User Guide
WEAPONS OF THE TERRAN AND KILRATHI FLEETS
Strategies in space combat depend not only on the ships you and your opponents are flying, but
also on the weapon loadouts of every fighter. For example, if you know your enemy only has short
range blaster capabilities and no chaff pods, you will try to eliminate him at long range with particle
cannon and missiles. If you are attacking a enemy capital ship with phase shields, you will use dif-
ferent weapons than if you’re attacking a D o r k a t h i transport without such defenses. An intimate
knowledge of ship loadouts and weapon characteristics is absolutely vital to your survival in space.
This section summarizes the most important weapon features of all Kilrathi and Confederation
weapon systems.
DEFENSIVE WEAPONS
Flak Gun. Capital ships rely primarily on heavy flak barrages for protection. The massive explosive
force and the high velocity of these weapons will down almost any ship immediately. With their
great accuracy, flak guns are also employed for point-defense against torpedoes.
Chaff Pod. Chaff pods provide an efficient method of diverting missiles that are currently targeting
your ship. Missiles will home in on the chaff, rather than your ship, and explode harmlessly. Chaff
pods must be released shortly before impact of the missile. Once you have released chaff, hit your
afterburners and escape from the danger zone. Chaff only diverts missiles currently targeted on you.
Any missiles that lock onto you after the pod has already been released will not be diverted.
Phase Shield.These protective devices are the latest in defense technology and render any capital
ship impervious to fighter guns and most missiles. Torpedoes, Leech missiles and Mace missiles are
the only weapon systems capable of penetrating these shields.
Stealth Device. Kilrathi forces have developed stealth technology that renders their ships complete-
ly invisible to our detection technology. We have emulated this phenomenon in our simulation of
the S t r a k h a s h i p .
OFFENSIVE WEAPONS
When a weapon is named below (e.g., Dart or Javelin), its description applies specifically to a
Confederation system. However, in most cases, there is a closely corresponding Kilrathi weapon.
M i s s i l e s
Dart Dumb Fire Missile (DF).This missile system is a point-and-shoot weapon with no homing
capabilities. Reserve this weapon for use against slow targets at medium to close range when you
can easily anticipate the enemy’s next movement.
Javelin Heat-Seeking Missile (HS).This weapon zeroes in on any recognizable source of heat, so it
can only lock on to a target’s engine and/or exhaust system. When you have a Javelin ready, wait
until you are behind your targeted enemy and the right VDU indicates a missile lock, then fire. Be
careful, though. If your opponent manages to elude the missile, it will lock onto any other heat
source it can find, including your own ship or that of your wingman.
Leech Missile.This missile was designed for the W r a i t h fighter currently in development. It drains
its target of all energy for approximately 10 seconds, inactivating shields and weapon systems alike.
Within that 10 seconds, you should have no trouble destroying your defenseless enemy. Leech mis-
siles are anticipated to be especially effective against capital ships, where they will be capable of tem-
porarily incapacitating phase shields and flak guns.
Mace Tactical Nuclear Missile. This missile is equipped with a nuclear warhead. Even though it
has no homing capabilities, its high velocity and incredible explosive force can annihilate any enemy
fighter or capital ship. Use this missile on slow targets at medium to close ranges.










