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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.
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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.
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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.
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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.
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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.
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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.
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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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