IMPORTANT: (*) meshes marked with this sign are simple models suitable for games and such.
Arrow

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. (TCE)

Formats

Authors

 

Devil Ray (*)

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. (TCE)

Formats

Authors

  • CptEisen (3ds Conversion)

 

Lamprey (*)

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. (TCE)

Formats

Authors

  • CptEisen (3ds Conversion)

 

Manta (*)

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. (TCE)

Formats

Authors

  • CptEisen (3ds Conversion)

 

ML01 Duress

Description

A versatile vessel, the Duress is perfect for those with an fighter spirit.

Formats

Authors

 

Moray (*)

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. (TCE)

Formats

Authors

  • CptEisen (3ds Conversion)

 

Raynode (*)

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 . (TCE)

Formats

Authors

  • CptEisen (3ds Conversion)

 

Skate (*)

Description

A versatile vessel, the Duress is perfect for those with an fighter spirit. (TCE)

Formats

Authors

  • CptEisen (3ds Conversion)

 

Skate B (*)

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. (TCE)

Formats

Authors

  • CptEisen (3ds Conversion)

 

Skate M (*)

Description

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Formats

Authors

  • CptEisen (3ds Conversion)

 

Skate T (*)

Description

...

Formats

Authors

  • CptEisen (3ds Conversion)

 

Squid (*)

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. (TCE)

Formats

Authors

  • CptEisen (3ds Conversion)

 

Stingray (*)

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. (TCE)

Formats

Authors

  • CptEisen (3ds Conversion)