WCP: Confederation Fighters.



[ Pirahna | Tigershark | Panther | Vampire | Wasp | Shrike | Devastator ]



PIRANHA:



F-106A - Piranha
Lenght: 12.5 mt
Mass: 12 Tons
Max Speed: 500 kps
Max afterburn speed: 1500 kps
Max Yaw/Pitch/Roll: 90/90/135 dps

Armor:
front/rear: 25/20 cm
left/right: 22/22 cm
Shields: 21 cm eq

Weapons:
2 x Ion Guns
1 x Laser Cannon
1 x Stormfire Mk2 Cannon
2 x Spiculum IR missiles
4 x Javelin HS missiles
This is a scout ship suitable for patrols and recon operations. Its armor and shields are not very thick and its guns are rather light, however the Piranha is a fast and manouvrable fighter and could outperform more heavier fighters in a close dogfight. This fighter can also be employed for cap-ships escorts.


TIGERSHARK:



F/A-105A - Tigershark
Lenght: 13.66 mt
Mass: 14 Tons
Max Speed: 480 kps
Max afterburn speed: 1400 kps
Max Yaw/Pitch/Roll: 90/90/135 dps

Armor: 
front/rear: 26/22 cm
right/left: 23/23 cm
Shields: 23 cm eq

Weapons:
2 x Mass Drivers
2 x Laser Cannons
2 x Pilum FF missiles
2 x Spiculum IR missiles
4 x Javelin HS missiles
30 x Dragonfly rockets
The Tigershark is a multirole fighter which means that it can be employed for a vast range of operations, such as recon, escort, long and short range patrols and wild weasel. Armor and shields grant the Tigershark a better protection than that of the Piranha. In my opinion the Tigershark downside is rapresented by its lower damage potential guns which don't apply enough damage to enemy ships; anyway the missiles loadout can be a solution to this problem.


PANTHER:



F-108A - Panther
Lenght: 15.33 mt
Mass: 16 Tons
Max Speed: 450 kps
Max afterburn speed: 1300 kps
Max Yaw/Pitch/Roll: 110/60/100 dps

Armor: 
front/rear: 28/24 cm
right/left: 26/26 cm
Shields: 25 cm eq

Weapons:
2 x Tachion Cannons
2 x Ion Guns
6 x Pilum FF missiles
6 x Spiculum IR missiles
This is a real multirole fighter in my opinion: it can engage succesfully both fighters and light cap-ships such as corvettes; it's very suitable for every kind of patrol operation, interdiction, escort as well as wild weasel. The Panther is very manouvrable since it can vector its thrust from side to side; its guns can apply very high damage and armor and shields can protect the hull from many enemy hits. Porbably the best Confed ship on the Midway.


VAMPIRE:



F-109A - Vampire
Lenght: 18.33 mt
Mass: 17 Tons
Max Speed: 530 kps
Max afterburn speed: 1500 kps
Max Yaw/Pitch/Roll: 70/135/100 dps

Armor: 
front/rear: 32/32 cm
right/left: 32/32 cm
Shields: 32/26 cm eq

Weapons:
2 x Tachion Cannons
2 x Particle Cannons
4 x Tracker Missiles
8 x Pilum FF missiles
8 x Spiculum IR missiles
The Vampire is the heavier version of the Panther: it's equipped with twin Tachion and Particle cannons and can load many missiles including the new Tracker missiles: once fired the Tracker approaches the enemy ship propelled by a rocket and then releases smaller IFF missiles which home on the target. The Vampire is faster than the Panther and much more manouvrable: this allows the pilot to easily outmanouver heavy, but sluggish fighters.


WASP:



F-110A - Wasp
Lenght: 11.66 mt
Mass: 18 Tons
Max Speed: 480 kps
Max afterburn speed: 1300 kps
Max Yaw/Pitch/Roll: 70/80/120 dps

Armor: 
front/rear: 26/22 cm
right/left: 24/24 cm
Shields: 26 cm eq

Weapons:
2 x Tachion Cannons
2 x Mass Drivers
4 x Swarmer missiles
4 x Spiculum IR missiles
2 x Javelin HS missiles
This craft is a point defence only ship: it's launched only when enemy bombers and fighters are threatening the Midway. The Wasp can reach an incredible speed of 3000 kps using a special propulsion system: the speed is granted only for a limited time; once the fuel for the vector is finished the Wasp drops back to its standard speed. The use of this extra speed can let Wasp pilots to get to their targets very fast and engage from long distances of the carrier enemy bombers and fighters. The Wasp is also equipped with Swarmer missiles: lock on procedure is similar to that of an IR missile, but the Swarmer needs a permanent visual contact with the target to hit. Swarmers can't be distracted by decoys and destruction of the target ship is very likely.


SHRIKE:



TB-81A - Shrike
Lenght: 28 mt
Mass: 18 Tons
Max Speed: 360 kps
Max afterburn speed: 820 kps
Max Yaw/Pitch/Roll: 55/70/80 dps

Armor: 
front/rear: 31/34 cm
right/left: 32.5/32.5 cm
Shields: 30/28 cm eq

Weapons:
2 x Particle Cannons
3 x Mass Drivers
1 x Stormfire Mk2 Cannon
4 x Dart DF missiles
4 x Spiculum IR missiles
18 x Porcupine Space Mines
30 x Dragonfly rockets
2 x heavy Torpedoes
4 x light Torpedoes
This craft is a light bomber. It isn't very fast nor manouvrable and lacks the firepower to be really useful in a dogfight. Its torpedo loadout lets the Shrike destroy cap-ships short of a Cruiser, but in groups Shrikes could take on a whole fleet. It's however essential for these bombers to have a fighter cover, since they can be easily targeted and destroyed by smaller and faster ships.


DEVASTATOR:



TB-80A - Devastator
Lenght: 36 mt
Mass: 23 Tons
Max Speed: 320 kps
Max afterburn speed: 780 kps
Max Yaw/Pitch/Roll: 65/55/90 dps

Armor: 
front/rear: 40/40 cm
right/left: 36/36 cm
Shields: 45 cm eq

Weapons:
1 x Heavy Plasma Cannon
1 x Stormfire Mk2 Cannon
6 x Pilum FF missiles
6 x Spiculum IR missiles
18 x Porcupine Space mines
4 x heavy Torpedoes
8 x light Torpedoes
The Devastator can be defined as a ship "built around a cannon". The massive Plasma cannon mounted on its chin is the only energy weapon capable of inflicting damage to a cap-ship and while it's almost useless in a dogfight due to its lower fire rate, any fighter hit by this weapon will be immediately destroyed or heavily damaged. Then, the only task of this bomber is to blow up any kind of enemy starship with its 12 torpedoes loadout (4 heavy + 8 light). The Devastator is also equipped with multiple laser turrets for protection as well as heavy shields and armor. Fighter cover is essential to grant protection to Devastators during their torpedo runs. The heaviest loadout Confed can offer to her enemies.


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