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	<updated>2026-11-15T11:07:20Z</updated>
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	<entry>
		<id>https://wiki.hard-light.org/index.php?title=The_Field_of_Battle&amp;diff=30181</id>
		<title>The Field of Battle</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=The_Field_of_Battle&amp;diff=30181"/>
		<updated>2010-07-04T06:11:14Z</updated>

		<summary type="html">&lt;p&gt;Gtr-nbm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|- cellpadding=&amp;quot;8&amp;quot; style=&amp;quot;background:#000000;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Eve of Destruction|Previous Mission]]&lt;br /&gt;
| [[FreeSpace 1 Campaign Walkthrough#Main FreeSpace 1 Campaign|Campaign Walkthrough]]&lt;br /&gt;
| [[Small Deadly Space|Next Mission]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ACT 1 MISSION 2&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fighter squadron:&amp;lt;/b&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt; &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
:&#039;&#039;There have been a number of recent attacks by the Vasudans in the Betelgeuse system. They have been making strikes on Terran convoys en route to the Betelgeuse-Antares jump point. The Vasudan attacks have been staged from a nearby asteroid field.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Terran intelligence is certain that there are four small attack wings responsible for the attacks on our convoys. There have also been reports of a Vasudan ace piloting one of the Seth class fighters in the area.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;You are to sweep the asteroid field and take out the four Vasudan attack wings. Be aware that the asteroids will be causing interference with your sensors. You won&#039;t be able to target the Vasudans until they are near, but they won&#039;t see you either.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;If you encounter the Vasudan ace, you may use your discretion whether or not to engage him.  Keep in mind that your primary objective is to take out the four attack wings. Check your loadouts and commit when ready.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
If you fly straight at the beginning of the mission, you will see a formation of red dots flashing on your radar. The group that is the farthest to the left is Pisces wing. The topmost is Cancer, the top-right one is Virgo, and the bottom-right one is Aries wing. Keep one group of red dots in the center of your radar and fly straight at it.&amp;lt;br&amp;gt;&lt;br /&gt;
You will eventually encounter a wing of 3 Anubis fighters. Destroy them and fly toward another wing. Repeat this process again. All the enemy wings are identical.&amp;lt;br&amp;gt;&lt;br /&gt;
After you destroy the third wing of fighters, the [[Vasudan Ace]] will jump in, flying a &#039;&#039;Seth&#039;&#039;-class fighter. The Ace will shoot missiles at you upon encounter, so make sharp turns or just keep flying in circles until you have dodged the missiles; use whatever missile evading technique you&#039;re most comfortable with. Once you have neutralized the attack wings and the Ace, jump out.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hard/Insane==&lt;br /&gt;
It might be best not to bother with the ace.&lt;br /&gt;
&lt;br /&gt;
==Alternate Missions==&lt;br /&gt;
If the Orff was whittled down to around 80% in the previous mission, then the Vasudan Ace will not appear in this mission, nor will he appear in the mission briefing.  Guess the designers decided that if you couldn&#039;t defend a well-protected Fenris from several Anubis fighters, you wouldn&#039;t stand a chance against the Ace.  Please note that this also makes missions 3 and 4 that much harder.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
This mission is very early in the campaign. On that note, there&#039;s not a great host of enemies in this one. In order to maximize your kill ratio, you can order your wingmen to depart right at the start. This way you&#039;ll receive the maximum amount of possible kills. The asteroid field is a much greater nuisance to the AI pilots than you, including your wingmen, who are just as crippled by the semi-randomly flying boulders.&lt;br /&gt;
&lt;br /&gt;
Killing the Vasudan Ace will grant you a medal, if on Normal and higher. Speaking of such, the equipment of the Ace is increased depending on the difficulty, ranging from dual Ml-16 lasers, to Avenger cannons that haven&#039;t even come out yet.&lt;br /&gt;
&lt;br /&gt;
Please also note that you can jump out at the beginning of the mission without engaging the hostiles at all. You &#039;&#039;will&#039;&#039; pass.&lt;br /&gt;
&lt;br /&gt;
Well, there is the off chance you can fail by dying. Without shields, even hits from [[Vasudan Light Laser]] pea shooters add up.&lt;br /&gt;
&lt;br /&gt;
The mission is much harder in the [[FreeSpace Port]] than it is in FreeSpace 1.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
None&lt;br /&gt;
[[Category:Main FreeSpace 1 Campaign]]&lt;/div&gt;</summary>
		<author><name>Gtr-nbm</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=The_Darkness_and_the_Light&amp;diff=30180</id>
		<title>The Darkness and the Light</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=The_Darkness_and_the_Light&amp;diff=30180"/>
		<updated>2010-07-04T06:09:56Z</updated>

		<summary type="html">&lt;p&gt;Gtr-nbm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|- cellpadding=&amp;quot;8&amp;quot; style=&amp;quot;background:#000000;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[The Hammer and the Anvil|Previous Mission]]&lt;br /&gt;
| [[FreeSpace 1 Campaign Walkthrough#Main FreeSpace 1 Campaign|Campaign Walkthrough]]&lt;br /&gt;
| [[First Strike|Next Mission]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ACT 1 MISSION 9&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Fighter squadron:&amp;lt;/b&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt; &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
:&#039;&#039;The radical splinter group known as the Hammer of Light has been conducting many suprise attacks on convoys throughout Beta Cygni. These attacks must be stopped. The Hammer of Light presence is to be eliminated from this system once and for all.&#039;&#039;&lt;br /&gt;
:&#039;&#039;A Hammer of Light cargo depot which is believed to be the primary supply center for all Hammer of Light activities in this system has been located.&#039;&#039;&lt;br /&gt;
:&#039;&#039;This depot is guarded by a wing of Seth class fighters as well as an Aten class cruiser, the Ramses. The Hammer of Light does not have shielding technology, so this operation should be simple.&#039;&#039;&lt;br /&gt;
:&#039;&#039;Your primary objective is to capture the Aten cruiser Ramses. You are to disable and disarm it with Disruptor cannons, then protect the Omega transports while they capture it.&#039;&#039;&lt;br /&gt;
:&#039;&#039;Do not destroy the Ramses. The crew will be interrogated to learn more about the Hammer of Light.&#039;&#039;&lt;br /&gt;
:&#039;&#039;Once the Ramses has been disabled and disarmed, destroy all cargo in the area. The Hammer of Light can not be permitted to resupply. The containers store Vasudan supplies useless to the GTA.&#039;&#039;&lt;br /&gt;
:&#039;&#039;You are to lead Alpha wing on this operation. Your ships are equipped with our new shielding system. In case of any unforeseen problems, await further orders from Command.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
Once you arrive, order your wingmen to ignore the &#039;&#039;Ramses&#039;&#039;. Avoid the HoL fighters and pass around their flank to destroy one of the &amp;quot;Turtle&amp;quot; wing Satis freighters for a bonus objective. Although the four Satises will put up a lot of flak if attacked while together, one of the freighters breaks from formation and is an easy target. You get nothing special for destroying all four, and your chances of disabling are slim, so bug out and start attacking the cargo.&lt;br /&gt;
&lt;br /&gt;
By the time you&#039;ve destroyed the cargo, unless you are a speed demon, the &#039;&#039;Taranis&#039;&#039; should have jumped in. Order your wingmen to depart if they aren&#039;t dead already. You now have a choice to make, you can either jump out now, or choose to destroy the Shivan fighters and bombers. Scorpion wing has a 45 to 60 second delay between waves, which is enough for you to finish off the cargo if you need more time. Once the &#039;&#039;Ramses&#039;&#039; is at 4% hull or around there, proceed to kill it yourself. Your resume looks better with an Aten kill on it.&lt;br /&gt;
&lt;br /&gt;
Note that the HoL crew of the &#039;&#039;Ramses&#039;&#039; apparently &amp;quot;embraces their fate&amp;quot; with the Shivans; the &#039;&#039;Taranis&#039;&#039; is set at ship-protect and the Aten will not fire at it. If you do manage to maul the &#039;&#039;Taranis&#039;&#039;, however, the &#039;&#039;Ramses&#039;&#039; will [[self-destruct]] anyway. If the &#039;&#039;Taranis&#039;&#039; is disarmed, has less than 30 points left on her engine system or gets her hull below 20% integrity, the &#039;&#039;Ramses&#039;&#039; will auto-destruct. Furthermore, there is an empty [[when]]/[[is-destroyed-delay]]/Taranis event sitting around in the events list, suggesting that there was to be events occuring in the mission triggered by the &#039;&#039;Taranis&#039;s&#039;&#039; destruction.&lt;br /&gt;
&lt;br /&gt;
==Hard/Insane==&lt;br /&gt;
This mission is incredibly frustrating on higher difficulty levels. Even the freighters and ML-16 fighters can easily vaporize your interceptors. Swap out for Apollos, and don&#039;t bother with disruptors. Keep your distance from the Ramses to about 3km, and just pick off what charges at you until the Taranis has warped out. After, kill whatever fighters are left &#039;&#039;first&#039;&#039;, then go for the cargo.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
The briefing and the mission objectives are bogus. The &#039;&#039;Ramses&#039;&#039; must be destroyed in the mission. If you manage to eliminate all hostiles and disable the &#039;&#039;Taranis&#039;&#039;&amp;amp;mdash;and the &#039;&#039;Ramses&#039;&#039; has a reasonable hull strength left&amp;amp;mdash;you&#039;re up the creek. The mission will not end before the &#039;&#039;Ramses&#039;&#039; is destroyed. In the preceeding scenario, you&#039;d be forced to destroy the &#039;&#039;Ramses&#039;&#039; yourself. In such a case you must just hope that you&#039;re not declared traitor before the &#039;&#039;Ramses&#039;&#039; goes down.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
*[[FreeSpace 1 Vasudan Ship Database#PVC Ramses|PVC &#039;&#039;Ramses&#039;&#039;]] ([[Hammer of Light]])&lt;br /&gt;
*[[FreeSpace 1 Shivan Ship Database#SC Taranis|SC &#039;&#039;Taranis&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 1 Campaign]]&lt;/div&gt;</summary>
		<author><name>Gtr-nbm</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTM_Cluster_Bomb&amp;diff=24206</id>
		<title>GTM Cluster Bomb</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTM_Cluster_Bomb&amp;diff=24206"/>
		<updated>2009-07-25T20:26:46Z</updated>

		<summary type="html">&lt;p&gt;Gtr-nbm: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;GTM-86 Cluster Bomb&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Cluster.gif]]|caption=The GTM-86 Cluster Bomb}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
A second-generation Synaptic bomb, this GTI-developed cluster warhead has been designed for attacks against entire wings of enemy ships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upon reaching its target, the primary warhead fragments into multiple secondary warheads that explode within a split second.  The detonations produce a large field of blast field, making the cluster bomb most effective against fighter formations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Secondary|800|5.0|160|60|Full|60|Good|45|Full|60|30 / 100|Heat Seeking|180 degrees|N / A|1.0 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spawned warheads===&lt;br /&gt;
{{Secondary|75|0.0|250|35|Full|35|Full|35|Average|17.5|20 / 60|Heat Seeking|45 degrees|N / A|1.0 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Weapon [[Weapons.tbl#Weapon Flags|spawns]] 8 smaller warheads&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|Like the [[GTM Infyrno]] the Cluster Bomb is difficult to use, unlike the [[GTM Infyrno]] the Cluster Bomb doesn&#039;t do a lot of damage, even when you get it right, because of the tiny damage caused by the &amp;quot;Cluster Bomb Baby&amp;quot; in FreeSpace 1 (see:[[Weapon Comparison (FS1)]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another thing about the Cluster Bomb is that, unlike the Infyrno, you CANNOT remote-detonate it. In other words, you cannot actually put that anti-fighter screen where you need it most. The Cluster Bomb is more like a more powerful, shorter-ranged [[GTM MX-64|Rockeye]]. If a fighter gets hit by this, it is definitely a goner. However, because this missile has a range of about 500m, that would be unlikely.  At the least, it&#039;s better than a [[GTM Synaptic|Synaptic]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Cluster Bomb is quite similar in function to the [[GTM Infyrno|Infyrno missile]] of FS2, only that the former is a heat-seeking missile and the latter a remote-detonated cluster bomb. In basic English, the Cluster Bomb travels towards the nearest hostile target upon launch and explodes when it is near the target, spewing several small warheads that detonate simultaneously and almost immediately. While a successful hit almost always guarantees a kill, what lets the Cluster Bomb down and makes it almost useless is its relatively slow speed and horrible turn rate. For it to do a 360-degree turn in one second may seem like overkill, but most fighters are capable of turning harder and faster, and if they play it right, they can evade a Cluster Bomb simply by making quick turns and using the afterburners at the right moment. It is possible to kill some ships with this missile, but even a poor marksmen like myself prefer other missiles to this. If, however, the Cluster Bomb moves faster and can turn corners as hard as a [[GTF Ulysses|Ulysses]] can, I&#039;m certain that it will be of great use in the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s nothing &amp;quot;cluster&amp;quot; about it, really, with its pitiful explosion radius. The Cluster Bomb is more like a Phoenix V that has half the range and doesn&#039;t require aspect lock to home. Like the Phoenix, a direct hit is nearly a guaranteed kill, and can be a nasty surprise to snap off at overly aggressive dogfighters.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Gtr-nbm</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTM_Cluster_Bomb&amp;diff=24205</id>
		<title>GTM Cluster Bomb</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTM_Cluster_Bomb&amp;diff=24205"/>
		<updated>2009-07-25T20:26:11Z</updated>

		<summary type="html">&lt;p&gt;Gtr-nbm: /* Veteran Comments */  +&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;GTM-86 Cluster Bomb&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Cluster.gif]]|caption=The GTM-86 Cluster Bomb}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
A second-generation Synaptic bomb, this GTI-developed cluster warhead has been designed for attacks against entire wings of enemy ships.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upon reaching its target, the primary warhead fragments into multiple secondary warheads that explode within a split second.  The detonations produce a large field of blast field, making the cluster bomb most effective against fighter formations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Secondary|800|5.0|160|60|Full|60|Good|45|Full|60|30 / 100|Heat Seeking|180 degrees|N / A|1.0 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spawned warheads===&lt;br /&gt;
{{Secondary|75|0.0|250|35|Full|35|Full|35|Average|17.5|20 / 60|Heat Seeking|45 degrees|N / A|1.0 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Weapon [[Weapons.tbl#Weapon Flags|spawns]] 8 smaller warheads&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|Like the [[GTM Infyrno]] the Cluster Bomb is difficult to use, unlike the [[GTM Infyrno]] the Cluster Bomb doesn&#039;t do a lot of damage, even when you get it right, because of the tiny damage caused by the &amp;quot;Cluster Bomb Baby&amp;quot; in FreeSpace 1 (see:[[Weapon Comparison (FS1)]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another thing about the Cluster Bomb is that, unlike the Infyrno, you CANNOT remote-detonate it. In other words, you cannot actually put that anti-fighter screen where you need it most. The Cluster Bomb is more like a more powerful, shorter-ranged [[GTM MX-64|Rockeye]]. If a fighter gets hit by this, it is definitely a goner. However, because this missile has a range of about 500m, that would be unlikely.  At the least, it&#039;s better than a [[GTM Synaptic|Synaptic]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Cluster Bomb is quite similar in function to the [[GTM Infyrno|Infyrno missile]] of FS2, only that the former is a heat-seeking missile and the latter a remote-detonated cluster bomb. In basic English, the Cluster Bomb travels towards the nearest hostile target upon launch and explodes when it is near the target, spewing several small warheads that detonate simultaneously and almost immediately. While a successful hit almost always guarantees a kill, what lets the Cluster Bomb down and makes it almost useless is its relatively slow speed and horrible turn rate. For it to do a 360-degree turn in one second may seem like overkill, but most fighters are capable of turning harder and faster, and if they play it right, they can evade a Cluster Bomb simply by making quick turns and using the afterburners at the right moment. It is possible to kill some ships with this missile, but even a poor marksmen like myself prefer other missiles to this. If, however, the Cluster Bomb moves faster and can turn corners as hard as a [[GTF Ulysses|Ulysses]] can, I&#039;m certain that it will be of great use in the field.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s nothing &amp;quot;cluster&amp;quot; about it, really, with its pitiful explosion radius. The Cluster Bomb is more like a Phoenix V that has half the range and doesn&#039;t require aspect lock to home. Like the Phoenix, a direct hit is nearly a guaranteed kill, and can be a nasty surprise to snap off at overly aggressive dogfighters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Gtr-nbm</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTM_Harbinger&amp;diff=24121</id>
		<title>GTM Harbinger</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTM_Harbinger&amp;diff=24121"/>
		<updated>2009-07-21T04:15:49Z</updated>

		<summary type="html">&lt;p&gt;Gtr-nbm: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;GTM-N1 Harbinger Bomb&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Harbinger.gif]]|caption=The GTM-N1 Harbinger Bomb}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
Fusion bomb surrounded by 3 salted fission bombs - propulsion unit is a half-size version of a regulation GTA fighter thruster (Class II) - given the weight of the payloads, the missile is slow despite the power of the thruster - as the Harbinger is exceptionally large, GTA bombers are limited to carrying 6 of these weapons at any given time - the resultant shock wave from this weapon is potentially deadly, due to the size of the payloads (5000 Mt in total) - use near allied installations or allied ship groupings is strongly discouraged by the GTA - most effective when used in preemptive defensive strike against non-military installations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Harbinger is our best chance of destroying the Lucifer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics - Harbinger===&lt;br /&gt;
{{Secondary|1 500|30.0|50|3200|Full|3200|None|32|Immense|51 200|100 / 250|Aspect Seeking|N / A|7.0 s|1.5 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Statistics - Harbinger#End===&lt;br /&gt;
{{Secondary|1 800|10.0|90|1600|Full|1600|None|32|Immense|64 000|1 / 20|Aspect Seeking|N / A|3.0 s|1.5 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Weapon is capable of easily damaging [[Weapons.tbl#Weapon Flags|(Huge)]] even larger vessels.&lt;br /&gt;
*Weapon can be shot down [[Weapons.tbl#Weapon Flags|(Bomb)]]&lt;br /&gt;
*Weapon must be locked onto the target in order to be fired [[Weapons.tbl#Weapon Flags|(No Dumbfire)]]&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|The big bomb of FreeSpace 1, the Harbinger can take out anything and everything in the game. Like all space-bombs you need to get in really close, nearly running into your target at maximum speed to ensure the bomb gets where it&#039;s going: interceptors and blob turrets are adept at destroying bombs before they reach their targets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Insanely high subsystem damage value. A single Harbinger should be sufficient to destroy any subsystem on any ship in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Theoretically, the Tsunami should be stronger because it has a matter-antimatter warhead, so all the matter is turned to energy, thus resulting in a bigger boom. With fission and fusion, there&#039;s leftover matter that&#039;s not turned into energy. As the Tsunami is the first foray into antimatter weaponry, however, it&#039;s likely it&#039;s not very efficient.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Delta wing is given a special type of Harbinger in [[Good Luck]], which has a radically decreased range of explosion. This is due to balancing reasons, as unshielded fighters get destroyed at once when within the explosion range. This special version, named &amp;quot;Harbinger#End&amp;quot; in the tables, also moves faster than the standard variant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When a missile embankment depletes, the next bank down will inherit the reload timer of the missile type that just depleted. This is crucial to remember when wielding the Harbinger: if the next bank down is a second set of Harbingers, you will have to wait 30 seconds until you can fire them. If there is a bank filled with something else, fire the set above it before accessing the other set of Harbingers.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Gtr-nbm</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTM_Hornet&amp;diff=24120</id>
		<title>GTM Hornet</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTM_Hornet&amp;diff=24120"/>
		<updated>2009-07-21T04:08:23Z</updated>

		<summary type="html">&lt;p&gt;Gtr-nbm: /* Veteran Comments */  fixing my old comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;GTM-4 Hornet&#039;&#039;&#039; is a Great War-era early swarming missile. This missile rack launches four warheads per volley that each follow individual, slightly erratic paths to the target. This gives them a better chance of intercepting the target and increases their resistence to countermeasures. Though the Hornet has since been eclipsed by other missiles, most especially its direct descendant the [[GTM Tornado]],  vast quantities of Hornets remain available due to overzealous production.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
While the Hornet will lock and track a figher-sized target, in general it lacks the speed and agility to succesfully engage anything except bombers or the slower assault fighters.  Modern superiority fighters and interceptors are simply too maneuverable to be caught by this aging design.  &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Where the Hornet still performs well is in the role of heavy assault. In dual fire mode, 8 missiles are launched in each rapidly-loaded volley. Light warships and slow ships with minimal armor are quickly shredded by the blizzard of incoming warheads.  Unlike the Tornado, the Hornet arms its explosives immediately upon exiting its launch tube, so if a target is big enough you can even launch a salvo without gaining lock on it.  Assault fighters such as the Hercules Mark II can carry large numbers of these missiles, and a wing of Hornet-equipped assault fighters spell certain doom for any light ship that crosses their path.&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Hornet.gif]]|caption=The GTM-4 Hornet}}&lt;br /&gt;
&lt;br /&gt;
==FS1 Tech Room Data==&lt;br /&gt;
Infrared and ultraviolet tracking - designed to fire in small groups of 4 missiles per burst - light medium payload per  missile (12 Kt) - semi-intelligent on-board tracking - single-pass kill probability will not exceed 60% on average -designed as an offensive version of the Fury.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As a &amp;quot;swarm&amp;quot; based weapon, this missile can take out an unshielded fighter without any difficulty.  It&#039;s four missile system almost guarantees one or two hits, and its speed is quite amazing.  Twice as powerful against naked hulls.&lt;br /&gt;
&lt;br /&gt;
==FS2 Tech Room Data==&lt;br /&gt;
The GTM-4 Hornet was showing its age even toward the end of the Great War, but it was cheap to manufacture. As a result, war-time production of the Hornet ran full-tilt at factories in eight star systems right up to the end of the war. After hostilities ceased, the GTVA found itself with an inventory of 2.6 million Hornet missiles. This stockpile has been spread among all GTVA battle groups, with each receiving at least 100,000 Hornets. This aspect-seeking missile still delivers a devastating four-missile punch, which makes it a consistent favorite of many pilots.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics - Hornet===&lt;br /&gt;
{{Secondary|1 330|2.0|190|50|Full|50|Average|25|Minimal|7.5|10 / 20|Aspect Seeking|N / A|3.0 s|1.15 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Statistics - Hornet#Weak (FS1)===&lt;br /&gt;
{{Secondary|1 140|2.0|190|15|Full|15|Very Poor|3|Poor|4.5|0|Aspect Seeking|N / A|3.0 s|1.6 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Statistics - Hornet#Weak (FS2)===&lt;br /&gt;
{{Secondary|1 140|2.0|190|15|Full|15|Very Poor|3|Poor|4.5|10 / 20|Aspect Seeking|N / A|3.0 s|1.6 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Statistics - Hornet D===&lt;br /&gt;
{{Secondary|1 330|2.0|190|36|Full|36|Average|18|Minimal|5.4|10 / 20|Aspect Seeking|N / A|3.0 s|1.15 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Missile launches in [[Weapons.tbl#$Swarm:|swarms]] of 4 missiles.&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|The Hornet is perfectly usable in a dogfight. You just need to understand how it works. The Hornet flies a lag-pursuit curve to the target, rather than a lead-pursuit like most FS missiles. It does its best work fired in a head-on pass or from within a 45-degree cone from the target&#039;s six-o&#039;clock position. Do not expect high-deflection Hornet shots to hit anything. Also in FS2 do not expect wonders from the Hornet, as its FS1 design lacks the power against shields most FS2 missiles have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I usually prefer either the [[GTM Tempest]] or the [[GTM Fury]] (depending on the generation) to this missile, as they pack more damage per missile bank. I generally use the Hornet to bombard cruisers like the [[GVC Mentu|Mentu]], the [[SC Cain|Cain]] or the [[GTC Aeolus|Aeolus]], or on any freighters or transports in the area. The Hornet has several advantages over its dumbfire cousins, including range, accuracy and - of course - firepower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Choose the Tornado over it as soon as you get it. It may take more space, but Tornados do more damage and have better homing capabilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In FS1, this is a solid weapon with a set of drawbacks that keep it from dominating. It out-damages the [[GTM Interceptor]] by 50 base points (100 base points on double-fire mode), provided all 4 missiles strike their target, but is considerably slower. Because of this, it is less useful in a dogfight against quick vessels, but works well against slower targets or those pinned down by the Flail. In a pinch, they still force the opponent to move or be hit, like any locked missile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The best use of the Hornet lies in its &amp;quot;bombing&amp;quot; capabilities. The Hornet inflicts up to 400 base points per salvo, which can be repeated every second if you cycle between two embankments. Against Cruiser sized vessels and lower, this can actually be a faster method of killing them, thanks in part to the slow travel time of bombs (or distance that the slow bombers must travel to point-blank). Furthermore, Hornets cannot be intercepted like Harbingers or Tsunamis can, making successful strikes much easier. It is only when pitted against capital ships that Hornets really start to have problems, due to the much faster rearm times for bombs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One other drawback of the Hornet is that it does next to null against subsystems. You&#039;ll want to use Interceptors or Phoenix Vs for that job, if you aren&#039;t going to employ Stilettos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Hornet&#039;s a respectable weapon, although it&#039;s very old. If you&#039;re a new pilot in 2367, try not to use this. Unlike its descendant, the Tornado, this missile requires a certain skill to use properly. It isn&#039;t very fast-moving, but if you set it to dual-fire mode and it hits an enemy, you&#039;ll almost be guaranteed a kill. It&#039;s also smaller than Tornados, so you can cram a few more of these into any fighter or bomber. This is something worth noting, especially if you&#039;re going out to kill bombers.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Gtr-nbm</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTW_Leech_Cannon&amp;diff=24081</id>
		<title>GTW Leech Cannon</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTW_Leech_Cannon&amp;diff=24081"/>
		<updated>2009-07-18T02:45:37Z</updated>

		<summary type="html">&lt;p&gt;Gtr-nbm: whoops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;GTW-43 Leech Cannon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Leech.gif]]|caption=The GTW-43 Leech Cannon}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
The Leech Cannon depletes the power supply of enemy fighters.  Use it to disable afterburners, energy weapons, and shields. No subsystems targeting is required, just point and shoot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Leech Cannon is an anti-fighter weapon with minimal effect against larger vessels.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Primary|900|3.33|450|1|Minimal|0.1|Full|1|None|0}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*Weapon [[Weapons.tbl#&amp;quot;Esuck&amp;quot;|leeches]] energy from the target with every hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|This weapon is literally useless, much like the [[GTW ML-16]] (after shields), the [[GTW Prometheus R]], or the [[GTW Training Laser|Training Laser]] used by the [[GTDr Amazon]]. Unlike its descendant the [[GTW Lamprey]] which at least has some shield damage, the Leech does almost nothing other then energy leeching, which doesn&#039;t do squat in single player and does little in multiplayer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Tech Room data would lead you to believe that the weapon was similar to the Prometheus cannon. In actuality, the weapon does extremely poorly against both shields AND hulls. If for some reason you wish to wield this weapon, take along another cannon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The AI will use the &amp;quot;shields to energy transfer&amp;quot; command to restore their gun energy quicker if you hit them with this. I wouldn&#039;t be surprised if they also set their power settings to a high gun level as well. Because of these measures, the Leech Cannon will probably only succeed at slowing down movement, due to the afterburner drain, and doing weak shield &amp;quot;damage&amp;quot; thanks to the rapid use of the energy transfer.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Gtr-nbm</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTW_Leech_Cannon&amp;diff=24080</id>
		<title>GTW Leech Cannon</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTW_Leech_Cannon&amp;diff=24080"/>
		<updated>2009-07-18T02:45:12Z</updated>

		<summary type="html">&lt;p&gt;Gtr-nbm: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;GTW-43 Leech Cannon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Leech.gif]]|caption=The GTW-43 Leech Cannon}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
The Leech Cannon depletes the power supply of enemy fighters.  Use it to disable afterburners, energy weapons, and shields. No subsystems targeting is required, just point and shoot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Leech Cannon is an anti-fighter weapon with minimal effect against larger vessels.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Primary|900|3.33|450|1|Minimal|0.1|Full|1|None|0}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*Weapon [[Weapons.tbl#&amp;quot;Esuck&amp;quot;|leeches]] energy from the target with every hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|This weapon is literally useless, much like the [[GTW ML-16]] (after shields), the [[GTW Prometheus R]], or the [[GTW Training Laser|Training Laser]] used by the [[GTDr Amazon]]. Unlike its descendant the [[GTW Lamprey]] which at least has some shield damage, the Leech does almost nothing other then energy leeching, which doesn&#039;t do squat in single player and does little in multiplayer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Tech Room data would lead you to believe that the weapon was similar to the Prometheus cannon. In actuality, the weapon does extremely poorly against both shields AND hulls. If for some reason you wish to wield this weapon, take along another cannon.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The AI will use the &amp;quot;shields to energy transfer&amp;quot; command to restore their gun energy quicker if you hit them with this. I wouldn&#039;t be surprised if they also set their power settings to a high gun level as well. Because of these measures, the Leech Cannon will probably only succeed at slowing down movement, due to the afterburner drain, and doing weak shield &amp;quot;damage&amp;quot; thanks to the rapid use of the energy transfer.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Gtr-nbm</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTM_Phoenix_V&amp;diff=24079</id>
		<title>GTM Phoenix V</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTM_Phoenix_V&amp;diff=24079"/>
		<updated>2009-07-18T02:26:47Z</updated>

		<summary type="html">&lt;p&gt;Gtr-nbm: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;GTM Phoenix V&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Phoenixv.gif]]|caption=The GTM Phoenix V}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
All-aspect seeking - same tracking system as the Interceptor - large payload (50 Kt), but slower than the Interceptor - one of the best fire-and-forget missiles ever developed - many fighter pilots within the GTA regard the Phoenix V as the weapon of choice against high value, heavily defended targets.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The number one bomber killer in our arsenal, this is the single most damaging missile that can be equipped on a fighter craft.  The longer lock time and slower speed make it less of a dogfight weapon and more of an anti- bomber warhead.  It&#039;s extra damage against shields makes it especially useful against the Shivan bombers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Secondary|1 750|5.0|175|350|Full|375|Average|187.5|Good|300|10 / 30|Aspect Seeking|N / A|3.5 s|3.0 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|This weapon has enormous stopping power, not usually enough to kill most bombers but close. The Phoenix V also has excellent range (for FreeSpace 1). Typically this weapon is an anti-bomber warhead, but under in some cases ([[A Failure to Communicate]]) it can be used effectively to destroy fast maneuverable targets such as [[SF Dragon]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Phoenix V is much like a &amp;quot;mini-bomb&amp;quot; that has better tracking abilities and can&#039;t be shot down.  A decent weapon...but pretty much outclassed in every regard by the Hornet, which will provide a much much higher damage rate, while also being somewhat able to hit faster moving threats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A double hit from a Pheonix will take out almost any fighter or bomber in the game. Admittedly, it doesn&#039;t have the accuracy of [[GTM Trebuchet|Trebuchet]], but considering the unreliability of most other FS1 weapons, the Phoenix is a good choice. I can take out a Dragon about 50% of the time with this missile when firing it during a head-on pass. Against middleweight bombers like the [[PVB Amun|Amun]] and [[SB Shaitan|Shaitan]], it&#039;s an excellent weapon, especially for the AI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SF Dragon]] remover; hit them at range wherever possible rather than dogfight, and for ranged stopping power in FS1, this is the missile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A great sniper/long distance harassment weapon. Even if they dodge it, it can buy you precious seconds by taking the heat off of distant mission sensitive objects while you simultaneously peel aggro off of close-by objects. And if they don&#039;t dodge it...}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Gtr-nbm</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTW_Prometheus&amp;diff=24074</id>
		<title>GTW Prometheus</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTW_Prometheus&amp;diff=24074"/>
		<updated>2009-07-17T21:13:51Z</updated>

		<summary type="html">&lt;p&gt;Gtr-nbm: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;GTW-5 Prometheus&#039;&#039;&#039; was a [[primary weapon]] which was developed and used during the [[Great War]]. Its combination of heavy hull damage and wide compatibility made it the weapon of choice of [[GTA]] pilots during the latter parts of the Great War.&lt;br /&gt;
&lt;br /&gt;
Because of the [[Destruction of the SD Lucifer|assault on the SD &#039;&#039;Lucifer&#039;&#039;]] in the [[subspace]] tunnel leading from [[Delta Serpentis]] to [[Sol]], all communication from the Terran homeworld was cut off. The substances needed to produce the Prometheus cannon ceased to be available and new, retrofitted variants were made. These two cannons were the [[Prometheus R]] (Prometheus Retrofit) and the [[Prometheus S]] (Prometheus Standard).&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Prometheus.gif]]|caption=The GTW-5 Prometheus}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
Named after the Titan who gave fire to humanity, the Prometheus is a laser-based weapon - an advanced radar and X-ray tracking system lock on the target and determine the target&#039;s material structure - argon laser focused via transparent ceramic optics - the laser is generated at the destructive frequency (full out-of-phase) for the target&#039;s material structure - emitted no more than .02 ms after targeting and activation by the pilot, the Prometheus stands as one of the GTA&#039;s most effective deterrents to enemy attack, an effective form of defense for GTA pilots, and as a durable, portable, and highly destructive offensive tool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Prometheus works best against target hulls.  Against shields, it only achieves mediocre performance.  It&#039;s slow speed and high energy consumption work against it as well.  However, the primary advantage of the Prometheus is that it can be equipped on almost any fighter in the GTA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Primary|900|3.33|450|26|Full|26|Average|14|Poor|7}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|The Prometheus is the best all-around weapon you will be issued in FS1. A good gun to have, though the power requirements can be somewhat daunting on higher difficulties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It should be noted that there are considerable differences between the original Prometheus (known in some circles as the Prometheus O) and the FreeSpace 2 [[GTW Prometheus S]]. There is debate as to which &amp;quot;is better&amp;quot;, but they are definitely not the same weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Never liked it myself, it&#039;s been a while since I played the original but it was either the rate of fire or its power drain to damage that never worked for me. I much preferred the Banshee, though if not available on the ship I was using then the Prometheus was a workable alternative.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[GTW Avenger]] is likely better in most respects, but the Prometheus does have a superior hull volley damage. Against evading targets, you may find yourself able to score a single guaranteed hit, during a very brief instant, with a several second gap between each. In this case, the superior volley damage may help finish off targets stripped of their shields more quickly. The slower rate of fire doesn&#039;t matter in such a situation, and the rate of shield damage is basically identical there as well.}}&lt;br /&gt;
&lt;br /&gt;
==Name origin==&lt;br /&gt;
Prometheus was a Titan who stole fire from Zeus and gave it to the mortals. Prometheus&#039;s name is honored in modern culture numerous times. Most notably, and asteroid is named 1809 Prometheus and the 61st element is called Prometheum.&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Gtr-nbm</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTM_Hornet&amp;diff=24068</id>
		<title>GTM Hornet</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTM_Hornet&amp;diff=24068"/>
		<updated>2009-07-16T23:01:26Z</updated>

		<summary type="html">&lt;p&gt;Gtr-nbm: /* Veteran Comments */  streamlining my old 2007 comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;GTM-4 Hornet&#039;&#039;&#039; is a Great War-era early swarming missile. This missile rack launches four warheads per volley that each follow individual, slightly erratic paths to the target. This gives them a better chance of intercepting the target and increases their resistence to countermeasures. Though the Hornet has since been eclipsed by other missiles, most especially its direct descendant the [[GTM Tornado]],  vast quantities of Hornets remain available due to overzealous production.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
While the Hornet will lock and track a figher-sized target, in general it lacks the speed and agility to succesfully engage anything except bombers or the slower assault fighters.  Modern superiority fighters and interceptors are simply too maneuverable to be caught by this aging design.  &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Where the Hornet still performs well is in the role of heavy assault. In dual fire mode, 8 missiles are launched in each rapidly-loaded volley. Light warships and slow ships with minimal armor are quickly shredded by the blizzard of incoming warheads.  Unlike the Tornado, the Hornet arms its explosives immediately upon exiting its launch tube, so if a target is big enough you can even launch a salvo without gaining lock on it.  Assault fighters such as the Hercules Mark II can carry large numbers of these missiles, and a wing of Hornet-equipped assault fighters spell certain doom for any light ship that crosses their path.&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Hornet.gif]]|caption=The GTM-4 Hornet}}&lt;br /&gt;
&lt;br /&gt;
==FS1 Tech Room Data==&lt;br /&gt;
Infrared and ultraviolet tracking - designed to fire in small groups of 4 missiles per burst - light medium payload per  missile (12 Kt) - semi-intelligent on-board tracking - single-pass kill probability will not exceed 60% on average -designed as an offensive version of the Fury.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
As a &amp;quot;swarm&amp;quot; based weapon, this missile can take out an unshielded fighter without any difficulty.  It&#039;s four missile system almost guarantees one or two hits, and its speed is quite amazing.  Twice as powerful against naked hulls.&lt;br /&gt;
&lt;br /&gt;
==FS2 Tech Room Data==&lt;br /&gt;
The GTM-4 Hornet was showing its age even toward the end of the Great War, but it was cheap to manufacture. As a result, war-time production of the Hornet ran full-tilt at factories in eight star systems right up to the end of the war. After hostilities ceased, the GTVA found itself with an inventory of 2.6 million Hornet missiles. This stockpile has been spread among all GTVA battle groups, with each receiving at least 100,000 Hornets. This aspect-seeking missile still delivers a devastating four-missile punch, which makes it a consistent favorite of many pilots.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics - Hornet===&lt;br /&gt;
{{Secondary|1 330|2.0|190|50|Full|50|Average|25|Minimal|7.5|10 / 20|Aspect Seeking|N / A|3.0 s|1.15 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Statistics - Hornet#Weak (FS1)===&lt;br /&gt;
{{Secondary|1 140|2.0|190|15|Full|15|Very Poor|3|Poor|4.5|0|Aspect Seeking|N / A|3.0 s|1.6 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Statistics - Hornet#Weak (FS2)===&lt;br /&gt;
{{Secondary|1 140|2.0|190|15|Full|15|Very Poor|3|Poor|4.5|10 / 20|Aspect Seeking|N / A|3.0 s|1.6 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Statistics - Hornet D===&lt;br /&gt;
{{Secondary|1 330|2.0|190|36|Full|36|Average|18|Minimal|5.4|10 / 20|Aspect Seeking|N / A|3.0 s|1.15 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Missile launches in [[Weapons.tbl#$Swarm:|swarms]] of 4 missiles.&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|The Hornet is perfectly usable in a dogfight. You just need to understand how it works. The Hornet flies a lag-pursuit curve to the target, rather than a lead-pursuit like most FS missiles. It does its best work fired in a head-on pass or from within a 45-degree cone from the target&#039;s six-o&#039;clock position. Do not expect high-deflection Hornet shots to hit anything. Also in FS2 do not expect wonders from the Hornet, as its FS1 design lacks the power against shields most FS2 missiles have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I usually prefer either the [[GTM Tempest]] or the [[GTM Fury]] (depending on the generation) to this missile, as they pack more damage per missile bank. I generally use the Hornet to bombard cruisers like the [[GVC Mentu|Mentu]], the [[SC Cain|Cain]] or the [[GTC Aeolus|Aeolus]], or on any freighters or transports in the area. The Hornet has several advantages over its dumbfire cousins, including range, accuracy and - of course - firepower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Choose the Tornado over it as soon as you get it. It may take more space, but Tornados do more damage and have better homing capabilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In FS1, this is a solid weapon with a set of drawbacks that keep it from dominating. It out-damages the [[GTM Interceptor]] by 50 base points (100 base points on double-fire mode), provided all 4 missiles strike their target, but is considerably slower. Because of this, it is less useful in a dogfight against quick vessels, but works well against slower targets or those pinned down by the Flail. In a pinch, they still force the opponent to move or be hit, like any locked missile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The best use of the Hornet lies in its &amp;quot;bombing&amp;quot; capabilities. The Hornet inflicts up to 400 base points per salvo, which can be repeated every second. It won&#039;t take long to overtake the capabilities of a Tsunami bomb. Furthermore, Hornets cannot be intercepted like Harbingers or Tsunamis can. Add in a few squadrons wielding these, and even the biggest capital ships will be shredded in seconds. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One other drawback of the Hornet is that it does next to null against subsystems. You&#039;ll want the Interceptor for that job, if you aren&#039;t going to employ Stilettos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Hornet&#039;s a respectable weapon, although it&#039;s very old. If you&#039;re a new pilot in 2367, try not to use this. Unlike its descendant, the Tornado, this missile requires a certain skill to use properly. It isn&#039;t very fast-moving, but if you set it to dual-fire mode and it hits an enemy, you&#039;ll almost be guaranteed a kill. It&#039;s also smaller than Tornados, so you can cram a few more of these into any fighter or bomber. This is something worth noting, especially if you&#039;re going out to kill bombers.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Gtr-nbm</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTW_Avenger&amp;diff=24067</id>
		<title>GTW Avenger</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTW_Avenger&amp;diff=24067"/>
		<updated>2009-07-16T21:09:05Z</updated>

		<summary type="html">&lt;p&gt;Gtr-nbm: /* Veteran Comments */  fixed format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;GTW-15 Avenger Cannon&#039;&#039;&#039; is a [[primary weapon]] which was used during the [[Great War]]. The main advantage of this weapon was that it was the only weapon that could inflict damage to [[Shivan]] [[Shields|shields]] during the onset of the [[Great War]]. Its predecessor, the [[ML-16]] was ineffective against shields and had to be replaced. After the development of the [[Prometheus]], the Avenger was no longer the preferred weapon of [[GTA]] pilots.&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Avenger.gif]]|caption=The GTW-15 Avenger Cannon}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
A rapid-fire, computer-controlled radar and gun system - capable of firing at a rate of more than 4500 rounds per minute - used primarily for close-defense situations - uses closed-loop radar technology to locate, identify, and direct a stream of highly destructive 45mm projectiles to the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With the advent of shield technology, the GTW-15 is preferred over the ML-16 in any ship that can carry it.  It&#039;s extra damage against hulls make it one of the best anti cruiser weapons.  It has also proven very effective against Vasudan fighters.  However, it&#039;s substandard anti-shield capabilities make it a poor choice for dogfighting Shivans, although far better than the ML-16.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Primary|1000|4|525|20|Full|20|Good|13.6|Poor|5.6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===The heist of the prototype===&lt;br /&gt;
:&#039;&#039;Main article:&#039;&#039; [[Heist of the Avenger Prototype]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|The Avenger is a fine weapon due to the lower energy demand; it is sometimes even more ideal than the Prometheus. Why? Because therefore you don&#039;t have to divert so much power on your lasers and you are able to have more energy on shields and energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Avenger&#039;s speed, and therefore its accuracy, is greater than that of the [[GTW Prometheus]] as well. If you don&#039;t have excellent aim or intend to engage at fair distances, the Avenger serves well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is hands-down the BEST gun in the game, even better than the Prometheus! Here&#039;s why. The damage per second on hulls is marginally lower than that of the Prometheus...the Prometheus does 86.67 per second, and the Avenger does 80 per second. Yet the surprise comes when you look at the shield damage per second. The Avenger does 54.4 and the Prometheus does 46.67! Since shields can recharge and heal, shield damage should be given higher priority over hull damage. Also, many fighters, if not most, have more shield hitpoints than hull hit-points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Avenger also has other benefits over the Prometheus, including 100 more meters range, a higher velocity (improves accuracy on evading targets), and a faster rate of fire (becomes harder to dodge 100% due to the higher volume, even if it&#039;s not necessarily a higher damage rate as a result; great for the finishing blow).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As usual, the lab data isn&#039;t to be trusted in FS1, which lists the Avenger as &amp;quot;medium&amp;quot; shield damage, and the Prometheus as &amp;quot;very high&amp;quot; shield damage. }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Gtr-nbm</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTW_Avenger&amp;diff=24011</id>
		<title>GTW Avenger</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTW_Avenger&amp;diff=24011"/>
		<updated>2009-07-15T22:40:38Z</updated>

		<summary type="html">&lt;p&gt;Gtr-nbm: /* Veteran Comments */  taking away my old wrong comment and streamlining blog-like comment, hope this is ok&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;GTW-15 Avenger Cannon&#039;&#039;&#039; is a [[primary weapon]] which was used during the [[Great War]]. The main advantage of this weapon was that it was the only weapon that could inflict damage to [[Shivan]] [[Shields|shields]] during the onset of the [[Great War]]. Its predecessor, the [[ML-16]] was ineffective against shields and had to be replaced. After the development of the [[Prometheus]], the Avenger was no longer the preferred weapon of [[GTA]] pilots.&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Avenger.gif]]|caption=The GTW-15 Avenger Cannon}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
A rapid-fire, computer-controlled radar and gun system - capable of firing at a rate of more than 4500 rounds per minute - used primarily for close-defense situations - uses closed-loop radar technology to locate, identify, and direct a stream of highly destructive 45mm projectiles to the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With the advent of shield technology, the GTW-15 is preferred over the ML-16 in any ship that can carry it.  It&#039;s extra damage against hulls make it one of the best anti cruiser weapons.  It has also proven very effective against Vasudan fighters.  However, it&#039;s substandard anti-shield capabilities make it a poor choice for dogfighting Shivans, although far better than the ML-16.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Primary|1000|4|525|20|Full|20|Good|13.6|Poor|5.6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===The heist of the prototype===&lt;br /&gt;
:&#039;&#039;Main article:&#039;&#039; [[Heist of the Avenger Prototype]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|The Avenger is a fine weapon due to the lower energy demand; it is sometimes even more ideal than the Prometheus. Why? Because therefore you don&#039;t have to divert so much power on your lasers and you are able to have more energy on shields and energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Avenger&#039;s speed, and therefore its accuracy, is greater than that of the [[GTW Prometheus]] as well. If you don&#039;t have excellent aim or intend to engage at fair distances, the Avenger serves well.&lt;br /&gt;
&lt;br /&gt;
This is hands-down the BEST gun in the game, even better than the Prometheus! Here&#039;s why. The damage per second on hulls is marginally lower than that of the Prometheus...the Prometheus does 86.67 per second, and the Avenger does 80 per second. Yet the surprise comes when you look at the shield damage per second. The Avenger does 54.4 and the Prometheus does 46.67! Since shields can recharge and heal, shield damage should be given higher priority over hull damage. Also, many fighters, if not most, have more shield hitpoints than hull hit-points. &lt;br /&gt;
&lt;br /&gt;
The Avenger also has other benefits over the Prometheus, including 100 more meters range, a higher velocity (improves accuracy on evading targets), and a faster rate of fire (becomes harder to dodge 100% due to the higher volume, even if it&#039;s not necessarily a higher damage rate as a result; great for the finishing blow).&lt;br /&gt;
&lt;br /&gt;
As usual, the lab data isn&#039;t to be trusted (in FS1, Avenger = Medium, Prometheus = Very High).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Gtr-nbm</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTF_Valkyrie&amp;diff=7378</id>
		<title>GTF Valkyrie</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTF_Valkyrie&amp;diff=7378"/>
		<updated>2006-08-30T05:03:12Z</updated>

		<summary type="html">&lt;p&gt;Gtr-nbm: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
{{shipimage|image=[[Image:valkyrie20x240.jpg]]|caption=The GTF Valkyrie}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS1 Tech Room Description===&lt;br /&gt;
Using the old GTF Angel Scout Fighter as a template, the GTA created the Valkyrie Interceptor Fighter.  It has two additional engines, as well as an additional set of primary hardpoints.  This makes the Valkyrie the best bomber interceptor in the fleet.  Its speed is unmatched in the GTA, and its maneuverability is above average.  Its only drawbacks are a small secondary payload and weak hull.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
High speed recon and bomber-intercept fighter.  Offers high weapon compatibility and payload.&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
&#039;&#039;The Valk does its job, and does it well, but when asked to perform in another role it turns out to be disturbingly fragile. If the mission calls for extended dogfighting or attacking transports or military capital craft, you&#039;re probably going to want something sturdier.&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Flies like a dream. You&#039;ll love the huge Afterburner capacity with all power shunted to Engines.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Type|Type]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Interceptor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]&#039;&#039;&#039;&lt;br /&gt;
| Han-Roland Corp.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manuverablity|Manuverability]]&#039;&#039;&#039;&lt;br /&gt;
| Good&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 85.0 - 100.0 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 165.0 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| Medium&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 240&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| 350&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 21 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 1&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW ML-16|ML-16 Laser]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW Prometheus|Prometheus]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTW ML-16|ML-16 Laser]], [[GTW Disruptor|Disruptor]], [[GTW Avenger|Avenger]], [[GTW Prometheus|Prometheus]], [[GTW Banshee|Banshee]], [[GTW Leech Cannon|Leech Cannon]], [[GTW Shield Breaker|S-Breaker]]&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 1&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 60&lt;br /&gt;
| [[GTM MX-50|MX-50]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Secondaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTM MX-50|MX-50]], [[GTM D-Missile|D-Missile]], [[GTM Fury|Fury]], [[GTM Hornet|Hornet]], [[GTM Interceptor|Interceptor]], [[GTM Phoenix V|Phoenix V]], [[GTM EM Pulse|EM Pulse]], [[GTM Cluster Bomb|Cluster Bomb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Gtr-nbm</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTF_Valkyrie&amp;diff=7377</id>
		<title>GTF Valkyrie</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTF_Valkyrie&amp;diff=7377"/>
		<updated>2006-08-30T04:56:35Z</updated>

		<summary type="html">&lt;p&gt;Gtr-nbm: /* Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
{{shipimage|image=[[Image:valkyrie20x240.jpg]]|caption=The GTF Valkyrie}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS1 Tech Room Description===&lt;br /&gt;
Using the old GTF Angel Scout Fighter as a template, the GTA created the Valkyrie Interceptor Fighter.  It has two additional engines, as well as an additional set of primary hardpoints.  This makes the Valkyrie the best bomber interceptor in the fleet.  Its speed is unmatched in the GTA, and its maneuverability is above average.  Its only drawbacks are a small secondary payload and weak hull.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
High speed recon and bomber-intercept fighter.  Offers high weapon compatibility and payload.&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
&#039;&#039;The Valk does its job, and does it well, but when asked to perform in another role it turns out to be disturbingly fragile. If the mission calls for extended dogfighting or attacking transports or military capital craft, you&#039;re probably going to want something sturdier.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Type|Type]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Interceptor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]&#039;&#039;&#039;&lt;br /&gt;
| Han-Roland Corp.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manuverablity|Manuverability]]&#039;&#039;&#039;&lt;br /&gt;
| Good&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 85.0 - 100.0 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 165.0 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| Medium&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 240&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| 350&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 21 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 1&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW ML-16|ML-16 Laser]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW Prometheus|Prometheus]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTW ML-16|ML-16 Laser]], [[GTW Disruptor|Disruptor]], [[GTW Avenger|Avenger]], [[GTW Prometheus|Prometheus]], [[GTW Banshee|Banshee]], [[GTW Leech Cannon|Leech Cannon]], [[GTW Shield Breaker|S-Breaker]]&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 1&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 60&lt;br /&gt;
| [[GTM MX-50|MX-50]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Secondaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTM MX-50|MX-50]], [[GTM D-Missile|D-Missile]], [[GTM Fury|Fury]], [[GTM Hornet|Hornet]], [[GTM Interceptor|Interceptor]], [[GTM Phoenix V|Phoenix V]], [[GTM EM Pulse|EM Pulse]], [[GTM Cluster Bomb|Cluster Bomb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Gtr-nbm</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=SF_Basilisk&amp;diff=7362</id>
		<title>SF Basilisk</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=SF_Basilisk&amp;diff=7362"/>
		<updated>2006-08-25T04:04:12Z</updated>

		<summary type="html">&lt;p&gt;Gtr-nbm: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
{{shipimage|image=[[Image:basilisk320x240.jpg]]|caption=The SF Basilisk}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS1 Tech Room Description===&lt;br /&gt;
The Basilisk seems to be a Shivan heavy attack fighter.  It is not as maneuverable as other Shivan fighters, but it packs quite a punch, and it is very resistant to our weaponry.  Most often they have been used in attacking our supply convoys and transports.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Treat the Basilisk as a Class C threat.&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The SF Basilisk is a Shivan heavy attack fighter. Slow but heavily armed and well-protected, the Basilisk targets slower-moving vessels, such as bombers, freighters, and gas miners. Their powerful lasers make them a danger to all such craft, so they must be engaged and destroyed as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
&#039;&#039;&amp;lt;i&amp;gt;When escorting craft smaller than a cruiser, priority should go to destroying attacking Basilisks before smaller Shivan fighters.  If allowed to reach their target, a wing of Basilisks will make one&#039;s escort list shorter very quickly.  &lt;br /&gt;
&lt;br /&gt;
However, the Basilisk is both slow and ungainly.  Between its lack of manueverability and an afterburner that the AI seems to never use, the Basilisk resembles a heavily shielded target drone (that you should nevertheless refrain from going head-to-head with).&lt;br /&gt;
&lt;br /&gt;
The Basilisk is infact, the most heavily shielded fighter in [[Portal:Freespace 1|Freespace 1]], that really doesn&#039;t matter, however, as you can practically destroy it with an [[GTW ML-16|ML-16]] or [[GTW Training Laser|Training Laser]], because of its horrible maneuverability and large target profile.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Skewer it with the Banshee. It may have thick shields, but the hull strength is extremely low. For escort missions, you should destroy these as a priority second only to Bombers, since their Hornet-style missiles can heavily damage targets.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Type|Type]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Heavy Attack&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]&#039;&#039;&#039;&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manuverablity|Manuverability]]&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 65.0 - 68.0 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Afterburner Velocity|Max Afterburner Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 110.0 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| 950&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 30 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 1&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#300505;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
| style=&amp;quot;width:240px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 2&lt;br /&gt;
| [[Shivan Mega Laser]]&lt;br /&gt;
| [[Shivan Mega Laser]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| [[Shivan Heavy Laser]]&lt;br /&gt;
| [[Shivan Heavy Laser]]&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Freespace 1&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;background:#300505;&amp;quot;| &#039;&#039;&#039;Freespace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
| style=&amp;quot;width:240px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 80&lt;br /&gt;
| [[GTM Phoenix V|Phoenix V]]&lt;br /&gt;
| [[GTM Trebuchet|Trebuchet]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 80&lt;br /&gt;
| [[GTM Hornet|Hornet]]&lt;br /&gt;
| [[GTM Hornet|Hornet]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Gtr-nbm</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTW_Shield_Breaker&amp;diff=7355</id>
		<title>GTW Shield Breaker</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTW_Shield_Breaker&amp;diff=7355"/>
		<updated>2006-08-24T03:44:46Z</updated>

		<summary type="html">&lt;p&gt;Gtr-nbm: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;GTW-99 Shield Breaker&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Shield_Breaker_320x240.jpg]]|caption=The GTW-99 Shield Breaker}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
Developed as an anti-Shivan weapon, the Shield Breaker inflicts massive damage to enemy defensive systems. This weapon causes no structural damage, but coupling it with an anti-hull cannon is very effective against larger Shivan bombers such as the Seraphim.&lt;br /&gt;
&lt;br /&gt;
==Developer Notes==&lt;br /&gt;
The anti-subsystem weapon&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
&#039;&#039;Developer note seems to be remnant from a previous weapon as the S-breaker has no subsystem factor.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The Sheild Breaker is &#039;almost&#039; identical to the Freespace 2 [[GTW Circe]], close enough that most any comments that apply to one apply to the other. The bolts travel at the same 450 mps of the [[GTW Prometheus]]. The Sheild Breaker is commonly known as the S-Breaker.&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The S-Breaker could be considered a poor man&#039;s Banshee. On one hand, it doesn&#039;t harm hulls at all, and is pretty much useless once the shields are gone. On the other... it has an excellent rate of fire, doesn&#039;t consume that much energy, and can be installed on pretty much any fighter. What&#039;s more, is that it damages shields even more than the Banshee does. Coupled with a hull damaging weapon such as the Avenger or Prometheus, this weapon can be devastating.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | 1600 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rate of Fire&#039;&#039;&#039;&lt;br /&gt;
| 3.33 / s&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Velocity&#039;&#039;&#039;&lt;br /&gt;
| 400 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| Against Hullplating&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Against Shields&lt;br /&gt;
| Excellent&lt;br /&gt;
|-&lt;br /&gt;
| Against Subsystems&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>Gtr-nbm</name></author>
	</entry>
</feed>