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IMPORTANT: (*) meshes marked with this
sign are simple models suitable for games and such. |
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Description
This light, versatile fighter
has balanced weaponry and is best suited for short-range
combat against light to heavy fighters. It's maneuverability
makes it a prime choice for escort, fleet defense,
and reconnaissance missions, and an emergency life-support
system can sustain a pilot for up to seven hours.
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Formats
Authors
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Description
This craft is a heck of alot
like the Manta, just a heck of alot better. Better
shields, better guns, better missiles... it kinda
makes you wonder why they just don't build Devil
Rays. Tactical Field Intel has suggested that Devil
Rays are only piloted by alien ace pilots which
would explain three things. One, Devil Ray pilots
tend to be very, VERY good, two, there aren't alot
of Devil Ray's running around, and three, not too
many people survive encounters with Devil Rays.
The gun armament packs more wallop for the buck
than any fighter in existence excepting the Vampire,
and the shields are closer to a bomber's in strength
(again, like the Vamp) rather than a fighter. Combining
these two string attributes with decent speed and
maneuverability characteristics, the Devil Ray makes
for one tough opponent. The craft itself has no
real weaknesses, and as far as compromises in design
go, the aliens have managed to put out a very well
balanced, if not superiorly balanced craft. A dogfight
with a Devil Ray is not something to take lightly.
In flight school, they teach you to save your missiles
for a rainy day, and not to waste them on targets
that you can take out easily with your guns. Let
me tell ya, it don't get rainier than when your
flying against a Devil Ray. You'll want to eliminate
these guys from the battle as early as possible
so that you can dogfight the opponents on more even
ground. Leaving these guys for later is like signing
the death warrants on your fellow squadron mates.
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Formats
Authors
- CptEisen
(3ds Conversion)
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Description
The Lamprey is one of those
ships you kinda wonder why the Aliens even build.
They're fast but they don't seem to do that much
damage, and they don't last that long in battle.
Most of the eggheads back at the lab throw cartwheels
and stuff whenever they get more info about this
craft, but to me, it doesn't matter one bit. The
Lamprey is just another target, and compared to
alot of the other Alien craft, it's an easier one.
The shields aren't anything to shout about, but
the armor is pretty thick. The thing that makes
'em easy to blow out of space is that they have
a hard time changing direction when you get on their
tail. They just keep on flying until you deck 'em
with enough juice. The one cannon that they do mount
does put a little dent in your shields, but it doesn't
seem to hurt your armor or hull at all, but these
things aren't that common as far as Alien ships
go. Another interesting thing about them is that
they're kinda tiny. Alot of your guns won't hit
them if they're too close. I've tried decking a
full gun spread with a Shrike on 'em but only a
couple of the beams hit. A good practice to do is
to give them at least a thousand clicks of room,
charge the guns, then let them have it. It never
really fails to knock them, and you should be able
to really rack up the kills. ()
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Formats
Authors
- CptEisen
(3ds Conversion)
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Description
One of the heavier alien
fighters, the Manta is a faster, more lightly armed
version of Confed's Shrike. A dual purpose craft,
the Manta serves as either a light bomber or a heavy
fighter. In either case, it is very effective since
the front armament and missile loadout are more
than adequate to fulfill the given mission tasks.
Not as often encountered as the Moray, the Manta
still employs the same "head-on" tactics
that it's smaller cousin does. However, due to its
armament, it is much more effective in accomplishing
its goal, that is, destroying you. It carries a
heavy gorgon cannon, which is this huge ball of
green energy, frightful to see fired, and even more
frightful when its fire is directed towards you.
the energy blast is so large that it fills up your
viewscreen once it gets close, obscuring your vision
and making it harder to target the offending craft.
However, if you trust your ITTS, and you have a
craft that can dish out some gun punishment and
has decent front protection, like a Vamp, Wasp,
or a Shrike, you can still use the head on chicken
tactic effectively, but don't expect to come out
of if without a scratch. Manta's aren't that maneuverable,
so staying on their tail ain't an excercise in futility
(for a good pilot) and wearing down their rear shields
shouldn't be too much of a problem. All said and
done, a solid heavy fighter, a threat to capital
ships and fighters alike, and a serious threat to
your own health if you aren't careful. You don't
want to have one of these guys on your tail for
longer than is necessary... that is to say, you
don't want one of these guys on your tail period.
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Formats
Authors
- CptEisen
(3ds Conversion)
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Description
A versatile vessel, the Duress
is perfect for those with an fighter spirit.
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Formats
Authors
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(Original Model)
- (3ds
Conversion)
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Description
The Moray appears to be the
mainstay of the alien fleet, and you'll probably
encounter more of these guys than any other kinds
of ships. In that respect, it makes them roughly
equivalent to the Hellcat V of the late 2660's and
the early 2670's, the ship for everything that doesn't
pack enough of anything. Relatively weak guns, average
protection, and fairly decent maneuverability characteristics
embody mediocrity almost as well as the wartime
Hellcat. Alone, Morays aren't too much of a threat
for a wary and skilled pilot such as myself, but
you won't find too many of them going solo. When
they attack in groups they tend to key in one target,
systematically attempting to eliminate a group of
enemy fighters. This can be good or bad, depending
on who you are and how you fly. If you're the ship
they are keying in on, expect on tough fight, dodging
gunfire and such. Bad pilot generally don't elude
gunfire too well, so this can be disasterous. If
you aren't the ship they're keying in on, then you
can get behind their tail without them noticing
and wax 'em without too much trouble. Alot of Moray
pilots (and alien pilots in general) prefer head
on attacks, and if you are flying something with
a decent front armament (read: NOT A PIRANHA) then
go ahead and play chicken with 'em. Chances are,
you can knock off their front shields and scour
their armor off by the end of the firing pass, making
the rest of the ship easier to deal with. ()
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Formats
Authors
- CptEisen
(3ds Conversion)
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Description
In all truthfulness, the
Ray ain't a threat to all but the crappiest of pilots.
With a top speed of 420kps, no afterburn, and all
the maneuverability of a pregnant sow, you kinda
have to blunder into its way to get hit with its
guns. Be warned however... if you ARE stupid (or
crappy) enough to blunder in front of it, you will
get shot up. The two heavy masers can really cut
your shields and armor down quickly, and luckily,
the Ray doesn't carry more guns. Well, that's kinda
a half-truth. The Ray has these "floating"
turrets which the RD labs call Remoras. Basically,
these guys fly around the Ray ship like electrons
around an atomic nucleus. They do take potshots
at you, but they don't really hit you all to often.
The Ray does have a trick up its sleeve though,
and it happens when you least expect it: when the
Ray goes kaboom. The seven Remoras that normally
orbit the Ray can be annoying targets that take
good gunnery to down. It's not that they're well
shielded or armored, but they can maneuver like
crazyand they're really REALLY small. One pop and
they go bye-bye, which is a good thing, because
destroying a couple Rays puts a whole mess of these
bothersome craft into space real quick. The Remoras
pack a light gun which doesn't do much damage, but
if you're on an escort mission, you probably want
to take out these guys fairly quickly as they can
prove deadly to bombers that fly straight and slow
. ()
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Formats
Authors
- CptEisen
(3ds Conversion)
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Description
A versatile vessel, the Duress
is perfect for those with an fighter spirit. ()
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Formats
Authors
- CptEisen
(3ds Conversion)
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Description
The Skate is a fast maneuverable
ship. A deadly foe with decent armament and excellent
maneuverability for a fighter of its class. Unfortunately
for Confed, it doesn't stop there. The Skate is
another one of those alien cluster ships, but the
clustering characteristics are slightly different
from the Stingray and the Ray/Remora. Usually seen
at the start of a battle already clustered, the
Skate's are aligned at sixty degree angles from
each other surrounding a pod that appears to generate
a separate cluster shield generator as well as a
specialized weapons pod. So far, there have been
three separate Skate subtypes that have been found
to operate. The first of these is an anti-fighter/bomber
cluster, adept at destroying anything smaller than
a corvette, but still effective in its own right
against larger capital ships. The second is a specialized
anti-capital ship bomber, mounting a specialized
torpedo armament. The third variant is a ship designed
to inderdict enemy shipping with mines. These Skate
clusters have to first be separated, which requires
destroying the central shield emitter and weapons
pod. After separation, each individual Skate must
also be destroyed. Skate clusters are truly a handful,
since they are normally deployed in critical mission
situations, and thus are more intent on completing
their missions. For instance, the Skate-T (or torpedo/anti-capship
variant) normally separates after firing it's torpedo
armament since it no longed has a use for its clustering
capabilities, and seeks to further weaken the carriers
defences. Skate clusters should hold highest priority
on your target list because of their mission-critical
deployment. If you seem them around, you know the
aliens mean business. Dogfighting the clusters isn't
too much trouble, but the individual Skates are
decent dogfighting craft. ()
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Formats
Authors
- CptEisen
(3ds Conversion)
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Description
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Formats
Authors
- CptEisen
(3ds Conversion)
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Description
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Formats
Authors
- CptEisen
(3ds Conversion)
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Description
Extremely elusive, the Squid
represents a class of fighter that has no apparent
equivalent in Confed. The Squid sports four guns
whose effects and inner workings are not completely
known or understood, dubbed the quantum disruptors
by TacInt. The protection is adequate, though not
good, but the speed and maneuverability characteristics
are top notch. Top notch, that is, when it's not
firing. The squid has four opposable flaps somewhat
resembling flower petals on which the guns are mounted.
When the flaps are closed, the Squid is much more
speedy and maneuverable, but it cannot fire. When
it does fire, the maneuverability noticeably decreases.
Squid pilots are generally good at adopting a hit
and run tactic, which makes it harder for you to
hit them and easier for them to hit you. They normally
come at you with the flaps closed until they're
about a thousand clicks or less from you, they then
align themselves, open their flaps and commence
a firing run. When you turn to fire on them, they
normally head away, fold their flaps and attempt
to escape, repeating the tactic as long as it takes
to take you out. When the craft is turning away
from you and folding it's flaps, you can normaly
squeeze off a few shots before its flaps are fully
folded and it makes a run for it. A strange yet
effective fighter, that, using the appropriate tactics
(amd good gunnery) they shouldn't present too much
of a problem. ()
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Formats
Authors
- CptEisen
(3ds Conversion)
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Description
The Stingray ain't an impressive
ship on it's own. Two little weeny guns and weak
armor make it easily outclassed by anything in Confed's
inventory, including the weakly armed Piranha. But
that's on its own. When you combine one Stingray
with two more, you get this Stingray Cluster that
combines it's six peewee guns into this gigantic
monster plasma weapon that rips big holes in fighters.
The refire rate on this super-heavy gun is fairly
impressive for its caliber. The maneuverability
and velocity characteristics of the clustered ships
also remain unchanged from the standard version,
which is impressive considering the fact that the
clustered ships is three times the mass of a single
Stingray. The Stingray cluster does not have its
own shields, but rather each individual Stingray
in the cluster has it's own shields. Destroying
any one ship in the cluster will force the other
two to skeedaddle. When fighting a large group of
fighters, remember to take out Stingray clusters
first, since their heavy gun can change a dogfight's
odds fairly quickly. The individual ships should
be saved for mop up since their lack of missiles
keeps them from being a serious threat. ()
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Formats
Authors
- CptEisen
(3ds Conversion)
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