don't have to hit you to damage your
ship. If you get close enough, they'll explode. Constant minor
shifts in direction should keep you out of harm's way.
Last Notes
There's no sure way, no sure tactic, to keep you alive on a com¬
bat mission. You may be good, but so are the KilrathL
Someone's 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 he'll protect you. Learn these tactics and they'll
improve your chances," That's all.
And remember — You're 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 bet¬
ter than us, fliers who showed they could beat us — the warriors
38 of the Empire of Kilrah.
Vol,1 * No. 4 • 2654,110
c L-n wm^4^4J<.
jmh’s mm jnckjiiijt
Vega Sector Supplement for 2654.092
v
¥
This is the latest update for loan's fighting spacecraft, specifi¬
cally revised for Terran personnel in the Vega Sector, This sup¬
plement contains the latest specifications on both Terran and
Kilrathi spacecraft, particularly the types of craft most common¬ ▼
ly encountered in this sector. V
All servicemen are urged to familiarize themselves with these ▼
specifications. Computer files of this material are available in the 39
ship's library, under ^REFERENCE»TECH NICAL»HARD-
WARE»JQAN$», Here's a quick guide for those of you unfa¬
miliar with the Joan's system of evaluation:
Maximum Velocity/Cruise Velocity, These are the settings to
which a ship's speed governor is set. The ship's computer auto¬
matically sets velocity relative to (a) the flagship, (b) an escort¬
ed vessel, (c) a nearby planetary body, (d) a Confederation bea¬
con or (e) a value derived from radar positions of all visible
ships. The velocity is expressed in klicks per second (kps).
Acceleration. This shows Joan's evaluation of the ship's acceler¬
ation rate, described as Bad, Poor, Average, Good or Excellent
Maximum Pitch, Roll and Yaw. These characteristics are
expressed in degrees per second (dps). Here's a brief review on
maneuvering vectors:
Pitch Roll Yaw
Pitch, Ability of a ship to change direction up or down.
Roil. Ability of a ship to rotate along an imaginary axis extend¬
ing through the nose and tail*
Yaw. Ability of a ship to turn to the right or left without chang¬
ing its vertical orientation. It is generally more efficient to turn
using both pitch and roll to than to turn purely through yaw.
Ship's Armor* Joan's evaluation of a ship's defensive armor is
expressed in centimeters thickness of Durasteel. Fore and Aft
Shield values are given in values equivalent to centimeters thick¬
ness of Durasteel The higher the number, the more effective
the armor.
Confederation Ships
Hornet
Class........Light Fighter Cruise Velocity.....300 kp
Length**.....,..,20 meters Acceleration,..Good
Mass.................12,5 tonnes Max. YPR...8/9/8 dps
Max, Velocity ....420 kps
Weapons Laser Ca n non (2 )
Dumb-Fire Missile (2)
Heat-Seeking Missile (1)
Armor..**„**>„***.*Fore and Aft Shields ...3 cm equivalent each
Front and Rear..3 cm each
Rapier _^
Cass,,.. .....Medium Fighter Cruise Velocity... 250 kp
Length 24 meters A ccekration. ***.**..,** Excel lent
Mass .... ....*1 3.5 tonnes Max. YPR........10 dps
Max, Velocity,....ASO kps
Weapons........++fLaser Cannon (2)
Neutron Guns (2)
Dumb-Fire Missiles (2)
Friend-or-Foe Missiles (2)
Image-Recognition Missile (1)
Armor...........Fore and Aft Shields ,„7 cm equivalent each
Front and Rear..5/4 cm
40 Right and Left,,..._3 cm each
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T
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Scimitar
41
Goss .......„„„.,„Med3um Fighter Crme Velocity.150 kps
Length ....25 meters Acce/erofron .Good
A4ass....... „..„16 tonnes Max.YPR.. .......6/6/7 dps
JVtox, kefodty ...360 kps
Weopom..Mass Driver Cannon (2)
Dumb-Fire Missiles (2)
Heat-Seeking Missiles (3)
Armor..Fore and Aft Shields ...4 cm equivalent each
Front and Rear......,,6 cm each
Right and Left............>5 cm each
Raptor_
Class ..Heavy Fighter Cruise Velocity....,250 kps
Length...36 meters Acceteratiort........,Good
Mass,................20 tonnes Max. YPfl„...........6/5/6 dps
Max. Velocity ...,400 kps
Weapons.*.........Mass Driver Cannon (2)
Neutron Guns (2)
Heat-Seeking Missiles (2)
Image-Recognition Missiles (2)
Friend-or-Foe Missile (1)
Porcupine Mine (1)
4rmor.....Fore and Aft Shields ...7 cm equivalent each
Front and Rear.J++..,.....8 cm each
Right and Left....*6 cm each
Venture
Class .......Corvette Cruise Velocity.....150 kps
Length.,......,.80 meters AccelerationPoor
Mass.,*---1,000 tonnes dps
Max, Velocity ....200 kps
Weapons,.....Laser Cannon (2)
Friend-or-Foe Missile (1)
Heat'Seeking Missiles (2}
Armor..,t,...„Tr„TrFQre and Aft Shields ..,10 cm equivalent each
Front and Rear..9/8 cm each
Right and Left.......8 cm each
Class ..Transport* Cruise Velocity.100 kps
Lengrtf)...............96 meters Acceleration Poor
Mass.>.......,2,000 tonnes Max. YPR.2 dps
Maxr Velocity „„ 150 kps
Weapons,.....Turreted Laser (1)
Armor,**.........Fore and Aft Shields ...9 cm equivalent each
Front and Rear.+.„,8 cm each
Right and Left.+>„6 cm each
* (configurable as either Freighter or Tanker)
42
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T
Exeter_
43
Class .....+,..,++.Destroyer Cruise Velocity ...+.1 00 kps
Length ....360 meters Aceetem from........Poor
Mass+++.,....8,000 tonnes Max. VPS...*♦....*«.2 dps
Max. Ite/odfy .,..150 kps
Weapons..Image-Recognition Missile (1)
Turreted Lasers (4)
Armor..........Fore and Aft Shields ...25 cm equivalent each
Front and Rear.*..22/20 cm each
Right and Left..+*..-20 cm each
Tiger's Claw ____
Class ++...........Bengal Strike Carrier
Length..700 meters Acceleration.Poor
Mass...,80,000 tonnes Max.YPR...1 dps
Max. Velocity .... 130 k p s Fighter Complement. ..104
Weapons...........Turreted Lasers (8)
Armor.....Fore and Aft Shields .,,21 cm equivalent each
Front and Rear ,....24/20 cm each
Right and Left..+,,-..25 cm each
Kilrath! Ships
Salthi
a°ss.""—Light Fighter Cruise Velocity ....300 kps
Length.—24 meters Acceleration,........ Excellent
Mas*. - ^ 12 tonnes Max. YPR___3 4/12/12 dps
Max. Velocity ....480 kps
Weapons...Laser Cannon (2)
Dumb-Ffre Missile (1)
Armor..Fore and Ah Shields ...3.5 cm equivalent each
Front and Rear...,*.3/2 cm each
Right and Left...1.5 cm each
Dralthi _
Gass ......Medium Fighter Cruise Velocity.230 kps
Length....28 meters Acceleration Good
Moss...,......,, 14 tonnes Max. YPR„....,30/14/IQ dps
Max. Velocity ....400 kps
Weapons.....User Cannon (2)
Porcupine Mines (3)
Heat-Seeking Missiles (2}
Armor..,,.♦►.-Fore and Aft Shields ...5 cm equivalent each
Front and Rear.....„.,...4.5/3-5 cm each
44 Right and Left......3 cm each
T
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45
Krant_____
Gass.........Medium Fighter Cruise Velocity.,.,.200 kps
Length..,...,...,,,..32 meters Acteterafion.........Good
Mass*.Tr.l£r6 tonnes Max. VWJ.............7/10/7 dps
Max. Velocity ....360 kps
Weapons...Laser Cannon (2)
Friend-or-Foe Missile (1)
Heat-Seeking Missiles (3)
Armor..♦♦.Fore and Aft Shields ...8 cm equivalent each
Front and Rear....9/10 cm each
Right and Left.......8 cm each
Gratha_________
Cfass ..Heavy Fighter Cruise Velocity.200 kps
Length.3 6 meters Acceleration.Average
Moss....18 tonnes Max. YPR..6 dps
Max. Velocity ,...320 kps
Weapons...........Laser Cannon (2)
Mass Driver Cannon (2)
Image-Recognition Missile (1)
Heat-Seeking Missiles (3)
Porcupine Mines (2)
Armor,,* ....Fore Shield....,11 cm equivalent
Aft Shield ..10 cm equivalent
Front and Rear.....*.*15/14 cm each
Right and Left,..,...10 cm each
Jalthi_
^®es...Heavy Fighter Cruise Velocity..... 200 kps
Length...—.,,32 meters Acceleration.Average
Mass........ ...,*22 tonnes Max, YPR .5 dps
Max. Velocity ,...280 kps
Weapons.Neutron Guns (3)
Laser Cannon (3)
Friend-or-Foe Missiles (2)
Heat-Seeking Missile (1)
Armor.,**............Fore and Aft Shields ...16 cm equivalent each
Front and Rear....,..,20/10 cm each
Right and Left.1? errs each
Dorkir_
Ctoss..„Tran s po rt * Cruise Velocity,„.. 100 k ps
Length.,..........**3 04 meters Acceleration.**,Bad
Mass......2000 tonnes Max. YPR....2 dps
Max. Velocity >,,* ! 50 kps
Weapons..... Jurreted Laser (T)
Porcupine Mines (3)
Armor-Fore and Aft Shields .,,17/10 cm equivalent each
Front and Rear....9/6 cm each
Right and Left--9 cm each
46
* (configurable os either Freighter or Tanker)
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VoLl * No,4 > 26S4*1 TO
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47
R ALAR I_ _______
Class...Destroyer Cruise Velocity.100 kps
Length* **,..-*..:....!44 meters Acceleration.........Poor
Mass.18,000 tonnes Max, yjPft.............2 dps
Max, Velocity ....150 kps
Weapons,,.........Turreted Lasers (6)
Porcupine Mine (1)
Armor,,,,,..-Fore and Aft Shields .,,20/12 cm equivalent each
Front and Rear........20/9 cm each
Right and left..........18 cm each
Fralthi____
Goss.....Cruiser* Cruise Velocity.120 kps
Length...500 meters Acceleration.........Poor
Mass...20,000 tonnes Max, YPR....,2 dps
Max. Velocity .... 180 kps Fighter Complement.20 * *
Weapons...........Turreted Lasers (6)
Armor................Fore and Aft Shield,.,..27/17 cm equivalent each
Front and Rear...........,28/14 cm each
Right and Left........26 cm each
* (configurable as Cruiser or Light Carrier)
** (if configured as a Light Carrier)
W-EflDOH!
OFTHE Terrain and Kilrathi Fleets
The following excerpt from Borger's Aif The Sectors Weapons
Systems is presented as a crash course for those new to the fight¬
ing front (For a description of how to use these weapons with
the targeting and missile Jock systems, see Missile Lock, p.13,)
Dumb-Fire Missile. The dumb-fire missile is a point-and-shoot
weapon that doesn't require a missile lock — just aim it at a tar¬
get and launch it. With no homing capability, a dumb-fire is
most effective in the hands of a pilot who can anticipate the tar¬
get's reactions. When possible, reserve it for use in dose quar¬
ters or against slow-moving targets.
Length......2,6 meters Effective Range ..2,000 meters
Payfoad.Illudium PEW36 Max. Range.......10,000 meters
Strength.,.11,000 ESK Max. YPR....10 dps
Blast Radius ......50 meters
Heat-Seeking Missile. The engines of a modem fighter or capi¬
tal ship generate a lot of heat, a fact that the heat-seeking mis¬
sile uses to great advantage. All you do is park yourself on an
enemy's tail, wait for the heat-seeker to lock, and then fire. If the
target shakes off the heat-seeker, the misslie Jocks onto the near¬
est heat source, perhaps even the ship that originally fired it.
Length...,,. 2 meters Effective Range ..6,000 meters
Payload....Illudium PEW36 Max. Range..9,000 meters
Strength...10,500 ESK Max. YPR..10 dps
Blast Radius ....,,50 meters
Image-Recognition Missile. To fire an image-recognition mis¬
sile, you must keep the target in view for several seconds and
turn on the missile lock system. This allows the missile to mem¬
orize the ship type. Tail the enemy and fire when you gain a
missile lock.
Length.,,.,,..,,.2,2 meters Effective Range ,.6,000 meters
Payload..Illudium PEW 36 Max. Range.......8,000 meters
Strength ..,,.9,500 ESK Max. YPR......10 dps
Blast Radius_50 meters
Friend-or-Foe Missile. The frfend-or-foe missile Jocks onto the
nearest enemy ship. Capable of Identifying the distinctive signal
broadcast by ail Terran ships, the friend-or-foe makes a beeline
for the nearest ship that isn't broadcasting. This weapon will
target friendly ships whose communications systems are dam¬
aged. Even the firing ship is not safe!
Lengthy..2.2 meters Effective Range .,8,000 meters
Payload..Illudium PEW 36 Max. Range......A 2,000 meters
Strength .,9,500 ESK Max. YPR... dps
48 Blast Radius .,*...50 meters
▼
Voj 1 s No>4 * 2654,110
Porcupine Mine. This deadly device has limited homing capa¬
bilities and built-in proximity sensors — detonation doesn't
require contact. If there's a Kilrathi on your tail, just open your
rear doors and drop a Porcupine in his path. Hell be off your
tail in no time, or hell be dead. If you ever see one of these
mines hurtling your way, punch the throttle and steer clear.
fl/ost Radius.20 meters
Velocity .20 mps
Laser Cannon. Lasers don't do a lot of damage. Still, nearly all
pilots have at least one story in which the long range of the laser
allowed them to get first strike on a foe. Despite their low dam¬
age potential, lasers are reliable, versatile and effective. In fact,
they probably account for more enemy kills than any other
weapon.
Blast Rodim .,.,,.50 meters
Max. Range.4,800 mrrs*
Neutron Cun. Neutron guns do heavy damage, but only at
dose range. No other projectile weapon provides an equivalent
level of destructive capability. The down side Is that neutron
guns heat up rapidly and eat up power at an alarming rate. Also
the neutron gun's 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,
flyersi Radius 50 meters
Max. Range.2,500 mrrs*
Mass Driver Cannon, This basic fighter weapon has medium
range and damage potential and is reliable and accurate. Heat
buildup and power drain are minimal. Though lasers and neu¬
tron guns are more effective in certain situations, no pilot ever
went wrong activating a mass driver. And remember — this is
the only gun whose damage potential remains constant within
a range of 3,000 meters.
Blast Radius.50 meters
Max, Range..3,000 mrrs*
Turreted Laser, 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 for¬
midable weapons.
Blast Radius ...,.,50 meters
Max. Range_4,800 mrrs*
* (meters relative to range and speed)
com mm (ups
Even though we all work and live together 24 hours a day, we don't
always take the time to get to know everyone on board. Well now's
your chance/ All dedicated readers of Claw Marks look forward to
our monthly pilot profiles, colorful interviews that reveal the back¬
grounds and personalities of our fellow comrades. This time around,
our computers randomly picked eight pilots from the carrier's data¬
base. After an interview with each of them, here's what we learned:
LOOK (-QNNGM ON DCOI
Captain Ian St, Joh The friendly 27-year-
Hunter to the space old from Brisbane,
crews, is one Australia, is some¬
the best pilots in times accused of
the service and excessive inde¬
has racked up pendence and
64 kills in the a casual atti¬
years he has been stationed tude toward regulations,
on the Tiger's Gaw. He's "Maybe so," he explains,
known as a seat-of-the-pants "but Pd never leave my
flier, and Kilrathi opponents wingleader flying solo. But,
tend to be baffled by his all the [expletive deleted]
spontaneous flying style. things we're given — ships,
weapons training an" stand¬
"Notice / soy 'push ing regs — are there for us to
to the limit' an' push to the limit, an' maybe
a little further, if we're going
not 'break/ Maybe
to get the job done. Notice I
there's not much
say 'push to the limit' an'
difference; but it's not 'break,' Maybe to some
usually the differ¬ there's not much difference,
ence 'tween dust¬ but it's usually the difference
ing a furbali an' 'tween dusting a furbali an'
sucking vacuum!"
sucking vacuum!"
50 Captain Ian St. John, Hunter
▼
**>*>** + * Vol.l * No.4 * 2654.110
C L-O W VTfe -O 4^-U S
m uwoMwit ma
First lieutenant Tanaka The 2 4-yea r-o lid ace
T
T
T
Mariko goes by the explains, "I did not
T
tag of Spirit — a [oin the armed
V
rough translation forces for revenge,
of Kami, as she I have no fan¬
is called by tasies of per-
the Japanese A sonally gun¬
pitot instructors responsible ning down the pilot who
for her initial training. In the killed my father. It is a mat¬
cockpit. Spirit is known for ter of tradition and duty.
her deceptive, defensive
"...there is nothing
piloting, her ability to sense
and avoid incoming fire and to keep a modern
her habit of creeping in as pilot, Japanese or
close as possible to a target not, from trying
before cutting loose with to adhere to the
her ship's weaponry,
best elements of
"l did not join the the warrior codes
armed forces for of the past"
revenge. ... ft is a 'The tradition is my family's,
and the duty is to the Earth,
matter of tradition
I am often asked if I think of
and duty."
myself as a modern samurai.
The answer is no, l am a mil¬
A native of Sapporo on the
itary pilot, not a feudal
Japanese island of Hokkaido,
retainer. But there is nothing
Tanaka is a third-generation
to keep a modern pilot,
military pilot. Her father,
Japanese or not, from trying
Major Tanaka Shun (affec¬
to adhere to the best ele¬
tionately remembered as
ments of the warrior codes
Go-Devil), died 20 years ago
of the past — the code of the
in the brutal McAuliffe
samurai, the code of the
Ambush of '34.
knight-errant, any code of
honor and service/'
sa First Lieutenant Tanaka Mariko, Sptntr
mm mmpu
Major Chen Kien is that would not get
known as Bossman them blown out of
to the spacecrews, space. It is sort of a
but that wasn't vicious cycle: You
always the case, 4 B try to act as an
"When I was » ^ example, and
young — er, young pilots
■ younger — they called me start coming to you for
Ripper, my old friends still advice. That is when they
do, I was a lot like Hunter, started calling me Bossman.
I do not regret all of these
"When l started changes... but there are
burying young some times that I miss the
pilots who had old days/'
been killed for
The 39-year-old native of i
behaving like me, Kaohsiung, Taiwan, has a
I decided to give degree in aeronautical
them an example engineering from the
that would not Confederation Net universi¬
ty system. He is married to
get them blown
ergonomics engineer Chen
out of space."
Mingxing and, last March,
became the father of a
pushing everything to the
baby girl. He named her
limit. But I might have been
Alexis in memory of his
a little too good, or at least
mother, who died a year
lucky, at it. Replacement
ago from bone cancer,
crews coming in, bright
young second looies, took
my lead... and got them¬
"f do not regret all
selves shot to helk When I of these changes...
started burying young pilots but there are some
who had been killed for times that / miss
i behaving like me, I decided
the old days."
to give them an example
52 Major Chen Kien, Bossman
T
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c LJiwnuui^s
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m of Despite his Stem
▼
Major Michael Casey,
T
Iceman to most of presence in Battle,
T
the crews, has ceman is surpris¬
racked up more ingly softspoken,
I confirmed kills k Angel, frequent¬
while serving ly a wing man
on the Tiger's for Iceman,
Claw than any other pilot in describes flying with him:
the carrier's history. In the "You must learn to listen for
cockpit, he is known for his Iceman. On the comm unit,
calm under fire, letter-per¬
"I will tell you: he
fect flying technique and
deadly aim with ships'
talks ten times
weapons — a combination as much in the
that spells disaster for cockpit as he
Kllrathi opponents. In fact, ever talks on the
according to the flight
carrier, ” — Angel
recorder records, he once
downed three Salthi fighters in a large engagement,
single-handed with lasers as everyone is either shouting
his only weapon, or at least very excited;
Iceman is whispering. You
"You must learn to have to strain your ears to
listen for Iceman. hear him. It's always a terse
On the comm unit tittle statement like 'Moving
in a large engage¬ In/ 'Rolling right/ 'Target in
sight/ 'Objective accom¬
ment everyone is
plished/ 'Head for home/
either shouting or
And I will tell you: he talks
at least very excit¬ ten times as much in the
ed; Iceman is whis¬ cockpit as he ever talks on
pering, You have to the carder."
strain your ears to
Iceman is 31, a native of
hear him/' — Angel Vancouver, British Columbia.
Major Michael Casey, Iceman
iv m up. 04t m.
cannot Stand smarter than eight
rebels or hot-dog- centuries of military
gers, or any of thinkers ... and so
these so-called the rules don't
intuitive know- apply to them.
it-alls/' They shut up
ly explains quickly when
Captain Jeannette Devereaux, they start seeing their class¬
who goes by the cockpit mates eat missiles. It is at
moniker of Angel. "We have that point that they join the
used flying craft in warfare human race and begin to
since 1914. As a race, we help win this war."
have nearly eight centuries of
combat flying experience to "They shut up fast
define, refine and perfect when they start
the rules by which we fly. seeing their class¬
These are rules designed to
mates eat mis¬
keep us alive, keep our
siles. It is at that
wingmen alive and win our
war, n'est-ce pas? point that they
join the human
"l cannot stand race and begin to
rebels or hat-dog¬ help win this war/'
gers, or any o f these
The 28-year-old Devereaux
so-called Intuitive
is a native of Brussels,
know-it-alls/'
Belgium,. She is widely
"But every class that comes known for her marksman¬
out of the Academy is ship and rate of ship survival
stuffed full of these talented — she's never had to eject.
fliers who think that because Her accomplishments with
they can do new and inter¬ her ship's weapons dot the
esting things with their performance records of the
machines, they must be Tiger's Claw .
54
Captain Jeannette Devereaux, Angel
▼
▼
► ► ► ► ► ► ► ► Vo LI • No.4 * 2654.110
M-EW HID OH
Fresh up from the
m ALOC4I m a Proxie — my
Academy is Second fc homeworld is Leto,
Lieutenant Todd Proxima Centauri
Marshall, better- A IV. When the col-
known as Manioc jfl _ onization started,
M
by his grad¬ | anyone with
uating class. any brains or
Marshall, 23, tries hard to skills high-tailed it off Earth,
live up to his moniker. and most of them ended up
on Leto. That's why Proxies
"Plodding along always kick homeborn Terra ns
with your joystick around in the ratings."
in one hand and
"If we're going to
a copy of the
put them on the
naval regs in the
ropes, we have to
other is not going
adapt our rules,
to impress the
tactics and flying
Kilrathi
styles, We have to
"'Plodding along with your outfly them, out¬
joystick in one hand and a
fight them we've
copy of the naval regs in the
got to want it more.
other is not going to impress
the Kilrathi," he says. "'They
And I want it/'
know our regs. They know
Despite his creative interpre¬
the Book, they know how
tation of colonial history and
we do things, if weTe going
comparative Naval Academy
to put them on the ropes,
standings, Marshall was
we have to adapt our rules,
one of the highest-rated
tactics and flying styles. We
Academy graduates of the
have to outfly them, outfight
'54 class and promises to be
them „« we've got to want it
a worthy addition to the
more. And I want It.
Tiger-s Ctaw pilot roster.
Second Lieutenant
Todd Marshall, Maniac
mm nmiomi
"The laddies coming tion for protective¬
out of th' Academy ness when flying
t'ink that 1 was wing. On an aver¬
born old/ chuck¬ age of three
Hl
les Major James I times per year,
Taggart, who Hl pranksters get
is known as to his space¬
Pot ad in to the spacecrews, craft, scrape "Paladin" from
wBu' when 1 took me com¬ his cockpit and replace it
mission — not ta long after with "Mother Hen/'
we discovered the Empire of
Ktlrah — I was j'st a kid "f was j'st a kid
charged up on stories of charged up on
knight-errantry, on The
stories of knight-
Death of Artur and The Song
errantry, ... when
of Roland. 5' when we ran
inta the Kiirathi, t knew 1
we ran into the
was going ta grab a lance, Kiirathi, / knew
'op inta a cockpit, an' / was. going ta
change the course of grab a lance, 'op
history. An' naturally," lie
inta a cockpit,
jokes, "I did!"
an' change the
Taggart:, 45, is a native of course of history."
Ares, the self-sufficient space
station built in permanent
"Appreciate it while ya'
orbit around the planet
can," he grins. "Combat
Venus; his parents were ter¬
fly in' is a young man's
raforming engineers from
game, and I'm 'aving trou¬
Wick, Scotland.
ble convincin' the medics
t'at I'm still 25. I'll be flyin' a
Though an effective wing-
desk before too long,,, if I
leader, Taggart is especially
can find one wi' afterburn¬
appreciated for his wing-
ers and smart missiles,"
man skills. He has a reputa¬
Major James Taggart, Paladin
► ► ► ►►►►► Vol,1 - No,4 * 2654.110
T
mmm um mi right through a swarm
▼
Captain Joseph
Khumalo, known to of fighters headed
the crews as Knight the other way. Any
admits that his ft defensive maneu-
piloting accom- a Rk vering in those
plishments close quarters
don't dot the would've cut
record books. "I'm not a me off from La Dohat so I
cockpit genius like Hunter or Just fired as fast as I could
a marksman like Angel. I'm and got lucky. I was an ace
an ordinary man, a pilot. It's coming out of that pack and
my job.'"' had picked off a couple of
fighters going after my
"t just fired as fast
wing leader. La Dona put on
as f could and got her thickest accent and
lucky. I was an cooed, 'Ooh, eel's my White
ace coming out of Knight/ and the name stuck.
that pack."
"tJm not a knight.
Yet wingleaders tend to
I'm just a soldier,
breathe a sigh of relief when
Not all of us can
they draw Khumalo as wing*
man. Knight has a reputa¬
be geniuses ... but
tion of utter reliability in I'm going to do
combat. "I got my nickname the best I can with
in the Enyo engagement. what I can/'
The Kilrathi were swarming
like flies* l was a second "But honestly, I don't feel
looie assigned as wingman that way. I'm not a knight.
to Captain Maria Alvarez, I'm just a soldier. Not all of
callsign La Doha. We were us can be geniuses ... but
hugging the deck of this I'm going to do the best I
transport and strafing it, did can with what l can."
a tight turn going from its Khumalo, 36, hails from
back to its belly, and ran Kroonstad, South Africa*
Captain Joseph Khumalo, Knight
UNOW TO MV
4s we all know, the Tiger's Claw lost two top pitots to the Kilrathi fast
month, To help prepare you for combat against some of their better
known aces, Commander Halcyon has procured confidential files
from the Ter ran intelligence Council. For the first time ever, inside
information about top Kilrathi pilots is available to military person¬
nel. So, read about your enemy, memorize his weaknesses and use
them to your advantage. Computer files containing additional
detailed information are archived in the ship's library, under
»REFERENCE»TECHNICAL »KIL RA THI»PfL OTS».
*‘WARNING! THIS INFORMATION HAS BEEN CLEARED FOR MILITARY
USE ONLY. DO NOT RELEASE THESE FILES TO UNAUTHORIZED PARTIES. * *
File #83542; Salthi Fighter
Bhurak "Starkiller" nar Caxki
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. Bhurak's an excellent pilot and shot. He has opti¬
mal 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 num¬
ber 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
ship's laser cannon, reserving his dumb-firc missile for sta¬
tionary 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 you're forced into single combat with him, don't
try to outfly him. You might do best by going stationary, spin¬
ning to keep him in your sights and trading licks. He doesn't
SB appear to enjoy that and may choose a new objective.
► Vol.1 • No.4 * 2654.110
T
File #16982: Krant Fighter V
1
Khajja "Machine" nar Ja'targk
V
Khajja the Fang is not-so-affectionately called "Machine" by V
Terran intelligence, He is the most efficient, mission-orient- T
ed pilot the Kilrathi have. He pilots a Krant medium fighter. V
T
Strengths. Khajja's greatest asset is his clear thinking. He T
never panics or falters and appears to have utter confidence V
in his wingmen. He is not vulnerable to taunts, goads or 59
insults.
Weaknesses. Khajja's faith in his wingmen may be mis¬
placed. 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.
i |
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 he's approaching a mission objective,
you might get a free shot by eluding his wingmen. If he's
moving in on you, use classic dogfight tactics. Try to outfly
and outshoot him, or lead him toward unengaged friendlies.
He doesn't like bad odds.
Cat Bites - History of the Terraim/Kilrathi Conflict
On 2629.105 (March 15, 2629 Terran time) the exploration
ship fusor? encounters a spacecraft of unknown origin, tasorr
commander Jedora Andropolos beams the standard wide-band
non-verbal greeting designed by the Committee for Interaction
with Alien Intelligences. Captain Andropolos keeps lason motion¬
less for twenty-two minutes standard while the alien vessel waits.
Finally, the alien vessel opens up with all guns, utterly destroying
fason and all hands.
On 2634.186, war is formally declared by the Terran
Confederation on the Empire of Kilrah for countless acts of pira¬
cy and unwarranted assault
Cat Betes - History of the Terran/Kilrathi Conflict
On 2634,228, Confederation cryptographer Ches M, Penney
partially decodes the current Ki I rat hi cipher. The intercepted
message refers to a punitive strike being launched against the
Confederation, starting with the colony on McAuliffe and the
space station Alexandria in orbit around it. Confederation High
command launches a counteroffensive twice the si2e of the
anticipated enemy fleet; it is to reach McAuliffe first and
ambush the attackers.
File #72639: Dralthi Fighter
Dak hath " D eathstroke" nar Sihkac
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 Dr ait hi medium fighter.
Strengths. Dakhath appears to be utterly without fear. He
never retreats from an engagement until every enemy with¬
in 1,000 klicks is destroyed and will not abandon a wound¬
ed enemy until that enemy is destroyed. This courage and
lack of self-preservation instincts make him particularly dan¬
gerous. So does his apparent affection for inflicting pain.
Weaknesses. Dakhath lives only to kill and will not retreaL or
change targets until his first target is dead. If at all possible,
use his single-mindedness against him i<+ 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,
»jh.. - j
Recommendation. It might be possible to lead him into a
friendly ship's path of fire, and it is equally possible that he
won't notice new pursuit on him until it's too late.
(Important note: If your ship takes a lot of damage and looks
shaky, do not eject if you're in Dakhath's vicinity, One of his
hobbies is target practice against ejected pilots.)
T
r
►►►►►►►* Vol.l • No.4 * 2654,110
File #671 98: 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 superi¬
ority from birth. He flies a johhi heavy fighter.
Strengths. Bakhtosh «s the best Kilrathi shot in Vega Sector,
bar none, His accuracy with ship's guns is becoming leg¬
endary even among Terran pilots, which is another strength,
Some Terra ns feel intimidated when confronting the leg¬
endary 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. Bakhtosh's 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 nol
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 dose 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.
Cat Bites - History of the Terran/Kilrathi Conflict
On 2634.235, the Kilrathi fleet arrives at McAuliffe. It Is lour
times the predicted size; the incomplete translation of the inter¬
cepted message had underestimated the size of the Kilrathi
offensive. So begins the McAuliffe Ambush engagement In sev¬
eral days of bloody combat, the Terran fleet is all but obliterat¬
ed, leaving a still-sizable force of functional Kilrathi spacecraft.
Cat Bytes * History of the Terran/Kilrathi Conflict
On 2639.Q33, Kilrathi occupation forces land on the human-
occupied world Enyo, hold a quarter of a million humans
hostage under orbital guns and await Terran reprisals. This trig¬
gers the Enyo Engagement, a tactical situation made difficult by
the presence of so many hostages.
Phase One of the Enyo Engagement involves bringing in an
attack force against the Kilrathi fleet at Enyo. The attack force
consists principally of Raptor-class heavy fighters reconfigured to
carry extra Porcupine Space Mines and practically no missiles.
The force is small enough that Kilrathi forces at Enyo are certain
of victory.
Phase One forces drop their mines in one region of space
near Enyo and engage the enemy. Kilrathi ships maneuver to
get out of the mined region and turn their attention to destroy¬
ing the invaders.
By the time the Kilrathi navigators realize that the mined
region corresponds to Enyo's principal jump point, it is too late:
Phase Two has begun. A single radio signal detonates all the
specially modified Porcupines mines, and moments later the
remainder of the Terran fleet appears at that jump point in the
middle of the engagement.
The Terran fleet makes its first strike against the gunships
threatening the human colonies. The enemy ships are
destroyed, with minimal toss of life among the colonists. Then
the two fleets settle in for a pounding match.
The Enyo Engagement ends with the Kilrathi in retreat. Losses
have been nearly identical between the two fleets, but the
Kilrathi have been forced to abandon a strategic position,
5 Years Ago
Terran ground forces launching an attack on a fortified Kilrathi
colonial position are routed by unexpected Kilrathi fighter-craft
support. The Terrans quickly reform and turn back toward
Terran space, their lightly armed transports pursued by Kilrathi
warships. TCS Tiger's Claw is detached from its previous station
and sent to the Terran fleet's path.
Tiger's Claw fights a delaying action, subsequently called
Custer's CarnivaE, to allow the Terran fleet time to reach
Confederation-controlled space. Though swarmed and badly
62 damaged by Kilrathi fighters, the carrier occupies the attention
of the Kilrathi forces until the Terran fleet reaches safety.
+ + >*** + * Vol.l * No.4 * 2654.110
m Medal
on tju
Recognition
mm
for New
mcji
Recruits
Can you recognize, on sight, all the medals awarded by the
Terrain Confederation Navy? Don't be caught speechless when
a senior officer tells you to identify all the "chicken guts" he's
wearing. Instead, learn the medals and ranks shown belowr
Bronze Stan Awarded for exceptional bravery under fire.
Cold Star. Awarded for exceptional bravery against hopeless
odds.
Silver Star. Awarded for exceptional bravery against over¬
whelming 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 one's
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.
up and
Tiger's Claw
commc
Promotions
To Lieutenant; $.E„ "Broadway" Sarasin
To Captain; Fatima "Cymbals" Haroud
Tiger's Claw Awards
Ace; Second Lieutenant Todd "Maniac" Marshall
Bronze Star; Captain Jeannette "Angel" Devereaux
15-Mission Ribbon; First Lieutenant Tanaka "Spirit" Mariko
(MDin
rj Sega CD Game Credits
Sega CD version developed by Game Arts
Producer,........ -.Alan Gardner
Package Design.... ..Al Carnley, Jennifer Davis,
Craig Miller
Documentation Design. ..Jennifer Davis
Documentation and Editing..., ..Tuesday Prase, David Ladyman
Q.A Project Leader.. ..Alvaro Moreno
Quality Assurance ...t+r.„T. ..Mark Franz
: Original IBM PC Game Credits ;<
Producers........Chris Roberts, Warren Speetor
Lead Programmer...Chris Roberts
Programmers....Steve Bee man, Ken Demarest Ml,
Paul Isaac, Herman Miller, Steve
Muchow
Dogfight Choreography. Steve Beeman, Erin Roberts
3-D Space System .... .Chris Roberts
ORIGIN Graphic System -John Miles, Chris Roberts
ORfGIN Sound System... .Herman Milter
Art........ .Keith Berdak, Daniel
Eourbonnais,
Glen Johnson, Denis Loubet,
John Watson
Writers. ■Philip Brogden, Steve Cantrell,
Jeff George
. +tflid. .Dave Go veil, George A, Sanger
Sound Effects.. .Marc Schaefgen
Quality Assurance. ,Philip Brogden, Steve Cantrell,
Greg Paul Malone II, Erin
Roberts, Mike Romero,
Marc Schaefgen, Jeff Shelton,
Scott Shelton, Brian Tompkins,
John Watson
► ► ► ► ► ► ► ► VoLl * Ho.4 • 2654.110
ORIGIN SYSTEMS, INC. LIMITED 90 DAY WARRANTY.
ORIGIN warrants to l-he original purchaser of this computer software product that the recording
medium an which the software programs ore recorded will be free from defects in material and
vrerkmanship for 90 days from the dole of purchase.
if the recording medium is found defective wilhini 90 days of original purchase, ORIGIN agrees to
replace, free of charge, any such product upon receipt cl its Factory Service Center of the produce,
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implied warranties applicable to this product are limited to the 90-day period described above, if
bilure of the software product, in the judgment of ORIGIN, resulted From accident, abuse,
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period has expired, you may return the software program to ORIGIN, at the address noted below,
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1 -
■ WING COMMANDER, SEGA CD REFERENCE CARD I
1 3-Button Controller
Pre-Night functions
© Move the cursor to select option
e Begin selected action
m Skip entire conversation/animation
0or© Skip one line of conversation
Start go me/Pause
| In-Flight Functions
©1 Move the ship left, right, up and down
0 Fire gun ;
0® Launch missile
®0oir[eJT| Speed up or slow down
®0 Rail left or roll right
[Bj x 2 Apply afterburner burst (keep pressed the second time
for continuous afterburners]
©ft] or[EB Cycle views (External views and Cockpit)
HE or (US Cycle views (Starboard/Rear/Port/Cockpit)
IsTaTSI Toggle Missile Camera (on/off)
mu Autopilot
mm Eject from ship
YOU Functions 6-Button Controller
BE) Cycle through Left VDU modes (x)
(Weapon/Gun/Damage)
(HD Cycle through Right VDU modes ®
(Comm u n ica frons/Na v/Ta rget)
(S Cycle tJiroug h ova flab le options (c)
(HD Lock/Unlock target (Y)
{If in Autotargeting model
(HE Select Receiver/Send Message (Y)
|lf in Communications mode)
(HE Display Nqv map/pa use game (V)
{If in Navigational mode)
0 Accept Nav point and return (Y)
to cockpit (if in Nav map)
'Licensed by S&ga Enterprises, Ltd. far play an the Sega CD System. Sega and Sege CD en"4J
tradeiyiflirki af Sega EnhJfjsriies, Ltd, All rights reserved.
Pro&Kcd by ORIGIN SylfenM, Inc., nn Electronic Arts Company. Origin, Wife aval? worlds end Wing Commond*? ere
irukitVMLi of ORIGIN Sytlmni, Ine. Eleilronie Ails, is a ngsjjlslenscl Imdknujrlc el Electronic Arts.
P5 1994 ORIGIN Syslpns. Inc All r^hbrcwnmd ORIGfW Inc P.O. &o:r lil ?50, Amlin, TX 78716-17i&.
Manulactured in the USA.