<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.hard-light.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mobius</id>
	<title>FreeSpace Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.hard-light.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mobius"/>
	<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php/Special:Contributions/Mobius"/>
	<updated>2026-11-15T10:19:50Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.9</generator>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=SFr_Iksura&amp;diff=67618</id>
		<title>SFr Iksura</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=SFr_Iksura&amp;diff=67618"/>
		<updated>2026-08-21T11:47:01Z</updated>

		<summary type="html">&lt;p&gt;Mobius: A valuable hint from the mission designer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SRArticle}}&lt;br /&gt;
[[Image:SFr Iksura.jpg|thumb|right|650px|{{PAGENAME}}]]&lt;br /&gt;
[[Image:SFrIksuraCargo.jpg|thumb|right|650px|With several cargo attached. Cain for scale.]]&lt;br /&gt;
[[Image:SAC 4.jpg|thumb|right|450px|SAC4]]&lt;br /&gt;
&lt;br /&gt;
SFr Iksura is fan-made Shivan freighter. It&#039;s capable of forming enormous cargo trains from multiple cargo units.&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
===Tech Room Description===&lt;br /&gt;
The Iksura is a new class of freighter that has been encountered for the last time at the very end of the war with the Shivans. Its capacity to carry sets of Shivan cargo containers makes it the most effective transportation asset ever seen in the history of known space travel. Many pilots have nicknamed it the &#039;Doomtrain&#039;, due to its capacity to carry up to ten SAC 4 units, each armed with defensive turrets. It is also believed that Iksuras emit powerful jamming fields which make them very difficult to locate and destroy. Due to their logistical capabilities, Command has classified the Iksura a non-active combatant Class A threat for the Alliance. Taking down an Iksura convoy and its cargo seems as vital as taking down a Shivan destroyer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===SAC 4 Description===&lt;br /&gt;
The SAC 4 is a heavily armored bulk container that is only towed by the Iksura freighter. Its considerable durability suggests that it is intended to carry sensitive or valuable equipment and ammunition. It is also the only cargo container in the history of space travel to be equipped with defensive turrets. Although its turrets’ weapons are light compared to standard Shivan armaments, it is worth noting that Iksuras can carry up to ten of these units, resulting in a combined firepower more than capable of repelling interdictors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
* Lowpoly version by &#039;&#039;&#039;Woomeister&#039;&#039;&#039;&lt;br /&gt;
* Upgraded version by &#039;&#039;&#039;Nyctaeus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Designer&#039;s Comments===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship_box&lt;br /&gt;
|name = SFr Iksura&lt;br /&gt;
|yaw_pitch_roll = 25 - 25 - 25&lt;br /&gt;
|max_velocity = 45 (40)&lt;br /&gt;
|hitpoints = 20000&lt;br /&gt;
|length = 327.99&lt;br /&gt;
|width = 150.25&lt;br /&gt;
|height = 101.43&lt;br /&gt;
|turrets = 10&lt;br /&gt;
|cargodocks = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Ship_box&lt;br /&gt;
|name = SAC 4&lt;br /&gt;
|yaw_pitch_roll = 20 - 20 - 20&lt;br /&gt;
|hitpoints = 3500&lt;br /&gt;
|length = 184.69&lt;br /&gt;
|width = 149.13&lt;br /&gt;
|height = 203.68&lt;br /&gt;
|turrets = 2&lt;br /&gt;
|cargodocks = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
*&#039;&#039;&#039;SFr Iksura&#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=2 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Default Statistics&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Emuzu&lt;br /&gt;
| 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Guno&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;SAC 4&#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=2 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Default Statistics&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Emuzu&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;300px&amp;quot;&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Modding Resources==&lt;br /&gt;
:$POF File: SerRes_Iksura.pof&lt;br /&gt;
:Texture list: Lucifer-HTL;damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|It looks like the severed head of an [[SD Lucifer]] but it&#039;s actually a massive, unique kind of freighter. Its most distinct feature is a cargo dockpoint located on the aft. The cargo that comes with the Iksura features paired dockpoints at front and the back, so you can actually attach multiple cargo containers to a single freighter, creating a superfreighter of immense proportions. Note that the more cargo units you add to the train, the slower it will be. To balance this drawback, both the Iksura and the cargo are armed with multiple point-defense turrets and much more hitpoints than other Shivan freighters. These clustered turrets are really dangerous for light strikecrafts, but heavy fighters such as the [[Hercules]] and anything larger provide enough survivability to engage the Iksura.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In older versions of FSO, an Iksura loaded with multiple SAC4 units generated an enormous subspace vortex during jumps. This is actually a bug caused by the additive nature of object masses in FSO.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Iksura is inspired by an official concept art from FS1.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In [[Series Resurrecta]], these things are nothing more than the seventh level of hell for people who hate EMP effects. They generate a consistent, persistent EMP effect until destroyed, essentially forcing you to rely on your own primaries or Furies/Hornets to remove it from the equation. Taking down an Iksura helps making the EMP fade away, and the destruction of several Iksuras would finally allow the player to issue proper orders to wingmen and coordinate strikes against the remaining freighters. Killing the Iksura itself will also destroy all of the cargo containers behind it, but this will not happen in any other campaigns that use the Iksura unless specifically FREDded to do so. If crossfire from the containers is an issue, aim for the first container in the chain: its destruction will trigger a reaction, wipe out the entire chain at once, and leave the freighter completely exposed to allied attack.}}&lt;br /&gt;
&lt;br /&gt;
==External links:==&lt;br /&gt;
*Series Resurrecta:&lt;br /&gt;
**[https://fsnebula.org/mod/SeriesResurrecta Series Resurrecta on Knossos | FSNebula]&lt;br /&gt;
&lt;br /&gt;
[[Category: Series Resurrecta]]&lt;br /&gt;
[[Category:User-made Ships]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Fiction_Viewer&amp;diff=67533</id>
		<title>Fiction Viewer</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Fiction_Viewer&amp;diff=67533"/>
		<updated>2026-08-01T12:25:30Z</updated>

		<summary type="html">&lt;p&gt;Mobius: /* Syntax */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:2_fictionviewer.png|thumb|right|250px|The Fiction Viewer, FS2 style (click to enlarge)]][[Image:FictionViewer.jpg|thumb|right|250px|The Fiction Viewer (Wing Commander Saga style) with the first few paragraphs of [http://web.archive.org/web/20010308090656/vbb.volition-inc.com/ubb/Forum1/HTML/001723.html Tell A Story] (click to enlarge)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fiction Viewer&#039;&#039;&#039; is a feature of [[Source Code Project|FreeSpace Open]] 3.6.10 implemented by [[User:Goober5000|Goober5000]]. It is sort of an advanced Command Briefing that mission designers could use to deepen the story that they want to tell without using the actual Command Briefing.&lt;br /&gt;
&lt;br /&gt;
The Fiction Viewer is the first window that will come up in a mission, followed by the Command Briefing&amp;amp;mdash;if the mission has both.&lt;br /&gt;
&lt;br /&gt;
==Using the Fiction Viewer (3.6.12 and newer)==&lt;br /&gt;
*Create a text file (.txt) that you want to show off with the Fiction Viewer, then put it into FreeSpace 2/data/fiction or FreeSpace 2/&amp;lt;your mod&#039;s directory name&amp;gt;/data/fiction.&lt;br /&gt;
*Open the mission in FRED. Select Editors --&amp;gt; Fiction Viewer and type in the file&#039;s name that you want to display, with its extension (for example: intro.txt).&lt;br /&gt;
*The fiction viewer requires additional interface art not provided by Volition, since this is a FSO enhancement. Without this, the game will not be able to display the fiction viewer and will skip right to the standard briefing (or command briefing). These files are available in mv_core in the mediavps, or you can download them separately from http://blueplanet.fsmods.net/E/fictionviewer.7z. The files in that archive must be extracted into the mod&#039;s data/interface folder.&lt;br /&gt;
*There are two modes for the fiction viewer. The default one is the &amp;quot;FS2&amp;quot; style, which retains the standard layout used by the FS2 interface art. The other is the &amp;quot;Wing Commander Saga&amp;quot; style, which moves the &amp;quot;Accept&amp;quot; button to the lower left side of the screen, and is customized for the interface art style of WCS. If you have interface art for the &amp;quot;WCS&amp;quot; style, you need to use  &amp;quot;fictionviewerb&amp;quot; as the filename for the main interface background, and a fitting interface mask file named &amp;quot;fictionviewer-mb.pcx&amp;quot;. For the 1024x768 resolution art, the filenames must be prefixed with &amp;quot;2_&amp;quot; (2_fictionviewerb, for example).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#Fiction Viewer&lt;br /&gt;
&lt;br /&gt;
$File: r1-2-fiction.txt&lt;br /&gt;
$Font: sans&lt;br /&gt;
$Voice: 1-2 janus.ogg&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==General notes==&lt;br /&gt;
*You must provide the file&#039;s extension (.txt), otherwise the game engine will assume the file has no extension, and look for that.&lt;br /&gt;
*Since the text file is not in the mission file, semicolons (;) and double quotation marks (&amp;quot; &amp;quot;) will not break the mission code.&lt;br /&gt;
*The length of the text is effectively unlimited, since it is loaded on the fly and not subject to any of the hard-coded string limits.&lt;br /&gt;
*Color tags such as $r and $h will work.&lt;br /&gt;
*Characters that are not in the English alphabet (such as á, é) will not be displayed.&lt;br /&gt;
*The interface art can be modified by extracting the files from the VP.&lt;br /&gt;
*In 3.6.12 and later, the filename for the main interface screen has changed from &amp;quot;fvw&amp;quot; to &amp;quot;fictionviewer&amp;quot;, to better follow the precedent set by the rest of the interface. Old interfaces must be adjusted for this, else it will cause a &amp;quot;No interface graphics found for the fiction viewer&amp;quot; error.&lt;br /&gt;
*In 3.6.12 and later, the fiction viewer allows a music track and a font to be defined for the fiction viewer. The font must also be listed in [[fonts.tbl]].&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://www.hard-light.net/forums/index.php/topic,50565.0.html Fiction Viewer release thread]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=96226.0 Official FreeSpace Open 19.0.0 release thread] (most recent stable release)&lt;br /&gt;
&lt;br /&gt;
[[Category:FRED]]&lt;br /&gt;
[[Category:Source Code Project]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Guide_to_FS_mod_translations&amp;diff=67284</id>
		<title>Guide to FS mod translations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Guide_to_FS_mod_translations&amp;diff=67284"/>
		<updated>2026-05-29T09:09:56Z</updated>

		<summary type="html">&lt;p&gt;Mobius: Created page with &amp;quot;Translations have been quite rare in FreeSpace 2 despite the longevity of the community, so community member &amp;#039;&amp;#039;&amp;#039;Achille44&amp;#039;&amp;#039;&amp;#039; decided to create this guide, hoping it will m...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Translations have been quite rare in [[FreeSpace 2]] despite the longevity of the community, so community member &#039;&#039;&#039;Achille44&#039;&#039;&#039; decided to create this guide, hoping it will motivate some people to join the endeavor. The objective of this tutorial is to explain how to translate FreeSpace 2 mods into non English languages.&lt;br /&gt;
&lt;br /&gt;
This guide will be divided in 2 parts:&lt;br /&gt;
1. Internationalization - this part will be interesting for modders who want to make their mod easily translatable, or translators really motivated and who are ready to dive into technical stuff themselves.&lt;br /&gt;
2. Localization - this part will focus on the translation itself, so translators can directly skip to this part.&lt;br /&gt;
&lt;br /&gt;
===Internationalization (i18n)===&lt;br /&gt;
Let&#039;s start with a bit of wikipedia explanation: &amp;quot;internationalization is the process of designing a software application so that it can be adapted to various languages and regions without engineering changes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Historically, FreeSpace 2 has always been terrible in terms of internationalization, many parts of the original game were &amp;quot;hardcoded&amp;quot;, which means that they were just not translatable, so translations could only be partial. But thanks to the hard work of the SCP devs, most of the game is now translatable.&lt;br /&gt;
&lt;br /&gt;
BUT so far, most of the modders don&#039;t use the recent internationalization features for their mods, probably because the process is quite tedious and difficult to maintain. And given the small number of translations and translators, the effort may not seem worth it.&lt;br /&gt;
&lt;br /&gt;
Here is the list of folders/files which may contain strings that need to be internationalized: &amp;lt;br&amp;gt;&lt;br /&gt;
/data &amp;lt;br&amp;gt;&lt;br /&gt;
/fiction: if the mod uses visual novel briefings, those cannot handle localized files by just appending the language suffix, unlike fiction viewer files. so you need to adapt the vn script to use XSTR features. You can find an example in the French translation of Solaris. &amp;lt;br&amp;gt;&lt;br /&gt;
/missions: &amp;lt;br&amp;gt;&lt;br /&gt;
*.fc2 files: all &#039;$Name&#039; properties must use XSTR. &amp;lt;br&amp;gt;&lt;br /&gt;
*.fs2 files: &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;$label&#039;, &#039;$Callsign&#039;, and &#039;$Name&#039; properties must use XSTR. &amp;lt;br&amp;gt;&lt;br /&gt;
Convert sexp show-subtitle to show-subtitle-text, and then extract hardcoded strings from show-subtitle-text and put them into new messages so they can be translated. &amp;lt;br&amp;gt;&lt;br /&gt;
Convert ship alt names to sexp variables so that they can be translated via modify-variable-xstr sexp. &amp;lt;br&amp;gt;&lt;br /&gt;
Convert hardcoded texts in hud-set-text sexp to variables to be treated by XSTR. &amp;lt;br&amp;gt;&lt;br /&gt;
Convert the special senders to variables in the following sexps: send-random-message, send-message, send-message-list, send-message-chain. &amp;lt;br&amp;gt;&lt;br /&gt;
Add +Display Name property for all jump nodes. &amp;lt;br&amp;gt;&lt;br /&gt;
Convert the first sexp parameter to variable for the following sexps: add-nav-waypoint, add-nav-ship, del-nav, hide-nav, restrict-nav, unhide-nav, unrestrict-nav, set-nav-visited, unset-nav-visited, select-nav, unselect-nav, is-nav-visited, lua-mark-ship, lua-mark-wing, ship-create, lua-staged-countdown-start, set-cargo, ship-change-alt-name. &amp;lt;br&amp;gt;&lt;br /&gt;
Convert the second sexp parameter to variable for the following sexps: change-subsystem-name, lua-mark-subsystem. &amp;lt;br&amp;gt;&lt;br /&gt;
Convert the fourth sexp parameter to variable for the following sexp: lua-turrethotkey-add. &amp;lt;br&amp;gt;&lt;br /&gt;
Convert all sexp parameters to variables for the following sexps: set-nav-color, Add-Object-Role. &amp;lt;br&amp;gt;&lt;br /&gt;
All the new variables must be modified at the beginning of the mission in a new event with the modify-variable-xstr sexp. &amp;lt;br&amp;gt;&lt;br /&gt;
/tables: &amp;lt;br&amp;gt;&lt;br /&gt;
credits.tbl and *-crd.tbm files: all lines to be translated must be wrapped into XSTR function. &amp;lt;br&amp;gt;&lt;br /&gt;
cutscenes.tbl and *-csn.tbm files: all &#039;$Name&#039; properties must use XSTR. &amp;lt;br&amp;gt;&lt;br /&gt;
hud_gauges.tbl and *-hdg.tbm files: all &#039;Text&#039; properties must use XSTR. &amp;lt;br&amp;gt;&lt;br /&gt;
mainhall.tbl and *-hall.tbm files: all &#039;+Door description&#039; properties must use XSTR. &amp;lt;br&amp;gt;&lt;br /&gt;
medals.tbl and *-mdl.tbm files: all &#039;$Alt Name&#039; and &#039;$Name&#039; properties must use XSTR. &amp;lt;br&amp;gt;&lt;br /&gt;
rank.tbl and *-rnk.tbm files: all &#039;$Name&#039; properties must use XSTR. &amp;lt;br&amp;gt;&lt;br /&gt;
ships.tbl and *-shp.tbm files: &amp;lt;br&amp;gt;&lt;br /&gt;
All ships must have an &#039;$Alt Name&#039; property with XSTR. If the ship is present in different files (using +nocreate), you only need one $Alt Name. &amp;lt;br&amp;gt;&lt;br /&gt;
For each &#039;$Subsystem&#039;, unless it is &#039;untargetable&#039; or it&#039;s &#039;afterburner&#039;, you&#039;ll need to add &#039;$Alt Subsystem Name&#039; (and &#039;$Alt Damage Popup Subsystem Name&#039; only for playable ships) with XSTR. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;+Tech Description&#039; and &#039;+Length&#039; (only the one before &#039;$thruster&#039;) must use XSTR. &amp;lt;br&amp;gt;&lt;br /&gt;
weapons.tbl and *-wep.tbm files: &amp;lt;br&amp;gt;&lt;br /&gt;
All weapons must have &#039;$Alt Name&#039;, &#039;+Title&#039; and &#039;Tech Title&#039; properties with XSTR. If the ship is present in different files (using +nocreate), you only need one $Alt Name. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;$Turret Name&#039;, &#039;+Description&#039; and &#039;+Tech Description&#039; properties must use XSTR. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In order to automate the process of internationalization across several mods, I developed a tool to do most of the work automatically. You can try it here if you are interested: https://codeberg.org/AchilleParmentier/FreeSpace2TranslationTools/releases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Localization (l10n)===&lt;br /&gt;
====Setting your language====&lt;br /&gt;
The first step is to make your language supported by the game. To do so, create a file with the *-lcl.tbm pattern (e. g. fr-lcl.tbm) with the following content:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;$Language: French&lt;br /&gt;
+Extension: fr&lt;br /&gt;
+Special Character Index: 164&lt;br /&gt;
&lt;br /&gt;
#End&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
$Language property is the name of the section you will have to use in all the strings/tstrings files where you put your translations. This name will also be displayed in the language choice in the in-game settings.&lt;br /&gt;
+Extension property is the suffix you will use in all the language-specific files (see the list in the next chapter).&lt;br /&gt;
&lt;br /&gt;
Note that this step is not required if you translate a mod not using SCPUI with the French, German and Polish languages, as they are already supported by the original game.&lt;br /&gt;
&lt;br /&gt;
====In case your language uses special characters not provided by the original fonts====&lt;br /&gt;
In such case, you&#039;ll need an extra step to use another font. I can&#039;t help you to find what font you need to use, but you&#039;ll need to use a ttf file. Once you have found your desired font file, put it into /data/fonts.&lt;br /&gt;
&lt;br /&gt;
Then you have to tell the mod to use that font instead of the original file. To do so, find the fonts.tbl (and/or *-fnt.tbm) file in /data/tables, and change the $TrueType property with the name of your new font file for each font you want to change.&lt;br /&gt;
&lt;br /&gt;
Be aware that your new font might have a different size from the original and change how the text is displayed ingame. In that case you can modify the +Size, +Top offset and +Bottom offset properties to try to replicate the original display.&lt;br /&gt;
&lt;br /&gt;
====The files to translate====&lt;br /&gt;
From here we consider the mod we want to translate is technically ready, so as a translator I just want to know where to find the texts to translate.&lt;br /&gt;
&lt;br /&gt;
Regarding the tools, all txt/tbl/tbm files are simple text files and can be opened and modified with any text editing software, like notepad++ or VSCode.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll find below the list of folders/files which can contain texts to be translated.&lt;br /&gt;
&lt;br /&gt;
=====Fiction=====&lt;br /&gt;
The *.txt files here can be translated by creating a copy of the same file with a language suffix (e. g. db_bosch.txt =&amp;gt; db_bosch-fr.txt).&lt;br /&gt;
&lt;br /&gt;
Some mods may include briefing files here, and these files cannot be translated this way. You&#039;ll have to either overwrite the original file, or modify the custom briefing script to make the content internationalized (check the French translation of Solaris to see an example).&lt;br /&gt;
&lt;br /&gt;
=====Movies=====&lt;br /&gt;
Here you can add subtitles to cutscenes by creating a *.srt file with the name of the video with language suffix (e. g. colossus.mp4 =&amp;gt; colossus-fr.srt).&lt;br /&gt;
&lt;br /&gt;
Subtitle Edit (https://www.nikse.dk/subtitleedit) is a good user-friendly tool to create your subtitles.&lt;br /&gt;
&lt;br /&gt;
If you want to use a distinct font for movie subtitles, create a new one in fonts.tbl, and in game_settings.tbl or any *-mod.tbm file, add the $Movie Subtitle Font property (in the following example, &#039;Movie&#039; is the name of the new font):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;#OTHER SETTINGS&lt;br /&gt;
	$Movie Subtitle Font: Movie&lt;br /&gt;
&lt;br /&gt;
#END&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====HUD and interface=====&lt;br /&gt;
Some mods use custom interfaces, with images containing text. You will need some basic image editing skill to translate them. Beware that these files are not internationalized, so you will have to overwrite the original files!&lt;br /&gt;
&lt;br /&gt;
=====Maps=====&lt;br /&gt;
In some mods you can find *.dds files which contain nameplates for terran ships. You will need some basic image editing skill to translate them. Beware that these files are not internationalized, so you will have to overwrite the original files!&lt;br /&gt;
&lt;br /&gt;
=====Tables=====&lt;br /&gt;
The following files are the most important, as they contain most of the text displayed in the game:&lt;br /&gt;
&lt;br /&gt;
strings.tbl, and all files with the *-lcl.tbm pattern (these contain all the menu strings)&lt;br /&gt;
tstrings.tbl and all files with the *-tlc.tbm pattern (these contain the mod content strings, so all missions, ship and weapon descriptions, credits...)&lt;br /&gt;
&lt;br /&gt;
They can be translated by adding a new section with the name of your language copying inside all the original XSTR entries replaced with your new translation.&lt;br /&gt;
&lt;br /&gt;
Example of an original strings.tbl:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;#Default&lt;br /&gt;
&lt;br /&gt;
0, &amp;quot;Player ship changed to %s&amp;quot;&lt;br /&gt;
&lt;br /&gt;
#End&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example of a translated strings.tbl:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;#Default&lt;br /&gt;
&lt;br /&gt;
0, &amp;quot;Player ship changed to %s&amp;quot;&lt;br /&gt;
;the rest of the strings&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
#French&lt;br /&gt;
&lt;br /&gt;
0, &amp;quot;Vaisseau du joueur à présent %s&amp;quot;&lt;br /&gt;
;the rest of the strings&lt;br /&gt;
&lt;br /&gt;
#End&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The number at the beginning of each row must stay the same, as it is the ID used by the game to look for the matching string.&lt;br /&gt;
&lt;br /&gt;
Note that the new translated section can also be placed in a distinct *-lcl.tbm/*-tlc.tbm file if you are familiar enough with modular tables.&lt;br /&gt;
&lt;br /&gt;
Some variables can be used inside the strings for special uses:&lt;br /&gt;
$quote: replaces the &amp;quot; character, as it is already used by the table format to recognize the string&lt;br /&gt;
$rank: this will be replaced by the current rank of the player ($Alt Name property in rank.tbl)&lt;br /&gt;
$rtitle: similar to $rank, but can be used in case your language uses different names for the same rank depending on the context ($Title property in rank.tbl)&lt;br /&gt;
&lt;br /&gt;
=====Voices=====&lt;br /&gt;
Contains all the voice acting files, if you are extremely motivated. Beware that these files are not internationalized, so you will have to overwrite the original files!&lt;br /&gt;
&lt;br /&gt;
====Updating your existing translation====&lt;br /&gt;
Let&#039;s say you previously translated the v1 of a mod, and now you want to translate v2 but you are not sure what strings changed or were added between both versions.&lt;br /&gt;
&lt;br /&gt;
For this case, I developed a tool you can use: https://codeberg.org/AchilleParmentier/FreeSpace2TranslationTools/releases.&lt;br /&gt;
In the second tab &#039;Update translations&#039; of this tool, you can automatically transfer all unchanged texts from your translated v1 to your new translated v2 file (even if they don&#039;t have the same ID anymore). Then you will only have to translate the new and modified strings.&lt;br /&gt;
&lt;br /&gt;
That&#039;s all for now, this guide does not cover how to test or publish the translation mod, because there are already other guides covering it.&lt;br /&gt;
If you need more detailed information or advice, please don&#039;t hesitate to ask; I&#039;ll do my best to update this guide accordingly.&lt;br /&gt;
&lt;br /&gt;
===Related Links===&lt;br /&gt;
[https://www.hard-light.net/forums/index.php?topic=99978.0 &#039;&#039;&#039;Discussion thread | Hard-Light Productions&#039;&#039;&#039;]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=67180</id>
		<title>Solaris (TC)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=67180"/>
		<updated>2026-05-08T10:33:40Z</updated>

		<summary type="html">&lt;p&gt;Mobius: Reverted edits by Mobius (talk) to last revision by Darius&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SolarisTC}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solaris&#039;&#039;&#039; is a total conversion set in an original universe using the FreeSpace Open engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
Solaris takes combat in the FSO engine to another level. Face down dynamic fighter enemies who weave and dodge incoming fire. Lead assaults against heavily armoured capital ships armed with relentless point defense cannons and powerful anti-ship missiles. Every dogfight is an event, every victory significant.&lt;br /&gt;
&lt;br /&gt;
Use the right tools for the right job. Fighters are the hunters of enemy strike craft, agile and deadly. Interceptors cannot be beaten for raw speed and have the firepower to back up their boast. Strikers are well armoured, armed with heavy cannons for strikes against capital ship subsystems.&lt;br /&gt;
&lt;br /&gt;
You are piloting an agile war machine with the ability to drift and strafe. Use every dimension to your advantage, but beware: your enemies will do the same to you.&lt;br /&gt;
&lt;br /&gt;
==Campaigns==&lt;br /&gt;
*[[Solaris (campaign)|Solaris]] (10 missions)&lt;br /&gt;
*[[Black Sun]] (12 missions)&lt;br /&gt;
*[[Albion]] (6 missions)&lt;br /&gt;
&lt;br /&gt;
[[Solaris Campaigns Walkthrough|Campaigns Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
[[Image:SpeciesMIR.png|left|360px]]&lt;br /&gt;
The 25th century should have seen the start of a new Golden Age.&lt;br /&gt;
&lt;br /&gt;
Humanity did not launch itself to the stars unified. The web of international rivalries, alliances and intrigues prevalent throughout human history accompanied the first colonisation efforts out of Earth&#039;s orbit. To the stars humanity brought art, philosophy, technology, commerce...and war.&lt;br /&gt;
&lt;br /&gt;
The Great War of the 2430&#039;s was the climax of Earth&#039;s efforts to maintain control of the colonies. The war forged the national identities of fledgling nations while past empires died. &lt;br /&gt;
&lt;br /&gt;
The remnants of the Old World were swept away in nuclear fire and a new international order was born.&lt;br /&gt;
==Factions and Organizations==&lt;br /&gt;
===Great Powers===&lt;br /&gt;
====Atlantean Federation====&lt;br /&gt;
[[Image:FederationLogo.png|left|120px]]&lt;br /&gt;
[[Image:FedHyperion.png|thumb|right|360px|The archetypical Federation ship: the &#039;&#039;Hyperion&#039;&#039;-class fleet carrier.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Populi, a populo, pro populo.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Atlantean Federation is the largest and most politically dominant of the Terran powers. Founded on liberal democratic values and forged in the aftermath of the Great War, the Federation sees itself as the vanguard of civilization. The executive government functions in concert with a powerful defense establishment and a sprawling legislative assembly.&lt;br /&gt;
&lt;br /&gt;
The Federation operates not only as a military bloc but also as a cultural and economic juggernaut. Member systems enjoy internal autonomy, but defense, foreign affairs, and trade are centralized under a strong federal executive government. Federation citizens are raised in a civic culture that combines frontier optimism with post-industrial privilege. Critics argue this fosters complacency and hubris, while supporters claim it’s the reason for the Federation&#039;s ascendancy.&lt;br /&gt;
&lt;br /&gt;
Its foreign policy is one of preemptive engagement and soft power projection. Officially, it promotes stability, free markets, and democratic values. In practice, it often intervenes to secure trade corridors, install &amp;quot;friendly&amp;quot; regimes, or counter threats from autocratic rivals. Peacekeeping deployments and military aid are routine, as are covert operations in systems deemed strategically fragile. Its navy is an enormous, carrier-led force designed for rapid response and long-range power projection.&lt;br /&gt;
&lt;br /&gt;
The Federation defines the galactic order. Whether viewed as a benevolent hegemon or a veiled empire, its influence is everywhere.&lt;br /&gt;
&lt;br /&gt;
====Sinarus Combine====&lt;br /&gt;
[[Image:CombineLogo.png|left|120px]]&lt;br /&gt;
[[Image:ComBattlecruiser.png|thumb|right|360px|The &#039;&#039;Archon&#039;&#039;-class battlecruiser is the product of contemporary Combine Navy battle doctrine.]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;One people. One future.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sinarus Combine is a technocratic autocracy built on the ruins of the old Sol Combine, forged in the fire of collapse and civil war. Where the Federation champions liberty and identity, the Combine champions discipline, sacrifice, and the rule of systems. It presents itself as a society free from the chaos of populism, where the state ensures prosperity through centralized planning, social engineering, and unflinching authority. &lt;br /&gt;
&lt;br /&gt;
The Combine is governed by a collection of Directorates and Ministries under the oversight of the Archon, with all activity aligned toward a central Strategic Doctrine. Citizens are assigned roles based on aptitude metrics and are subject to rigorous social credit systems that measure productivity, loyalty, and &amp;quot;civic resilience&amp;quot;. Surveillance is ubiquitous but precise. Rather than brute repression, the Combine relies on predictive analytics and social conditioning to maintain internal cohesion.&lt;br /&gt;
&lt;br /&gt;
Externally, the Combine projects strength through a doctrine of calculated deterrence. Its navy is mobile, hard-hitting, and optimised for pre-emptive strikes, especially in disputed border zones. The Combine seeks to reclaim territories it considers historically or strategically vital, and is unafraid to use economic blackmail or covert destabilization to achieve its aims. Unlike the Federation, it does not dress its actions in moral language. Efficiency is justification enough.&lt;br /&gt;
&lt;br /&gt;
Critics describe the Combine as dystopian. Its citizens, when asked, call it &#039;&#039;safe&#039;&#039;. To live in the Combine is to live under scrutiny, but with guarantees of shelter, education and order. The state may be intrusive but it never forgets you exist.&lt;br /&gt;
&lt;br /&gt;
====Alban Commonwealth====&lt;br /&gt;
[[Image:CommonwealthLogo.png|left|120px]]&lt;br /&gt;
[[Image:CwLion.png|thumb|right|360px|&#039;&#039;Lion&#039;&#039;-class light cruisers are ubiquitous in trade lanes throughout Terran space.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;For Crown and Country.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Alban Commonwealth is a constitutional monarchy that blends ceremonial tradition with hard-edged strategic clarity. Though smaller in territory and military strength than its rival Great Powers, it plays an outsized role in interstellar politics through cultural prestige, naval quality, and diplomatic finesse. King Edward Wynson rules as part of a dynastic monarchy stretching back generations, a widely respected sovereign believed by many to possess a gift for political foresight.&lt;br /&gt;
&lt;br /&gt;
The Commonwealth’s internal structure is federal but loyal to the Crown. Member worlds are granted local autonomy within a shared legal and military framework, anchored by a deeply ingrained sense of civic honour. The upper echelons of society include hereditary nobles, knighted professionals, and elected representatives, all bound by a shared ethic of service. Titles are earned more by action than birth.&lt;br /&gt;
&lt;br /&gt;
The Alban Crown Navy is renowned for its professionalism, discipline, and operational efficiency. It favours cruiser-led task groups and long-range strike platforms, prioritising quality over volume. Though often outnumbered, Commonwealth fleets routinely outperform expectations, especially in coalition environments. Commonwealth officers are in high demand as trainers, advisers, and diplomats.&lt;br /&gt;
&lt;br /&gt;
On the galactic stage, the Commonwealth is a quiet kingmaker. It builds coalitions, brokers treaties, and offers sanctuary to reformers and dissidents from more extreme regimes. While not as aggressive as the Federation or as controlling as the Combine, it is no less ambitious. Its diplomacy is deliberate, and its restraint a form of power in its own right.&lt;br /&gt;
&lt;br /&gt;
===Middle Powers===&lt;br /&gt;
&lt;br /&gt;
====Republique Jacobine====&lt;br /&gt;
[[Image:RepubliqueLogo.png|left|120px]]&lt;br /&gt;
[[Image:RepCruiser.png|thumb|right|360px|Republique Navy warships such as the &#039;&#039;Merveilleux&#039;&#039;-class light cruiser have advanced engines and weapons systems, but are lightly armoured.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“Through Reason, Liberty. Through Sacrifice, Justice.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The République Jacobine is an authoritarian parliamentary republic forged in revolution and sustained by national myth. To its citizens, it is the truest expression of people’s sovereignty: a nation where liberty is preserved not through compromise, but through vigilant civic engagement, ideological clarity, and unwavering sacrifice. Governed by the General Assembly and led by the Citizen-President, the République practices an assertive, rationalised form of governance where public virtue is enforced, not assumed.&lt;br /&gt;
&lt;br /&gt;
Its institutions operate under the supervision of the Bureau of Virtue, a powerful civic authority responsible for ideological coherence and social conduct. Political parties exist, but only within the framework of the revolutionary consensus. Education, media, and military training are geared toward cultivating the citoyen éclairé: the enlightened citizen. In the République, patriotism is a moral duty, and revolution is a continuous process.&lt;br /&gt;
&lt;br /&gt;
The La Marina is compact, modern, and ideologically hardened. It is not just a fighting force but an instrument of republican idealism, often deployed in support of democratic uprisings and anti-corporate revolts. Jacobine officers are both soldiers and commissars, trained in both naval tactics and revolutionary philosophy.&lt;br /&gt;
&lt;br /&gt;
To foreign observers, the République is paradoxical: a state that preaches liberty while surveilling its citizens, that seeks peace through continual struggle. But to its people, this tension is the Republic’s greatest strength. It is not a utopia, but it is a crucible in which civic virtue is tested and refined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Greater Yamatan Union====&lt;br /&gt;
[[Image:UnionLogo.png|left|120px]]&lt;br /&gt;
[[Image:UnionCarrier.png|thumb|right|360px|Union warship aesthetics tend to match the Yamatan temperament, as seen with this Union battlecruiser (unknown class).]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Only in duty do we endure.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Greater Yamatan Union is a techno-feudal empire, rigidly hierarchical and deeply spiritual, where technology serves not to liberate the individual but to perfect their role in society. Governed by the Shogunate under the rule of the High Kensei, the Union merges ancient Yamatan warrior traditions with advanced neural augmentation and biotechnological modification. Every citizen is born into a caste, every action is ritualised, and every war is sacred.&lt;br /&gt;
&lt;br /&gt;
Citizens are stratified by service and obedience. Higher castes receive elite education and enhancements, while lower castes perform logistical, agricultural, or menial duties. While the system appears oppressive, many citizens embrace it, believing that honour, not freedom, is the highest human value. Education reinforces this through philosophical teachings, martial training, and programmed reverence for the Union’s hierarchy. &amp;quot;Everyone in their place, and a place for everyone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Yamatan Navy is compact, elite, and heavily reliant on cybernetic command networks and autonomous squadrons. Each fleet operates as a self-contained shrine of battle. Officers duel over disputed targeting solutions, and victory is not merely measured in territory gained but in ritual fulfilment. While the Union avoids foreign entanglements, it reacts with overwhelming force to threats or slights against its honour.&lt;br /&gt;
&lt;br /&gt;
Externally, the Union is regarded as both enigmatic and formidable. Its refusal to modernise diplomatically frustrates its neighbours, but its cultural resilience and strategic discipline make it a long-term player few dare provoke.&lt;br /&gt;
&lt;br /&gt;
====Rheinische Kaiserreich====&lt;br /&gt;
[[Image:KaiserreichLogo.png|left|120px]]&lt;br /&gt;
[[Image:ReichCarrier.png|thumb|right|360px|Kaiserreich warships are sturdy and heavily armoured, remaining combat capable after significant damage that would otherwise cripple peer equivalents.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;A Reich of Steel and Spirit.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A constitutional empire that shares space borders with both the Commonwealth and Combine spheres of influence, the Rheinische Kaiserreich is a proud and industrious state emerging from decades of postwar retrenchment. Once a formidable military power during the Great War, the Reich was left diminished by peace treaties, domestic fatigue, and the loss of key colonial holdings. Under the current Kaiserin, Marianne Therese von Hohenrath, the Reich has embarked on a carefully managed rearmament and industrial modernization campaign, seeking to reclaim strategic autonomy without provoking its more powerful neighbours.&lt;br /&gt;
&lt;br /&gt;
Geopolitically wedged between two superpowers, the Reich has become adept at balancing diplomacy and deterrence. It shares cultural and political affinities with the Alban Commonwealth and maintains cordial, if cautious, relations with it. At the same time, it exports raw materials and heavy industrial goods to the Sinarus Combine, an arrangement viewed as pragmatic necessity rather than ideological alignment. Though its navy is a fraction of its former size, the Reich’s forces are well-trained and increasingly well-equipped, favoring quality over quantity. The Kaiserin’s government walks a deliberate middle path (neither fully aligned with the Commonwealth nor hostile to the Combine) hoping to preserve stability while rebuilding national strength.&lt;br /&gt;
&lt;br /&gt;
===Non-State Actors===&lt;br /&gt;
&lt;br /&gt;
====Malika People&#039;s Militia====&lt;br /&gt;
[[Image:MilitiaCutter.png|thumb|right|360px|The majority of Malikan &amp;quot;warships&amp;quot; are armed mining ships utilising whatever the Militia had at hand.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;No lords. No chains.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Malika People’s Militia is a diffuse revolutionary movement composed of miners, defectors, ex-intelligence officers, trade unionists, and disaffected civilians. Originally formed in the wake of a collapsed corporate regime in the Malika Belt, the Militia has since metastasised into dozens of cells scattered across neglected frontier systems. Its structure is loose, its ideology inconsistent, but its message clear: resist the return of oligarchy, seize local autonomy, and dismantle the mechanisms of systemic exploitation.&lt;br /&gt;
&lt;br /&gt;
Militia forces operate out of asteroid colonies, derelict mining platforms, and half-abandoned orbital rigs. While lightly armed and underfunded compared to the navies of major powers, their agility and local support make them a serious threat to colonial garrisons and mercenary fleets. They rely on salvaged equipment, decentralised encryption networks, and sympathetic merchants for supplies. Some factions dabble in piracy; others govern liberated territories with varying degrees of order and legitimacy.&lt;br /&gt;
&lt;br /&gt;
External powers see the Militia as a useful pressure valve, or a dangerous destabiliser. Regardless of how they are categorised, the Militia fights wherever the promise of freedom sounds loudest.&lt;br /&gt;
&lt;br /&gt;
====Children of Renewal====&lt;br /&gt;
[[Image:ChildrenCovenant.png|thumb|right|360px|Huge hub vessels like &#039;&#039;Covenant&#039;&#039; are used to spread the word of the Lord. Most Renewal ships are resourced and funded by wealthy investors.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;“All Stars Lead to the Promised Land.”&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The frontiers of Terran Space are a region of intense religious activity. The absence of established institutions and an overwhelmingly practical worldview in a hardscrabble existence divested traditional religious organisations of authority. Ad-hoc spirituality took hold in the region, democratising religion and legitimised individual spiritual expression. Hardship and strong community ties formed the basis of this egalitarian landscape.&lt;br /&gt;
&lt;br /&gt;
The Children of Renewal are a pacifist spiritual movement with roots in frontier Christianity and neo-Mormon theology. Unlike most factions, they possess no standing army. Instead, they operate as a constellation of missionary fleets and humanitarian outposts, bound together by faith in the coming “Promised Land”. All souls, regardless of origin, are equal before the divine.&lt;br /&gt;
&lt;br /&gt;
Renewal vessels travel the edge of settled space, providing medical aid and repairs to stricken ships. They fund their operations through a combination of donations, patronage from wealthy Federation sympathisers, and communal labor. While non-proselytising in tone, they distribute devotional texts and offer spiritual counsel to those who seek it.&lt;br /&gt;
&lt;br /&gt;
Many dismiss the Children as eccentric cultists, and their pacifism as naivety. Yet they are quietly respected across the frontier. In lawless systems, a Renewal mission is often the only source of food or medicine.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
Solaris introduction cutscene.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;XgVaMGPsrtQ&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Video showcasing Solaris gameplay and visuals&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;9hz_9lnf4UE&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships and Weapons Databases==&lt;br /&gt;
*[[Solaris ship tables]]&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
[https://www.hard-light.net/forums/index.php?board=278.0 &#039;&#039;&#039;Solaris forum board | Hard-Light Productions&#039;&#039;&#039;]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://discord.com/channels/223511295431933953/627182827494178827 &#039;&#039;&#039;#solaris subchannel | Discord&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
[[Category:Non-canon]]&lt;br /&gt;
[[Category:Solaris (TC)]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=67179</id>
		<title>Solaris (TC)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Solaris_(TC)&amp;diff=67179"/>
		<updated>2026-05-08T10:33:31Z</updated>

		<summary type="html">&lt;p&gt;Mobius: Reverted edits by Darius (talk) to last revision by Mobius&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SolarisTC}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solaris&#039;&#039;&#039; is a total conversion set in an original universe using the FreeSpace Open engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
Solaris is set in an original universe using the FreeSpace Open engine to create a fast-paced, challenging and engaging space combat game. &lt;br /&gt;
&lt;br /&gt;
This is combat in the FSO engine taken to another level. Face down brutal and dynamic AI enemies who weave and dodge incoming fire and have the same goals as you, the player: Stay alive and bring the other guy down first. Lead assaults against heavily armoured capital ships armed with relentless point defense cannons and powerful anti-ship missiles.&lt;br /&gt;
&lt;br /&gt;
Use the right tools for the right job. Utilise various craft at your disposal - each one specialised for different roles. Fighters are the hunters of enemy strike craft, agile and deadly. Interceptors cannot be beaten for raw speed and have the firepower to back up their boast. Strikers are well armoured, armed with heavy cannons for strikes against capital ship subsystems.&lt;br /&gt;
&lt;br /&gt;
Solaris embraces the concept of player movement equals player power. You are piloting an agile war machine with the ability to drift and strafe around incoming fire and obstacles. Use every dimension to your advantage, but beware: your enemies have just as much mobility as you do.&lt;br /&gt;
&lt;br /&gt;
==Released Campaigns==&lt;br /&gt;
Two Solaris campaigns have been released so far:&lt;br /&gt;
&lt;br /&gt;
*[[Solaris (campaign)|Solaris]] (10 missions)&lt;br /&gt;
*[[Black Sun]] (12 missions)&lt;br /&gt;
&lt;br /&gt;
[[Solaris Campaigns Walkthrough|Walkthroughs]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
[[Image:SpeciesMIR.png|left|360px]]&lt;br /&gt;
The 23rd century should have seen the start of a new Golden Age in humanity&#039;s history, but instead was witness to a cataclysmic series of events that shook humankind to its core.&lt;br /&gt;
&lt;br /&gt;
Humanity did not launch itself to the stars unified. The web of international rivalries, alliances and intrigues prevalent throughout human history accompanied the first colonisation efforts out of Earth&#039;s orbit and took on new context through the Orion Arm. To the stars humanity brought art, technology, commerce...and war.&lt;br /&gt;
&lt;br /&gt;
The Great War of the 2230&#039;s was the climax of Earth&#039;s last efforts to keep the colonies under its rule, set against increasingly powerful nationalistic independence movements among the colonies. The war forged the national identities of fledgling nations while past empires died. The remnants of the Old World were swept away in nuclear fire. &lt;br /&gt;
&lt;br /&gt;
With the end of the Great War a new international order was born. Humanity had been freed from the fetters of its history, and could finally set its sights out towards the stars.&lt;br /&gt;
==Factions and Organizations==&lt;br /&gt;
===Great Powers===&lt;br /&gt;
The Miranda Accord of 2236 was signed into effect amongst the ashes of the Great War. The war was remarkable in the excesses of the tactics and weapons used, harkening back to the unrestrained industrial warfare of centuries ago. Unrestricted nuclear orbital bombardment had left several planets ecologically devastated, including Earth. By the time of ceasefire, billions of souls had perished. Humanity would not survive another such war.&lt;br /&gt;
&lt;br /&gt;
A conference attended by representatives of every sovereign star nation set into motion a solemn, binding vow - never again will such destruction visit humanity&#039;s homes among the stars.&lt;br /&gt;
&lt;br /&gt;
In addition to finalising the terms of armistice, a major tenet of the treaty was drafted to prevent a repeat of this tragedy by restricting the storage and deployment of spaceborne nuclear weapons to capital ships. Further treaty restrictions to nuclear proliferation limited capital ships to the three recognised Great Powers: the Atlantean Federation, Sinarus Combine and Alban Commonwealth. If any nation violated these restrictions, an automatic declaration of war by the three Great Powers would be enacted to enforce the treaty.&lt;br /&gt;
====Atlantean Federation====&lt;br /&gt;
[[Image:FederationLogo.png|left|80px]]&lt;br /&gt;
[[Image:FedHyperion.png|thumb|right|480px|The archetypical Federation ship: the &#039;&#039;Hyperion&#039;&#039;-class fleet carrier.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Liberty. Independence. Justice.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Alantean Federation is the pre-eminent military and economic power in the galaxy. Federation borders make up a vast area of territory in the Orion Arm almost 500 light years across, and encompasses dozens of multi-system subnations under the umbrella of a mutual defense pact. The Federation is by far the most heterogenous of the Terran Great Powers, which it champions as its biggest strength. However, this heterogeneity makes for an administrative nightmare, and the Federation strains under the tension of balancing member systems economic and political autonomy with the need for a centralised government to efficiently manage an increasingly hungry military budget.&lt;br /&gt;
&lt;br /&gt;
The Federation is a federal republic and a representative democracy. Sovereignity is shared between the national and subnational levels of government, with subnational governments representing the various polities that make up the Federation. Military spending and procurement is traditionally under the purview of the National Fleet Department but there have been increasing calls from subnational members for more financial autonomy, including military funding.&lt;br /&gt;
&lt;br /&gt;
Federation naval doctrine begins and ends with working around the difficulties of covering a vast area of space. The Federation Navy is numerous, with a focus on maximising power projection and strategic reach of its task groups. Carrier strike groups are thus highly represented in the Federation Navy, with a fleet doctrine based around utilising numerous strikecraft as the mainstay of power projection. Supporting cruisers and other escorts armed with multiple small-calibre autocannons are effective enough in ship-to-ship combat but these units are not designed to provide the primary offensive punch. As a result, the Federation makes limited use of anti-ship missiles in its direct combat units, opting instead to install them on carriers and heavy bombers.&lt;br /&gt;
&lt;br /&gt;
The Federation Navy is the largest of the Great Powers by numbers and tonnage, and is the primary tool for advancing national interests outside of the Federation&#039;s territory. The Navy operates a National Service model with those undertaking compulsory military service primarily assigned to support or logistics duties. Combat elements of the fleet are made up by regular servicemen and volunteers, with occasional representatives from other navies rotating through as part of an exchange program.&lt;br /&gt;
&lt;br /&gt;
====Sinarus Combine====&lt;br /&gt;
[[Image:CombineLogo.png|left|80px]]&lt;br /&gt;
[[Image:ComBattlecruiser.png|thumb|right|480px|The &#039;&#039;Archon&#039;&#039;-class battlecruiser is the product of contemporary Combine Navy battle doctrine.]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;One people. One future.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The successor state of the Sol Combine is a shadow of its progenitor. Rising from the ashes of Earth&#039;s devastation, the leaders of the once-monolithic administrative and political core of Humanity collectively dusted themselves off and set about rebuilding anew. The economic fortunes of the Old World were left in ruins and significant challenges were faced by it&#039;s inheritors - densely populated systems previously dependant on Earth&#039;s infrastructure needed to be supplied, with resource-rich systems in the periphery ceded to the Federation in the aftermath of the Great War.&lt;br /&gt;
&lt;br /&gt;
What the Combine did have was population - a population made up of skilled, driven workers. The ruling government mobilised entire swatches of this population into rebuilding the industrial infrastructure. Investment from resource-rich nations was encouraged and economic output strengthened in the years to come. Combine leaders had to be ruthlessly efficient and utterly dedicated - there was very little room for error. Political dissent was relentlessly pursued and quashed, and power was concentrated at the upper echelons of the single-party government. Effective propaganda dissemination by the government ensured the nation&#039;s citizens knew this was a necessary sacrifice to ensure a future for generations to come.&lt;br /&gt;
&lt;br /&gt;
As the economy recovered, the Sinarus Combine star fleet benefited from an extensive modernisation program. Heavily-armed warships are designed with less specialised roles than Federation equivalents with an emphasis on flexibility of movement and independent operations. The Combine Navy emphasises an &amp;quot;Alpha Strike&amp;quot; battle doctrine, utilising shock jump attacks with large-calibre weapons and heavy missiles. Combine battlecruisers with their balance of mobility and firepower have developed a fearsome reputation in the galaxy after successful demonstrations of these attacks.&lt;br /&gt;
&lt;br /&gt;
The Combine extensively utilises heavy anti-ship missiles in its fleet units as well as batteries of large-calibre mass drivers. Rather than concentrate fighters and other strike craft in large carriers, Combine battle squadrons are often supplemented by numerous small support carriers for defensive purposes. These support carriers are often produced in substantial numbers: the Khopesh aviation frigates are by far most widely produced warship in the galaxy.&lt;br /&gt;
&lt;br /&gt;
====Alban Commonwealth====&lt;br /&gt;
[[Image:CommonwealthLogo.png|left|80px]]&lt;br /&gt;
[[Image:CwLion.png|thumb|right|480px|&#039;&#039;Lion&#039;&#039;-class light cruisers are ubiquitous in trade lanes throughout Terran space.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;For Crown and Country.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the political landscape of the 23rd century, a monarch as the head of state of a Great Power seems almost fanciful. Despite this, the Alban Commonwealth has emerged as the standard bearer for tolerance, social justice and non-partisanship in an increasingly hostile galaxy. The Commonwealth is a constitutional monarchy ruled by the youthful Edward Wynson, a perspicacious and well-loved sovereign. Rumours circulate regarding House Wynson&#039;s ability to read and influence people, a trait shared by each generation of Wynson monarchs. This ability has taken on an almost mystical status from various embellishments over time, and the origin of King Edward&#039;s talent is kept a closely guarded national secret.&lt;br /&gt;
&lt;br /&gt;
Fortune and foresight secured Commonwealth power. The capital system of Alba is the nexus of a densely populated hyperspace network, with extensive trading lanes established rapidly after the system was colonised. The Commonwealth&#039;s economy almost exclusively relies on trade, with Alban corporations maintaining some of the largest merchant navies in the galaxy.&lt;br /&gt;
&lt;br /&gt;
During the final stages of the Great War, the Commonwealth took advantage of a unique opportunity to offer its services at mediation. In a diplomatic triumph, the Commonwealth arbitrated terms that satisfied both the Federation&#039;s territorial demands and the Combine&#039;s need to save face to its citizens. In 2236, the Alban Commonwealth chaired a conference attended by representatives from every independent star nation to draft the Miranda Accord. The prestige secured the recognition of the Commonwealth as a Great Power. Though not the military or industrial equal of the Federation or Combine, the Commonwealth still commands substantial economic and cultural power.&lt;br /&gt;
&lt;br /&gt;
Commonwealth military strengths lie in research and development, personnel training and naval intelligence. His Majesty&#039;s Navy is the smallest of the three Great Powers but emphasis on these strengths goes some way to offset the disadvantage in tonnage. Commonwealth military doctrine revolves around numerous cruiser patrols safeguarding the extensive trade lanes - the source of the nation&#039;s wealth. With the added clout of being a Great Power came increasing calls for naval funding of capital ship construction and increased power projection.  However, financing the significant operating expenses of the new Regent-class dreadnoughts remains a point of contention in the Alban parliament.&lt;br /&gt;
&lt;br /&gt;
===Middle Powers===&lt;br /&gt;
&lt;br /&gt;
The central powers of the Combine and Federation dominate the heavily populated first colonies of humankind. Out in the anti-Spinward peripheries of the Orion arm, however, smaller powers jostle amongst each other for advantage. Middle powers can often approach Great Powers in terms of conventional military. For example, though the rising power of the Alban Commonwealth helps acts as a tempering force for regional tensions, the newly minted Great Power lacks the monolithic influence of the two premier powers in Terran space, and the primacy of its conventional military remains fragile.&lt;br /&gt;
&lt;br /&gt;
====Republique Jacobine====&lt;br /&gt;
[[Image:RepubliqueLogo.png|left|80px]]&lt;br /&gt;
[[Image:RepCruiser.png|thumb|right|480px|Republique Navy warships such as the &#039;&#039;Merveilleux&#039;&#039;-class light cruiser have advanced engines and weapons systems, but are lightly armoured.]]&lt;br /&gt;
The Republique Jacobine is a Terran Middle Power born out of the rapid and tumultous colonisation throughout the Cygnus Reaches, with a combination of shrewd economic management and military successes consolidating Jacobine power in the region. The Republique is an ambitious rising power convinced of it&#039;s place among the stars, willing to advance Jacobine national interests where possible. Several naval outposts based in neutral or friendly nations form the mainstay of Jacobine power projection.&lt;br /&gt;
&lt;br /&gt;
Though officially a democratic parliamentary government, the Republique government tends to employ authoritarian practices as part of nation building, social engineering and promoting of civic values. Part of this is a self-described necessity against the unstable and hostile environment of the Cygnus Reaches. Other justifications include ensuring the Republique remains a strong and stable nation able to overpower rival nations and competitors. Economically the Jacobines benefit from proximity to the dense trade lanes shared by the Alban Commonwealth, though proximity to these trade lanes formed the basis for tensions and competition with the Commonwealth for decades.&lt;br /&gt;
&lt;br /&gt;
Decades of tensions with the Alban Commonwealth ended with the Pour Toujours Entente, signed in 2236 shortly after the nuclear destruction of Earth. This marked the beginning of forty years of scientific, military and economic cooperation between the two nations. Recent years have seen a concerted effort by the Jacobine and Alban Parliaments to create a bloc separate to the Sinarus and Atlantean behemoths. &lt;br /&gt;
&lt;br /&gt;
The La Marine is one of the most capable spacefaring navies in Terran space, operating a fleet of advanced warships. Recent territorial expansions and establishment of distant naval bases has increased the operational requirements of the Republican Navy, with a concomitant increase in shipbuilding and hull numbers. Republique military doctrine favours employing large numbers of fast, high-endurance warships able to operate far from friendly bases and infrastructure. Regular combined exercises with Commonwealth forces ensure a high degree of interoperability between the two navies. As part of a combined expeditionary force, Jacobine warships are expected to provide the bulk of escort hull numbers for the Commonwealth&#039;s dreadnought battle groups. In this role, the Jacobine Navy expects to complement, rather than compete with the Commonwealth Navy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Greater Yamatan Union====&lt;br /&gt;
[[Image:UnionLogo.png|left|80px]]&lt;br /&gt;
[[Image:UnionCarrier.png|thumb|right|480px|Union warship aesthetics tend to match the Yamatan temperament, as seen with this Union battlecruiser (unknown class).]]&lt;br /&gt;
The powerful Greater Yamatan Union ranks among the Middle Powers. The vast regions of the Cygnan Wastelands belong to those strong enough to claim them, and strongest among these is the Khan-like Kamaro, overseer and High Dragon of the Union. Militant and isolationist, the Yamatan people have embraced a mechanistic, materialistic worldview, leaving little room for luxury or frivolity. &lt;br /&gt;
&lt;br /&gt;
The Yamatan Union is ruled by the overseer Shin Kamaro, whose iron hand has been credited with forging a powerful nation state in the hostile but resource-rich regions of the Cygnus Wastelands. A sprawling region of space known for intense gravitational anomalies and magnetic storms, astrogation is hazardous, often requiring the use of navigational buoys and waystations to guide spacecraft. Yamatan space lies at the very edge of colonised space in the Orion Arm, and the extent of the Union&#039;s territory is unconfirmed. Estimates place the size and extent of the Union&#039;s domain as second only to that of the Federation.&lt;br /&gt;
&lt;br /&gt;
A dearth of Earth-like planets has forced swathes of the Yamatan population to adapt to hostile environments, with a substantial proportion of Yamatans living in monolithic megacities or self-sustainable space habitats. The Yamatan Union routinely applies bioprosthetic enhancement technology to its citizens, with labourers and soldiers receiving particularly drastic augmentations. The psychological unease from outsiders regarding the extent of these modifications as well as condemnation over the sometimes brutal regimentation of Yamatan citizens has placed the Union at odds with other Cygnus Region nations. The Yamatan Union is particularly hostile towards the Alban Commonwealth, who it sees as undermining expansion of the Yamatan sphere of influence.&lt;br /&gt;
&lt;br /&gt;
The Greater Yamatan Navy is the primary tool for advancing national interests in a nation with ambitions towards Great Power status with a conventional space military that rivals the Alban Commonwealth. Compulsory military service is enforced for all Yamatan citizens above a certain age, who upon completing their service hold reservist status for life. Union warships are stripped down, heavily armed weapons platforms that seem primitive in comparison to warships of other Middle Powers, but the martial nature of Yamatan society combined with comprehensive military training has given the Union Navy a formidable reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Non-State Actors===&lt;br /&gt;
Though hyperspace lanes provide natural points of interest and roads for expansion, the huge distances involved present challenges for national governments to maintain the infrastructure required for effective and cohesive running of a state. &lt;br /&gt;
&lt;br /&gt;
When weaker nations are unable to provide security or maintain the loyalty of their populations, non-state armed groups such as citizen militias, criminal organisations and warlords develop as alternatives to governance by the state. These groups vary widely in capability and goals, but all contribute to the challenges faced by governing states in the 23rd century.&lt;br /&gt;
&lt;br /&gt;
====Malika People&#039;s Militia====&lt;br /&gt;
[[Image:MilitiaCutter.png|thumb|right|480px|The majority of Malikan &amp;quot;warships&amp;quot; are armed mining ships utilising whatever the Militia had at hand.]]&lt;br /&gt;
&lt;br /&gt;
The Malika People&#039;s Militia is officially classified as a Violent Non-State Actor.&lt;br /&gt;
&lt;br /&gt;
The Fringe is a vast, sparsely populated region of space at the rimward edge of the Orion Arm, notable for an abundance of mineral resources. The Sulsian Hegemony had an iron grip on the major population centres, but corrupt bureaucracy and underdeveloped infrastructure allowed various militia groups in the region to flourish. Chief among these groups was the Malika People&#039;s Militia.&lt;br /&gt;
&lt;br /&gt;
The Malika People&#039;s Militia is a disparate coalition of paramilitary organisations, warbands and armed worker groups across Fringe space, mustering under the banner of mercenary-turned-corsair Andri Gadaria. The overarching creed of the Militia is the &amp;quot;liberation of all indentured workers from exploitation,&amp;quot; and &amp;quot;the right to Self-Determination&amp;quot;. In practice, this means utilising violence to disrupt or control Sulsian resource operations, bringing &amp;quot;what is rightfully ours&amp;quot; to the Malikan people. Despite Gadaria&#039;s stated aims to found a Malikan nation, the Malikans do not yet have a centralised government, with various groups in the Fringe still maintaining their own localised rule. Alban Naval Intelligence&#039;s impressions of Gadaria&#039;s activities suggest that he is making preparations to transition these groups to a central planetary government, despite the Malikans not yet having settled a capital world.&lt;br /&gt;
&lt;br /&gt;
The Militia had an unassuming beginning as an armed rebellion on the asteroid mining hub Jotram Station in 2273. Already a precarious situation due to unsafe working conditions with minimal pay, the powder keg exploded when an engineering failure led to a loss of critical supplies and the deaths of several workers. Seeing an opportunity, Andri Gadaria diverted several captured supply ships to Jotram with the intention of winning over the worker population and create a new base of support. Gadaria&#039;s charity and charisma combined with an unyielding sense of social justice ensured his message of worker liberation propagated widely across Sulsia, making him a popular figure amongst indentured labourers.&lt;br /&gt;
&lt;br /&gt;
From these humble beginnings, the Militia forces are beginning to organise into a cohesive, coordinated institution. Supplied with powerful modern weapons by a mysterious benefactor, the Militia Navy has been able to challenge the Sulsian Hegemony for control of the resource-rich Fringe. However, the majority of the Malikan navy still consists of converted mining ships and transports - low-performance and low-maintenance hulls that the Militia could find and convert at short notice.&lt;br /&gt;
&lt;br /&gt;
====Children of Renewal====&lt;br /&gt;
[[Image:ChildrenCovenant.png|thumb|right|480px|Huge hub vessels like &#039;&#039;Covenant&#039;&#039; are used to spread the word of the Lord. Most Renewal ships are resourced and funded by wealthy investors.]]&lt;br /&gt;
The frontiers of Terran Space are a region of intense religious activity. The absence of established institutions and an overwhelmingly practical worldview in a hardscrabble existence divested traditional religious organisations of authority. Ad-hoc spirituality took hold in the region, democratising religion and legitimised individual spiritual expression. Hardship and strong community ties formed the basis of this egalitarian landscape.&lt;br /&gt;
&lt;br /&gt;
In the fertile ground of the Fringe, the Children of Renewal found a people primed to receive their message. The Renewal emphasis on the individual ability of a person to effect his or her own salvation resonated greatly. The message of charity and emphasis on personal development was especially popular with wealthy investors in the Federation, which provided finance for several major projects for expansion in the Fringe. These investors helped fund the construction of the hub vessel &#039;&#039;Covenant&#039;&#039; which serves as the administrative centre of the Children of Renewal, as well as the explorer ship &#039;&#039;Pillar of Fire&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Children of Renewal believe in salvation through charity and have several outreach programs throughout the Fringe. Flotillas of repair ships and supply transports crewed by volunteers are deployed to areas of need, all in the name of the Lord. A core belief of the Renewal is that the most important work is the most difficult, which means Renewal ships are often found in disaster zones and contested regions thought too dangerous for other organisations to operate.&lt;br /&gt;
&lt;br /&gt;
The end goal of the Children of Renewal is focused around the discovery of the &amp;quot;Promised Land&amp;quot;, a mystical, mythical paradise in the vein of Eden or Elysium where humankind can live free from want or suffering. Though no different to previous renditions of the paradise myth, the Promised Land dream has been sufficiently compelling to garner significant support and resourcing. Investigations are underway as to whether this manifestation is based on a verifiable location in space.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
Solaris introduction cutscene.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;4MdkiKK4x1Y&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Video showcasing Solaris gameplay and visuals (contains spoilers for Solaris&#039; campaign)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;videoflash type=&amp;quot;youtube&amp;quot;&amp;gt;vDfRKJ-fz3k&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ships and Weapons Databases==&lt;br /&gt;
*[[Solaris ship tables]]&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
[https://www.hard-light.net/forums/index.php?board=278.0 &#039;&#039;&#039;Solaris forum board | Hard-Light Productions&#039;&#039;&#039;]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://discord.com/channels/223511295431933953/627182827494178827 &#039;&#039;&#039;#solaris subchannel | Discord&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
[[Category:Non-canon]]&lt;br /&gt;
[[Category:Solaris (TC)]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=User_talk:Kietotheworld&amp;diff=67171</id>
		<title>User talk:Kietotheworld</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=User_talk:Kietotheworld&amp;diff=67171"/>
		<updated>2026-05-07T09:15:50Z</updated>

		<summary type="html">&lt;p&gt;Mobius: GTVA Colossus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====[[GTVA Colossus]]====&lt;br /&gt;
Good job with your edit, I think it makes perfect sense to clarify that the Colossus was not designed as a pure &amp;quot;anti-Lucifer&amp;quot;. - [[User:Mobius|Mobius]] ([[User talk:Mobius|talk]]) 09:15, 7 May 2026 (UTC)&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Eishtmo%27s_Terran-Vasudan_War_timeline&amp;diff=67170</id>
		<title>Eishtmo&#039;s Terran-Vasudan War timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Eishtmo%27s_Terran-Vasudan_War_timeline&amp;diff=67170"/>
		<updated>2026-05-06T15:59:31Z</updated>

		<summary type="html">&lt;p&gt;Mobius: The events of Jan. 15th-18th are reorganized so that the Vasudan proposal of a cease fire is actually mentioned for the 18th&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{non-canon}}&lt;br /&gt;
&lt;br /&gt;
Shortly after first contact, the &#039;&#039;&#039;Terran-Vasudan War&#039;&#039;&#039;, or the &#039;&#039;&#039;14-Year War&#039;&#039;&#039;, broke out. Heavy and sustained casualties were suffered on both sides, but both species learned valuable lessons in adaptation and the development of new technologies. This timeline will span from the first Vasudan contact to the first contact with the [[Shivans]] in [[Ross 128]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Almost all dates and events below are taken from Eishtmo&#039;s FreeSpace fan fiction. This fanfic is being used by the [[Terran-Vasudan War Project]] team, although little of it is grounded in canon.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Canon events in &amp;lt;font color=&amp;quot;silver&amp;quot;&amp;gt;silver&amp;lt;/font&amp;gt; and non-canon events are in &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;gray.&amp;lt;/font&amp;gt; Events with canon dates are in white.  Please note that, due to differing sources and interpretations of the war, some information may conflict.&lt;br /&gt;
&amp;lt;font color=&amp;quot;silver&amp;quot;&amp;gt;&lt;br /&gt;
===2320:===&lt;br /&gt;
&lt;br /&gt;
=====March:===== &lt;br /&gt;
First official contact with the [[Vasudan Parliamentary Empire]].&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt; &lt;br /&gt;
=====April:===== &lt;br /&gt;
First diplomatic meeting in [[Antares]].&lt;br /&gt;
&lt;br /&gt;
=====July:===== &lt;br /&gt;
The [[Pan-Galactic Treaty]] is agreed to by diplomats. Taken to respective governments. GTD &#039;&#039;Gaia&#039;&#039; completed.&lt;br /&gt;
&lt;br /&gt;
=====December:===== &lt;br /&gt;
[[Pan-Galactic Treaty]] rejected by legislators on both sides.&lt;br /&gt;
&lt;br /&gt;
===2321:===&lt;br /&gt;
&lt;br /&gt;
=====January:===== &lt;br /&gt;
Prince Mihos killed during drug gang battle. Vasudan politicians blame the [[Galactic Terran Alliance]] outright.&lt;br /&gt;
&lt;br /&gt;
=====February:===== &lt;br /&gt;
Diplomats Knum and Andrews meet. Meeting ends in bloodshed. &amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;silver&amp;quot;&amp;gt;War declared&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt; by both sides the next day.&lt;br /&gt;
&lt;br /&gt;
=====April:===== &lt;br /&gt;
Vasudans launch raid on Sol system. Crushed by GTD &#039;&#039;Gaia&#039;&#039; and 1st Fleet.&lt;br /&gt;
&lt;br /&gt;
=====May:===== &lt;br /&gt;
Vasudans begin construction on their own destroyer, the &#039;&#039;Thanatos&#039;&#039; class.&lt;br /&gt;
&lt;br /&gt;
=====September:===== &lt;br /&gt;
First Thanatos, PVD &#039;&#039;Thanatos&#039;&#039;, completed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;silver&amp;quot;&amp;gt;&lt;br /&gt;
===2322:===&lt;br /&gt;
&lt;br /&gt;
=====November:===== &lt;br /&gt;
GTA officials determine the war will not be short. Authorizes the construction of the [[GTC Leviathan|GTC &#039;&#039;Leviathan&#039;&#039;]] cruiser.&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===2323:===&lt;br /&gt;
&lt;br /&gt;
=====March:===== &lt;br /&gt;
First Battle of the [[Vasuda]]-[[Antares]] node. Marks the first time Terran warships enter the [[Vasuda]] system. Terrans only managed to hold the node for a week before being driven back.&lt;br /&gt;
&lt;br /&gt;
===2324:===&lt;br /&gt;
&lt;br /&gt;
=====June:===== &lt;br /&gt;
Battle of Vega III. In an attempt to get around the Terran hold on [[Antares]], the PVN launches its first major assault on a Terran system at Vega. The battle was the bloodiest to date, with the loss of nearly 50,000 on both sides. The Terrans managed to drive the Vasudans back to Deneb, but didn&#039;t have the strength for a counterattack.&lt;br /&gt;
&lt;br /&gt;
===2326:===&lt;br /&gt;
&lt;br /&gt;
=====August:===== &lt;br /&gt;
The first &#039;&#039;Savior&#039;&#039;-class destroyer, PVD &#039;&#039;Savior&#039;&#039;, come off the lines. Over the next two years, the Vasudans would completely replace their &#039;&#039;Thanatos&#039;&#039;-class destroyers with these powerful ships.&lt;br /&gt;
&lt;br /&gt;
=====October:===== &lt;br /&gt;
Second Battle of Antares-Vasuda node. To show off the new ship, Vasudan Prince Amon organizes an attack on Antares. The PVD &#039;&#039;Savior&#039;&#039; tears through Terran lines. The Vasudans gain a powerful foothold in Antares.&lt;br /&gt;
&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;silver&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====November:=====&lt;br /&gt;
[[Battle of Gulnara]]. &amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;As the Vasudans poured into the system, the [[Terrans]] launched a massive counterattack. Near the Antares IV moon, Gulnara, the [[Vasudans|Vasudan]] fleet is beaten back to the node. &amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;silver&amp;quot;&amp;gt;This defeat leads GTA command to believe that victory is on the horizon. Leviathan production is halted, and the GTA initiates a major offensive.&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===2327===&lt;br /&gt;
&lt;br /&gt;
=====January:===== &lt;br /&gt;
Realizing the end is coming, the Vasudan parliament unofficially moves to [[Alpha Centauri]] where it would stay until after the [[Great War]]. The Third Battle of the Vasuda-Antares node happens days later. Terrans establish a strong foothold in [[Vasuda]].&lt;br /&gt;
&lt;br /&gt;
=====February:=====&lt;br /&gt;
The last element of the Vasudan navy is forced out of [[Vasuda]]. The GTA begins building up forces for the invasion of Vasuda Prime.&lt;br /&gt;
&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;silver&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
=====March:=====&lt;br /&gt;
Battle of [[Talania]]. &amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;&lt;br /&gt;
In an attempt to avenge the invasion of Vasuda, a group of Vasudan admirals, under the leadership of Prince Imhotep, launch an attack on Talania] destroying the Terran 6th Fleet and the supply base there. After the raid, PVN command realized that the attack had crippled GTA supply lines, and orders the group to capitalize on their initial success. By then, the GTA had reinforced Talania, and the fighting was much fiercer.&lt;br /&gt;
&lt;br /&gt;
=====April:=====&lt;br /&gt;
With their defenses weakened, the Vasudans launch a renewed attack on the Terrans in Vasuda, finally driving them out by May. &amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;silver&amp;quot;&amp;gt;The GTA orders Leviathan production resumed with new weapons and technologies.&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===2328:===&lt;br /&gt;
&lt;br /&gt;
=====February:===== &lt;br /&gt;
First cease-fire established. After regaining lost territory, the Vasudans prepare for an assault on Terran systems when a rare Vasudan holiday comes up. Forced by religious leaders, the Vasudans offer the GTA a short cease-fire. The GTA eagerly accepts, and uses this time to establish new defensive lines. The cease-fire is ended before the treaty is half over with no progress toward a lasting peace.&lt;br /&gt;
&lt;br /&gt;
=====March:===== &lt;br /&gt;
Battle of [[Ribos]]. Using information gotten via a spy amongst the Vasudans, the GTA counters an invasion of Ribos by easily destroying the pride of the PVN fleet, the PVD &#039;&#039;Savior&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===2329:===&lt;br /&gt;
&lt;br /&gt;
=====January:=====&lt;br /&gt;
Second cease-fire established. Following a series of crushing defeats, the Vasudan parliament offers the GTA terms for a cease-fire during which a lasting peace treaty would be discussed. Negotiations lasted only an hour before breaking down, but the cease-fire held until the beginning of February, during which the Vasudans strengthen their own lines.&lt;br /&gt;
&lt;br /&gt;
=====August:===== &lt;br /&gt;
Battle of [[Deneb]]-[[Sirius]] node. After surprising Vasudan forces in [[Deneb]], the GTA attempts to take the Deneb-Sirius node. The defeat at this battle begins a chain of defeats for Terran forces that would eventually force them into [[Beta Aquilae]].&lt;br /&gt;
&lt;br /&gt;
=====December:===== &lt;br /&gt;
Third cease-fire established. In an attempt to stave off certain defeat, the GTA asks for a cease-fire during the holiday season. It is agreed to, and lasts the five days after Christmas. The GTA uses this time to reinforce its lines and prepare a counter attack it launches on New Years&#039; Eve day.&lt;br /&gt;
&lt;br /&gt;
===2330:===&lt;br /&gt;
&lt;br /&gt;
=====June:===== &lt;br /&gt;
[[Betelgeuse]] Siege. After a dramatic counter-offensive, the Vasudans had managed to capture and hold [[Antares]] and [[Beta Cygni]]. It is decided by Prince Imhotep to lay siege to Betelgeuse and force the system to surrender. The siege lasts nearly six months, costing the Vasudans dearly. While they busied themselves trying to starve out Betelgeuse, the rest of the GTA attacked multiple supply bases in Antares, crippling PVN supply lines. By December, the [[Vasudans]] are forced to withdraw from Beta Cygni.&lt;br /&gt;
&lt;br /&gt;
===2331:===&lt;br /&gt;
&lt;br /&gt;
=====January:===== &lt;br /&gt;
The collapse of the Talania nodes. Though known for their instability, the nodes to the Talania system had been stable enough for the GTA to use the system as a major supply dump. In late December 2330, however, the system was contested when a PVN fleet entered via the [[Vega]] system forcing the GTA to withdraw key equipment and personnel. By January, Vasudan and Terran scientists had independently determined that both nodes into the system were due to collapse to an unusable state within only a few weeks. The commanding officers of both the GTA and PVN fleet called a cease-fire and jointly organized an evacuation of the system. By late February, the nodes were no longer stable for anything to travel through. For years it was hoped that the nodes would restabilize, but hopes would be dashed after the destruction of the [[Sol]]-[[Delta Serpentis]] node and the system was finally removed from maps.&lt;br /&gt;
&lt;br /&gt;
=====March:===== &lt;br /&gt;
Fourth cease-fire established. Considered the last serious attempt at peace, Vasudan and Terran officials meet for the bulk of the one-month cease-fire. Serious talks of an end to the war come up, but are dashed when no agreement is made.&lt;br /&gt;
&lt;br /&gt;
=====November:===== &lt;br /&gt;
Fifth cease-fire established. By odd coincidence, Terran and Vasudan election dates overlapped during 2331, encouraging the ruling groups to ask each other for a cease-fire so they could remain in power. The cease-fire lasts two days, and the ruling parties were both soundly defeated. There would be no further cease-fires until the arrival of the Shivans.&lt;br /&gt;
&lt;br /&gt;
===2332:===&lt;br /&gt;
&lt;br /&gt;
=====January:===== &lt;br /&gt;
After being sworn in, Senator Williams makes a speech proclaiming that the Vasudans should be &amp;quot;bled white&amp;quot; as the only way to win the war. Similar statements by Vasudan legislators trigger a stalemate in the war that lasts for the next three years.&lt;br /&gt;
&lt;br /&gt;
=====March:===== &lt;br /&gt;
Designs for the new Vasudan destroyer, the [[PVD Typhon|PVD &#039;&#039;Typhon&#039;&#039;]], are approved and construction begins in Altair. Any Saviors currently in production are scrapped and used to build the new warship.&lt;br /&gt;
&lt;br /&gt;
===2333:===&lt;br /&gt;
&lt;br /&gt;
=====March:===== &lt;br /&gt;
Nearly one year to the day, the first Typhon, [[PVD Typhon|PVD &#039;&#039;Typhon&#039;&#039;]], leaves the [[Altair]] shipyards. Its first assignment is to take [[Vega]].&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
=====April:===== &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;Operation Thunderbolt; the GTA succesfully forces the last Vasudan forces out of the Beta Aquilae system, in preparation for an attack upon Antares. &#039;&#039;(Continuity with the defunct 20k campaign)&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;silver&amp;quot;&amp;gt; The [[Vega Engagement]]. The GTA&#039;s first encounter with the &#039;&#039;Typhon&#039;&#039;-class destroyer ends with the destruction of the [[GTD Eisenhower|GTD &#039;&#039;Eisenhower&#039;&#039;]] and the [[4th GTA Fleet|4th Fleet]]. &amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;The GTA launches a counterattack on Vega, forcing the &#039;&#039;Typhon&#039;&#039; to retreat but taking horrendous losses in the process.&lt;br /&gt;
&lt;br /&gt;
=====June:=====&lt;br /&gt;
(12-19th June) Operation Mako; the GTA launches an invasion of the Vasudan-held Antares system from Beta Aquilae, in order to relieve the 5th fleet (trapped in the Ribos system). Despite the destruction of the PVD &#039;&#039;Typhon&#039;&#039; and significant Vasudan losses, the GTA only makes minimal gains at a heavy cost, resulting in stalemate. &#039;&#039;(Continuity with the now-defunct 20k campaign)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===2334:===&lt;br /&gt;
&lt;br /&gt;
=====June:===== &lt;br /&gt;
Battle of Vega-Deneb Node. The last major battle of the 14-Year War sees the Terrans take the Vega side of the node. &amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;silver&amp;quot;&amp;gt;The first Typhon destroyed&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt; in combat occurs during the battle.&lt;br /&gt;
&lt;br /&gt;
=====September:===== &lt;br /&gt;
In an attack that surprised both sides, &amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;silver&amp;quot;&amp;gt;a second Typhon is destroyed&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt; in Antares.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;silver&amp;quot;&amp;gt; &lt;br /&gt;
===2335:===&lt;br /&gt;
&lt;br /&gt;
=====January 8th:===== &lt;br /&gt;
GTA launches Operation Thresher, also known as the Fifth Battle of the Vasuda-Antares Node. Initial losses cause Thresher to be declared a failure only two days after it started.  GTA command estimates 504 pilots dead, fourteen missing (and presumed dead).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt;&lt;br /&gt;
=====January 15th:===== &lt;br /&gt;
The Shivans attack Vasudan and Terran forces near the Antares-Ribos node. The the PVC &#039;&#039;Taurus&#039;&#039; and GTSC &#039;&#039;Plato&#039;&#039; are lost.&lt;br /&gt;
&lt;br /&gt;
=====January 18th:===== &lt;br /&gt;
The Vasudans formally propose a cease-fire.&lt;br /&gt;
&lt;br /&gt;
=====January 25th:===== &lt;br /&gt;
GTA and PVE sign a cease-fire and non-aggression pact based on the [[Pan-Galactic Treaty]]. The 14-Year War officially comes to an end.&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:History|Terran-Vasudan War]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=SGs_Asura&amp;diff=67154</id>
		<title>SGs Asura</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=SGs_Asura&amp;diff=67154"/>
		<updated>2026-03-19T15:13:22Z</updated>

		<summary type="html">&lt;p&gt;Mobius: Typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|&#039;&#039;{{PAGENAME}}&#039;&#039;}}&lt;br /&gt;
[[Image:Solaris-SGs Asura.jpg|thumb|right|650px|{{PAGENAME}}]]&lt;br /&gt;
==Description:==&lt;br /&gt;
===Tech Room Description===&lt;br /&gt;
little is known of this vessel at this time...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
*Model by &#039;&#039;&#039;Axem&#039;&#039;&#039;&lt;br /&gt;
*Textures by &#039;&#039;&#039;Nighteyes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Designer&#039;s Comments===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship_box&lt;br /&gt;
|name = SGs Asura&lt;br /&gt;
|yaw_pitch_roll = 20 - 20 - 20&lt;br /&gt;
|max_velocity = 15 - 15 - 35 (60)&lt;br /&gt;
|rear_velocity = 25&lt;br /&gt;
|max_ab_velocity = 65.0&lt;br /&gt;
|max_ab_duration = 3.33&lt;br /&gt;
|hitpoints = 12000&lt;br /&gt;
|shields = 4500&lt;br /&gt;
|length = 149.62&lt;br /&gt;
|width = 59.93&lt;br /&gt;
|height = 43.27&lt;br /&gt;
|gun_bank_1 = 3&lt;br /&gt;
|gun_bank_2 = 2&lt;br /&gt;
|missile_bank_1 = 100&lt;br /&gt;
|missile_bank_2 = 100&lt;br /&gt;
|missile_bank_3 = 50&lt;br /&gt;
|countermeasures = 20&lt;br /&gt;
|turrets = 12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Armaments===&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=4 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Default Statistics&#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: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;
| 3&lt;br /&gt;
| &lt;br /&gt;
| Shivan Heavy Laser&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| Shivan Mega Laser&lt;br /&gt;
|}&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;Default Statistics&#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;
| 100&lt;br /&gt;
| Unknown Bomb&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 100&lt;br /&gt;
| Unknown Megabomb&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3rd&lt;br /&gt;
| 50&lt;br /&gt;
| Trebuchet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Turrets|Turrets]]&#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=2 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Default Statistics&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Shivan Turret Laser&lt;br /&gt;
| 4&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Heavy Flak&lt;br /&gt;
| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| SAAA&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Standard Flak&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Shivan Megafunk Turret&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Modding Resources==&lt;br /&gt;
:$POF File: asura shield1.1.pof&lt;br /&gt;
:Texture list: Asura;asura-debris&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|The version from FSMods uses bomber flag and has functional primary and secondary firepoints. Also most of its turrets aren&#039;t rotated properly and will look bizarre due to lack of UVec and FVec values. A variant using cruiser AI can be found in Blue Planet, that also comes with fixes for all the turrets.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==External links:==&lt;br /&gt;
*[http://freespacemods.net/download.php?view.767 Download | FSMods]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTD_Intrepid&amp;diff=66156</id>
		<title>GTD Intrepid</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTD_Intrepid&amp;diff=66156"/>
		<updated>2025-05-16T20:48:23Z</updated>

		<summary type="html">&lt;p&gt;Mobius: Rephrasing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gtvaship&lt;br /&gt;
| name      = GTD &#039;&#039;Intrepid&#039;&#039;&lt;br /&gt;
| class     = [[GTD Orion|GTD &#039;&#039;Orion&#039;&#039;]]&lt;br /&gt;
| 1stapp    = [[Avenging Angels]] (mentioned)&amp;lt;br&amp;gt;[[Silence All Voices]] (conditional)&lt;br /&gt;
| inservice = [[Terran-Vasudan War]]&amp;lt;br&amp;gt;[[Great War]]&lt;br /&gt;
| faction   = [[Galactic Terran Alliance]]&lt;br /&gt;
| commander = Admiral Po&lt;br /&gt;
| fate      = Unknown&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;GTD &#039;&#039;Intrepid&#039;&#039;&#039;&#039;&#039; is an &#039;&#039;[[GTD Orion|Orion]]&#039;&#039;-class destroyer that served during both the [[Terran-Vasudan War]] and the [[Great War]]. It is known that Lieutenant [[Alexander McCarthy]] was stationed on the &#039;&#039;Intrepid&#039;&#039; before his attempt to [[Heist of the Avenger Prototype|steal the Avenger prototype]]. The player character of &#039;&#039;Silent Threat&#039;&#039; is also said to have transferred to [[Galactic Terran Intelligence]] because of his excellent service record under &amp;quot;Admiral Po of the GTD &#039;&#039;Intrepid&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Intrepid&#039;&#039; appears in-game only if the player exceeds the time limit in [[Silence All Voices]].&lt;br /&gt;
&lt;br /&gt;
===Early Versions of FS2===&lt;br /&gt;
&lt;br /&gt;
Intrepid was supposed to appear in [[Mystery of the Trinity]] but apparently it was replaced by Aquitaine in late stages of development process. This is evidenced by the names of waypoints and events found in the mission file. It is unknown whether the Intrepid was meant to be the player homeship in the early version of FreeSpace 2&#039;s main campaign, or it was just acting as a carrier delivering strikecraft to the new nebula theater.&lt;br /&gt;
&lt;br /&gt;
===Fanmade Campaigns===&lt;br /&gt;
&lt;br /&gt;
* GTD Intrepid appears in [[Between the Ashes]], as player homeship in [[Slaves of Chaos]] and [[Antwerp]] campaigns.&lt;br /&gt;
&lt;br /&gt;
[[Category: GTD Orion-class destroyers|Intrepid, GTD]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=The_Sixth_Seal&amp;diff=66098</id>
		<title>The Sixth Seal</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=The_Sixth_Seal&amp;diff=66098"/>
		<updated>2025-04-06T22:37:08Z</updated>

		<summary type="html">&lt;p&gt;Mobius: Added link to intel entries&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:TheSixthSeal.png|center|650px]]&lt;br /&gt;
&lt;br /&gt;
==General Info==&lt;br /&gt;
&#039;&#039;&#039;Author:&#039;&#039;&#039; Shiv &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions:&#039;&#039;&#039; 16 (part one) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Release:&#039;&#039;&#039; March 24th, 2025 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mods included:&#039;&#039;&#039; new music tracks &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Sixth Seal,&#039;&#039;&#039; also referred to as &#039;&#039;&#039;TSS&#039;&#039;&#039;, is a campaign set in 2334, at the time of the war between [[Terrans]] and [[Vasudans]].&lt;br /&gt;
&lt;br /&gt;
==Development and Credits==&lt;br /&gt;
TBFIL.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consulting:&#039;&#039;&#039; Nyctaeus, Goober5000, Mobius &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Testing:&#039;&#039;&#039; Colt, Goober5000, Nyctaeus, Envoybane, ShadowsOfLight, Fusion, Mobius &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon effects:&#039;&#039;&#039; Inferno, Earth Defense, Blue Planet, Jessnec, with adjustments &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon models:&#039;&#039;&#039; Inferno, MjnMixael, TheDagger, Earth Defense, FSPort &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exclusive Music:&#039;&#039;&#039; ShadowsOfLight &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skyboxes:&#039;&#039;&#039; Nyctaeus&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
TBFIL.&lt;br /&gt;
&lt;br /&gt;
==Releases==&lt;br /&gt;
===TSS1===&lt;br /&gt;
The first TSS campaign was released on March 24th, 2025.&lt;br /&gt;
&lt;br /&gt;
===TSS2===&lt;br /&gt;
Part 2 is currently under development.&lt;br /&gt;
&lt;br /&gt;
==Player comments==&lt;br /&gt;
TBFIL&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
[[The Sixth Seal Intelligence Entries]]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.hard-light.net/forums/index.php?topic=99578 &#039;&#039;&#039;Release Thread | Hard-Light Productions&#039;&#039;&#039;]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.moddb.com/mods/the-sixth-seal &#039;&#039;&#039;Official Profile | ModDB&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
[[Category: User-made Campaigns]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=The_Sixth_Seal_Intelligence_Entries&amp;diff=66097</id>
		<title>The Sixth Seal Intelligence Entries</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=The_Sixth_Seal_Intelligence_Entries&amp;diff=66097"/>
		<updated>2025-04-06T22:36:10Z</updated>

		<summary type="html">&lt;p&gt;Mobius: Created page with &amp;quot;{{non-canon}}  A list of The Sixth Seal intelligence entries follows. These were not present in the first release of the project, as they were introduced by updates.  Thes...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{non-canon}}&lt;br /&gt;
&lt;br /&gt;
A list of [[The Sixth Seal]] intelligence entries follows. These were not present in the first release of the project, as they were introduced by updates.&lt;br /&gt;
&lt;br /&gt;
These entries do not feature &#039;&#039;&#039;spoilers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==TSS1==&lt;br /&gt;
===Terran defections to the PVE===&lt;br /&gt;
The following information is classified level Tau.&lt;br /&gt;
&lt;br /&gt;
Years into the open war with the Vasudan Empire, a question has been puzzling tacticians and senior officers: why would, under any circumstance, a Terran defect to the PVE and provide the enemy with crucial data that could be exploited against the human race, possibly leading to the ultimate extinction of Terrans? Defections and surrenders have always been a factor in conflicts, yet the occurrence of these events in an unprecedented circumstance - a space war with another species - invalidates any comparison with past warfare on Earth.&lt;br /&gt;
&lt;br /&gt;
After a detailed evaluation of reports, the tactical branch of the GTN has concluded that defections do not normally occur as a last resort for survival in situations where death would be certain. Instead, they seem to follow a well-defined pattern, with the defectors planning their moves even months prior to the event.&lt;br /&gt;
&lt;br /&gt;
Terran defectors have a multitude of - questionable - reasons. Some see in treason a form of protest against GTA policies and laws affecting their colonies. Others believe that the Terrans are more genocidal in nature than the Vasudans would ever be and are therefore willing to side with the enemy to prevent its annihilation. Many others are apparently affected by a form of &#039;Exoxenophilia&#039;, defined by specialists as a cultural attraction towards the aliens. The betrayal of the human species is not perceived as a crime due to the supposed balance of the conflict, as the GTA and PVE are not deemed capable of destroying each other due to matching technologies and overall military capabilities. Defectors therefore tend to assume that war would culminate in a stalemate at most, with no credible threat to the survival of humanity.&lt;br /&gt;
&lt;br /&gt;
These findings have allowed GTN to optimize the psychological screening of its personnel and ensure that possible defectors would serve reasonably far from the front lines.&lt;br /&gt;
&lt;br /&gt;
===Vasudan defections to the GTA===&lt;br /&gt;
The following information is classified level Tau.&lt;br /&gt;
&lt;br /&gt;
The topic of Terran defectors to the PVE has troubled officers for years now, but it comes second to its Vasudan counterpart. The enemy is characterized by a strong sense of duty and an extremely articulated culture, one that would, for all intents and purposes, make the existence of defectors virtually impossible. However, Vasudan defections to the GTA have been a factor in the war ever since 2322, when the entire crew of the PVC Kheti, in a non-critical tactical situation, surrendered to the GTC Archer following a short fire exchange in Antares.&lt;br /&gt;
&lt;br /&gt;
The motives behind Vasudan defectors are far more rooted than those of their Terran counterparts. For instance, defectors are not rooted by the fear of genocidal intention towards the Terrans, as such an intention is formally excluded by leading rules of engagement in the PVN. Although the Vasudans have been under a single political entity far longer than the Terrans, old wounds from regional conflicts preceding the age of space exploration remain latent in the present-day Vasudan Empire and can spark a variety of clashes at any time. An evaluation of defections has demonstrated that they most likely occur in crews with a heritage linked to the central equatorial regions of Vasuda Prime, where the harsh conditions experienced by their ancestors resulted in deep cultural and economic differences with other Vasudans.&lt;br /&gt;
&lt;br /&gt;
It is worth mentioning that a non-negligible number of defections are religious in nature, with minor cults and fanatics within PVN ranks foreseeing catastrophes based on questionable interpretations of millennia-old scrolls and prophecies. The PVE formally rejects these ideals, thus leading multiple defectors to see in Terrans and their supposed lack of strong ideals a potential audience for these messages. To this date, PVE efforts meant to mitigate possible defections are unknown, and some wonder whether they actually exist.&lt;br /&gt;
&lt;br /&gt;
==TSS2==&lt;br /&gt;
The campaign i currently under development.&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Various_Terms&amp;diff=66077</id>
		<title>Various Terms</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Various_Terms&amp;diff=66077"/>
		<updated>2025-04-04T14:04:37Z</updated>

		<summary type="html">&lt;p&gt;Mobius: Leaving only the key terms in bold&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article lists down the &#039;&#039;&#039;various terms, abbreviations, and other jargon&#039;&#039;&#039; used by official FreeSpace sources as well as the FreeSpace community.&lt;br /&gt;
&lt;br /&gt;
==Official Terminology==&lt;br /&gt;
===General===&lt;br /&gt;
* &#039;&#039;&#039;[[FRED]]&#039;&#039;&#039; - FReespace EDitor.  The program created by Volition to make the mission and campaigns for both FreeSpace games.  Released to the public along with said games.&lt;br /&gt;
* &#039;&#039;&#039;[[Portal:FreeSpace 2|FS2]]&#039;&#039;&#039; - FreeSpace 2. The second game of the series.&lt;br /&gt;
&lt;br /&gt;
===File extensions===&lt;br /&gt;
These are FreeSpace-related extensions only.&lt;br /&gt;
*.ani - Animation files such as explosions&lt;br /&gt;
*.fc2 - FreeSpace 2 campaign&lt;br /&gt;
*.fs2 - FreeSpace 2 mission&lt;br /&gt;
*.fsm - FreeSpace 1 mission&lt;br /&gt;
*.pof - Model files with additional gameplay-related information like position of subsystems, turrets, etc.&lt;br /&gt;
*[[.tbl]] - Table file&lt;br /&gt;
*[[.tbm]] - Modular table&lt;br /&gt;
*.vp - Volition Pack files&lt;br /&gt;
&lt;br /&gt;
===In-game Terminology===&lt;br /&gt;
*&#039;&#039;&#039;ETS&#039;&#039;&#039; - [[Energy Transfer System]]&lt;br /&gt;
*&#039;&#039;&#039;HUD&#039;&#039;&#039; - Heads-up Display. The interface the player uses while flying.&lt;br /&gt;
*&#039;&#039;&#039;Subsystem&#039;&#039;&#039; - Targetable and destroyable systems of a ship, e.g. radars, engines.&lt;br /&gt;
*&#039;&#039;&#039;TSM&#039;&#039;&#039; - Training Simulator Module&lt;br /&gt;
&lt;br /&gt;
====Designation Prefixes====&lt;br /&gt;
* &#039;&#039;&#039;GT_&#039;&#039;&#039; - [[Galactic Terran Alliance|Galactic Terran]]&lt;br /&gt;
* &#039;&#039;&#039;NT_&#039;&#039;&#039; - [[Neo-Terran Front|Neo-Terran]]&lt;br /&gt;
* &#039;&#039;&#039;GV_&#039;&#039;&#039; - Galactic Vasudan&lt;br /&gt;
* &#039;&#039;&#039;PV_&#039;&#039;&#039; - [[Parliamentary Vasudan Empire|Parliamentary Vasudan]]&lt;br /&gt;
* &#039;&#039;&#039;GTV_&#039;&#039;&#039; - [[Galactic Terran-Vasudan Alliance|Galactic Terran-Vasudan]]&lt;br /&gt;
* &#039;&#039;&#039;S_&#039;&#039;&#039;  - [[Shivans|Shivan]]&lt;br /&gt;
&lt;br /&gt;
====Designation Suffixes====&lt;br /&gt;
* &#039;&#039;&#039;_A&#039;&#039;&#039; - [[Advanced Warning And Control System|AWACS]]&lt;br /&gt;
* &#039;&#039;&#039;_B&#039;&#039;&#039; - Bomber&lt;br /&gt;
* &#039;&#039;&#039;_C&#039;&#039;&#039; - Cruiser&lt;br /&gt;
* &#039;&#039;&#039;_Cv&#039;&#039;&#039; - Corvette&lt;br /&gt;
* &#039;&#039;&#039;_D&#039;&#039;&#039; - [[Destroyer]]&lt;br /&gt;
* &#039;&#039;&#039;_Dr&#039;&#039;&#039; - Drone&lt;br /&gt;
* &#039;&#039;&#039;_EP&#039;&#039;&#039; - Escape Pod&lt;br /&gt;
* &#039;&#039;&#039;_F&#039;&#039;&#039; - Fighter&lt;br /&gt;
* &#039;&#039;&#039;_Fr&#039;&#039;&#039; - Freighter&lt;br /&gt;
* &#039;&#039;&#039;_G&#039;&#039;&#039; - Gas Miner&lt;br /&gt;
* &#039;&#039;&#039;_I&#039;&#039;&#039; - Installation&lt;br /&gt;
* &#039;&#039;&#039;_J&#039;&#039;&#039; - [[Juggernaut]]&lt;br /&gt;
* &#039;&#039;&#039;_M&#039;&#039;&#039; - Medical Ship or Missile&lt;br /&gt;
* &#039;&#039;&#039;_NB&#039;&#039;&#039; - Navigation Buoy&lt;br /&gt;
* &#039;&#039;&#039;_S&#039;&#039;&#039; - Support Ship&lt;br /&gt;
* &#039;&#039;&#039;_SC&#039;&#039;&#039; - Science Cruiser&lt;br /&gt;
* &#039;&#039;&#039;_SG&#039;&#039;&#039; - Sentry Gun&lt;br /&gt;
* &#039;&#039;&#039;_T&#039;&#039;&#039; - Transport&lt;br /&gt;
* &#039;&#039;&#039;_W&#039;&#039;&#039; - Weapon ([[Weapon Comparison (FS1)|FreeSpace 1]])([[Weapon Comparison (FS2)|FreeSpace 2]])&lt;br /&gt;
&lt;br /&gt;
===Fighter Units and Roles===&lt;br /&gt;
*&#039;&#039;&#039;Wing&#039;&#039;&#039; - A unit of fightercraft, varying in size from one to six ships. The normal number is four. Ships of a wing are labelled by their wing name and a number (i.e. Alpha 1, Alpha 2, and so on). The GTVA uses the Greek alphabet for its wings and the signs of the zodiac for hostile wings. In FS1, Shivan wings were named after Hindu gods. Wing labels are also sometimes used for groups of larger and similar vessels.&lt;br /&gt;
*&#039;&#039;&#039;Squadron&#039;&#039;&#039; - Refers to an organized group of pilots. The [[242nd Suicide Kings]] and [[203rd Scorpions]] are two examples.&lt;br /&gt;
*&#039;&#039;&#039;Stealth Recon&#039;&#039;&#039; - Fighters that specialize in infiltrating hostile territory and acquiring information without being detected. The [[GTF Pegasus|GTF &#039;&#039;Pegasus&#039;&#039;]] and the [[GVF Ptah|GVF &#039;&#039;Ptah&#039;&#039;]] are the only canon stealth fighters.&lt;br /&gt;
*&#039;&#039;&#039;Interceptor&#039;&#039;&#039; - A fighter role that aims at the destruction of hostile fighters and bombers. Interceptors are fast and agile, but are weakly shielded and armored.&lt;br /&gt;
*&#039;&#039;&#039;Space Superiority&#039;&#039;&#039; - A versatile fighter role that is capable in all sorts of roles, except for bombing. A celebrated example of a Space Superiority fighter is the [[GTF Myrmidon|GTF &#039;&#039;Myrmidon&#039;&#039;]]&lt;br /&gt;
*&#039;&#039;&#039;Heavy Assault&#039;&#039;&#039; - Heavy Assault fighters have tremendous secondary capacity, heavy shielding and armoring at the expense of speed and maneuverability&lt;br /&gt;
*&#039;&#039;&#039;Bomber&#039;&#039;&#039; - A bomber is a very heavy craft that specializes in carrying bombs. They attack freighter-size ship and above. Bombers are very slow and easily taken down without fighter escorts. Bombers are further categorized into light, medium, and heavy bombers.&lt;br /&gt;
&lt;br /&gt;
===Ship Types===&lt;br /&gt;
* &#039;&#039;&#039;Cruiser&#039;&#039;&#039; - Smallest combatant capital craft classification. Cruisers are at least several times the size of a fighter or bomber and possess mainly antifighter weaponry, with one or two (or in the case of the [[SC Rakshasa|SC &#039;&#039;Rakshasa&#039;&#039;]], three) anticapital weapons. The defensive fire of a cruiser is rarely capable of stopping a determined bomber wing, and most are vulnerable to even a well-handled lone fighter. Unable to carry fighters. Canonical examples include the [[GTC Fenris|&#039;&#039;Fenris&#039;&#039;]] and the [[GTC Leviathan|&#039;&#039;Leviathan&#039;&#039;]]. In FS1, cruisers were deployed for both offensive and defensive tasks by all sides to any situation not requiring the attention of a destroyer. In FS2 Shivan cruisers are often deployed in mainline antiship and strike roles, while GTVA cruisers tend to be used as escorts and patrol craft.&lt;br /&gt;
* &#039;&#039;&#039;Corvette&#039;&#039;&#039; - Middle ground combatant capital craft, falling between the cruiser and the destroyer in size and capablity. Equipped with between two and four anticapital weapons and considerably more impressive antifighter armament than a cruiser. Corvettes are capable of defending themselves adequately against a small number of enemy fighters or bombers. With the exception of the [[SCv Moloch|SCv &#039;&#039;Moloch&#039;&#039;]], corvettes are unable to carry fighters of their own. Corvettes appear to handle most of the antiship and strike duties for the GTVA fleet; Shivan corvettes are extremely rare and have only been deployed against GTVA destroyers canonically. Whether this is their role or not is guesswork.&lt;br /&gt;
* &#039;&#039;&#039;Destroyer&#039;&#039;&#039; - Large combatant capital craft, combining the functions of destroying enemy ships and transporting fighters. Destroyers vary wildly in armament and effectiveness against different types of targets. They will have at least one heavy-calibur anticapital weapon and probably several more, plus a number of cruiser-corvette anticapital weapons. Destroyers tend to need fighter cover more than corvettes; some of them actually mount fewer antifighter weapons, and all have much larger amounts of surface area that needs to be defended. Any situation with the direct involvement of a destroyer-class ship is by definition serious.&lt;br /&gt;
* &#039;&#039;&#039;Frigate&#039;&#039;&#039; - Semi-canonical ship class, both the Hippocrates and the Iceni have been referred to as frigates; the normally accepted role of a frigate is that of a pocket destroyer, lacking a fighterbay and fighter support facilities/crews enabling the ship to be shrunk down to only slightly bigger than a corvette.&lt;br /&gt;
* &#039;&#039;&#039;Superdestroyer&#039;&#039;&#039; - Bigger, meaner, and tougher than a destroyer, yet too small for the juggernaut classification; first applied well before the juggernaut classification came into existence. Only the [[GTD Hades|&#039;&#039;Hades&#039;&#039;]] and [[SD Lucifer|&#039;&#039;Lucifer&#039;&#039;]] have canonically been given this classification. The nature of the canonical superdestroyers was such that any appearance by them indicates &#039;&#039;the&#039;&#039; major effort by the controlling side. Their success is often decisive for that system, while their failure is a blow that is difficult to recover from.&lt;br /&gt;
* &#039;&#039;&#039;Juggernaut&#039;&#039;&#039; - The pinnacle of combatant capital craft, a juggernaut is capable of making mincemeat out of an enemy fleet singlehanded and is superbly equipped to combat other capital craft. Due to its large surface area its defenses against fightercraft attack are generally somewhat thinly spread, but a juggernaut&#039;s sheer ability to absorb damage means that only another juggernaut or a mass attack by corvettes and destroyers is capable of destroying one in anything like a timely manner. Only the [[SJ Sathanas|SJ &#039;&#039;Sathanas&#039;&#039;]] has canonically been given this classification, though the &#039;&#039;Colossus&#039;&#039; could also be classified as juggernaut. The presence of a juggernaut, like a superdestroyer, indicates the controlling side considers the mission absolutely essential; decisive for the system if not the campaign or the entire war.&lt;br /&gt;
* &#039;&#039;&#039;Installation&#039;&#039;&#039; - A space station, described as &amp;quot;installation&amp;quot; because of its size, self-sufficiency, and permanence. The only installation classes canonically known are the [[GTI Arcadia|Arcadia]] and [[GTI Ganymede|Ganymede]]. The [[Galactic Terran-Vasudan Alliance|GTVA&#039;s]] naming system for installations generally includes something indicating their nature. Installation Riveria, Tombaugh Station, [[Enif Station]], and the Vega Installation are examples.&lt;br /&gt;
&lt;br /&gt;
===Other Ship Types===&lt;br /&gt;
*&#039;&#039;&#039;Transport&#039;&#039;&#039; - Primarily used for transporting personnel. Sometimes used to transport marines in boarding a warship, as seen in the capture of a Shivan cruiser. However, it may also be used for repair purposes and evacuation. Transports are designed with minimal defenses and have to be escorted at all times to ensure survival.&lt;br /&gt;
*&#039;&#039;&#039;Freighter&#039;&#039;&#039; - Freighters carry important cargo and usually mount a few anti-fighter turrets. The largest canonical freighter is the [[GTFr Triton]].&lt;br /&gt;
*&#039;&#039;&#039;Gas miner&#039;&#039;&#039; - Used primarily to retrieve and transport nebular gas. Because of their often volatile contents, gas miners have an explosion yield far larger than ships of comparable size. The [[GTG Zephyrus]], [[GVG Anuket]], and [[SSG Rahu]] are the only three examples of gas miners.&lt;br /&gt;
*&#039;&#039;&#039;AWACS&#039;&#039;&#039; - AWACS vessels are primarily used for the expansion of radar detection in systems. Secondary purposes including jamming communications and detecting ships that are invisible to normal sensors. The [[GTA Charybdis]] and [[GVA Setekh]] are the only two examples of this classification.&lt;br /&gt;
*&#039;&#039;&#039;Escape Pod&#039;&#039;&#039; - The [[GTEP Hermes]] and [[GVEP Ra]] carry out this role. Escape pods are primarily for escape purposes, and are deployed from capital ships on the verge of destruction to save its crew and officers.&lt;br /&gt;
&lt;br /&gt;
===Unique Ship Types===&lt;br /&gt;
*&#039;&#039;&#039;Medical Ship&#039;&#039;&#039; - Only the [[GTM Hippocrates]] carries this role. Primarily used to house patients under medical care, it is also used to evacuate refugees.&lt;br /&gt;
*&#039;&#039;&#039;Science Cruiser&#039;&#039;&#039; - Only the [[GTSC Faustus]] carries out this role. The Faustus appears to be tasked as a civilian science research vessel, but is also used by the military in times of war for weapons research. Science cruisers mount very few defenses and are therefore vulnerable to any form of assault.&lt;br /&gt;
&lt;br /&gt;
===Others found in ships.tbl that are not classified as ships===&lt;br /&gt;
*&#039;&#039;&#039;Cargo Container&#039;&#039;&#039; - Carried by freighters. Cargo containers are unarmed and vulnerable to even fighter attack, and can only move via freighters.&lt;br /&gt;
*&#039;&#039;&#039;Sentry Gun&#039;&#039;&#039; - A small, vulnerable structure mounting one or more primary weapons. The largest of these is the [[GTSG Mjolnir]], which mounts a beam cannon. Oddly, Shivan sentry guns are rarely encountered in the FreeSpace 2 campaign.&lt;br /&gt;
*&#039;&#039;&#039;Knossos&#039;&#039;&#039; - The Knossos is an enormous subspace portal which, with its rotating components help stabilize a nearly-collapsed jump node.&lt;br /&gt;
*&#039;&#039;&#039;Meson Bomb&#039;&#039;&#039; - The [[TC-Meson Bomb]] is a remote detonation device which blasts about in a massive shockwave. The only canonical situations wherein these were deployed was in the destruction of the Knossos portal and the sealing off of the Capella jump nodes.&lt;br /&gt;
*&#039;&#039;&#039;Asteroid&#039;&#039;&#039; - Asteroids are of natural phenomenon. They are basically huge rocks in space that are harmful to even large capital ships as demonstrated in [[Rebels and Renegades]]. Asteroids may collide with capital ships and deal a severe amount of damage, but can be neutralized by primary weapons easily.&lt;br /&gt;
*&#039;&#039;&#039;Unknown Shivan rotating device&#039;&#039;&#039; - Known as the [[Shivan Comm Node]] in the editor, there has been no canonical description of the device as information regarding it is classified Level Omega. However, its name implies that it may be a kind of communication device of the Shivans.&lt;br /&gt;
&lt;br /&gt;
===Special objects found in ships.tbl===&lt;br /&gt;
*&#039;&#039;&#039;SpaceHunk&#039;&#039;&#039; - The [[SpaceHunk]] is never used in the main FS2 campaign. It appears to be a large piece of debris from an [[SJ Sathanas]] juggernaut.&lt;br /&gt;
*&#039;&#039;&#039;SJD Sathanas&#039;&#039;&#039; - The [[SJD Sathanas]] is a small, triangular object that is used to represent a distant Sathanas juggernaut in [[Into the Lion&#039;s Den]] and all missions from [[Dunkerque]] onwards.&lt;br /&gt;
*&#039;&#039;&#039;Volition Bravos&#039;&#039;&#039; - The [[Volition Bravos]] is an easter egg that can be summoned onto the field using a cheat. It resembles a pirate ship manned by members of the Volition, Inc. staff. Although the Volition Bravos mounts nothing more than a few flak cannons and turret lasers, it is nearly impossible to destroy due to its incredibly high hitpoint count of ten billion.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Aspect-seeking&#039;&#039;&#039; - A type of secondary that must acquire a lock to track the target. See [[GTM Harpoon]].&lt;br /&gt;
*&#039;&#039;&#039;Countermeasure&#039;&#039;&#039; or &#039;&#039;&#039;CM&#039;&#039;&#039; - An anti-missile defensive mechanism for fighter-sized craft.&lt;br /&gt;
*&#039;&#039;&#039;Dumbfire&#039;&#039;&#039; - Secondary weapons cannot acquire any kind of lock on the target. See [[GTM Tempest]].&lt;br /&gt;
*&#039;&#039;&#039;Heat-seeking&#039;&#039;&#039; - A type of secondary weapon that acquires instant lock on the nearest target and chases it until it gets out of its cone.&lt;br /&gt;
*&#039;&#039;&#039;Primary&#039;&#039;&#039; - Primary weapons in &#039;&#039;FreeSpace&#039;&#039; are energy-based lasers.&lt;br /&gt;
*&#039;&#039;&#039;Secondary&#039;&#039;&#039; - Secondary weapons in &#039;&#039;FreeSpace&#039;&#039; are missiles and bombs.&lt;br /&gt;
*&#039;&#039;&#039;Turret laser&#039;&#039;&#039; - Primary weapons found on capital ships, transports, and freighters. An example would be the [[Terran Turret]]. See also &#039;&#039;&#039;blob turret&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Anti-fighter beam&#039;&#039;&#039; - Small beam weapons on ships at least cruiser-sized. They are used to fire at enemy fighters and bombers, but can also provide fire support against small capital ships.&lt;br /&gt;
*&#039;&#039;&#039;Anti-capital beam&#039;&#039;&#039; - Beam weapons are the main armament of capital ships. They range from small such as the [[SGreen]], to large such as the [[BGreen]] and the juggernaut-scale [[BFGreen]].&lt;br /&gt;
*&#039;&#039;&#039;Slash beam&#039;&#039;&#039; - Beams which are used to sweep ships clean of subsystems. Only Terran and Vasudan warships arm these beam weapons.&lt;br /&gt;
*&#039;&#039;&#039;Swarm missile&#039;&#039;&#039; - Swarm missiles are secondary weapons that are fired in multiple numbers. See [[GTM Hornet]]&lt;br /&gt;
&lt;br /&gt;
==Fan Terminology==&lt;br /&gt;
===In-game Terminology===&lt;br /&gt;
====Designation Prefixes====&lt;br /&gt;
* &#039;&#039;&#039;A_&#039;&#039;&#039;   - [[Ancients|Ancient]]&lt;br /&gt;
* &#039;&#039;&#039;Ae_&#039;&#039;&#039;   - [[Aesdherians]]&lt;br /&gt;
* &#039;&#039;&#039;EA_&#039;&#039;&#039;  - [[Earth Alliance]]&lt;br /&gt;
* &#039;&#039;&#039;HL_&#039;&#039;&#039;  - [[Hammer of Light]]&lt;br /&gt;
* &#039;&#039;&#039;N_&#039;&#039;&#039;  - [[Nightmares]]&lt;br /&gt;
* &#039;&#039;&#039;OR_&#039;&#039;&#039;  - Outer Rim Syndicate&lt;br /&gt;
* &#039;&#039;&#039;UE_&#039;&#039;&#039;  - [[United Earth Federation]]&lt;br /&gt;
&lt;br /&gt;
====Designation Suffixes====&lt;br /&gt;
* &#039;&#039;&#039;_BS&#039;&#039;&#039;, &#039;&#039;&#039;_Bs&#039;&#039;&#039;, &#039;&#039;&#039;BB&#039;&#039;&#039; - Battleship&lt;br /&gt;
* &#039;&#039;&#039;_Ca&#039;&#039;&#039; - Carrier&lt;br /&gt;
* &#039;&#039;&#039;_Dn&#039;&#039;&#039; - Dreadnaught&lt;br /&gt;
* &#039;&#039;&#039;_Fg&#039;&#039;&#039;, &#039;&#039;&#039;_Ff&#039;&#039;&#039; - Frigate&lt;br /&gt;
* &#039;&#039;&#039;_Gs&#039;&#039;&#039; - Gunship&lt;br /&gt;
* &#039;&#039;&#039;_H&#039;&#039;&#039; - Hive&lt;br /&gt;
* &#039;&#039;&#039;_SD&#039;&#039;&#039; - Superdestroyer&lt;br /&gt;
* &#039;&#039;&#039;_SJ&#039;&#039;&#039; - Super Juggernaut&lt;br /&gt;
* &#039;&#039;&#039;_TB&#039;&#039;&#039; - Tactical Bomber&lt;br /&gt;
&lt;br /&gt;
===Ship Types===&lt;br /&gt;
* &#039;&#039;&#039;Carrier&#039;&#039;&#039; - Ship of any size whose primary purpose is to carry fightercraft, whether directly into combat or standing off and lending fightercraft support to ongoing operations as needed. &lt;br /&gt;
* &#039;&#039;&#039;Dreadnought&#039;&#039;&#039; - Generally understood to be a destroyer-sized craft, but built for the sole purpose of ship-to-ship combat and lacking a fighterbay or supporting a very limited number of fighters purely for self-defense.&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
* &#039;&#039;&#039;162&#039;&#039;&#039; - The Phoenix sub-forum on the Hard Light Productions Forums.&lt;br /&gt;
* &#039;&#039;&#039;AAA&#039;&#039;&#039; - Anti-fighter beam cannon(s)&lt;br /&gt;
* &#039;&#039;&#039;AB&#039;&#039;&#039; - Afterburner(s)&lt;br /&gt;
* &#039;&#039;&#039;Blob turret&#039;&#039;&#039; - A primary weapon-based, warship-mounted turret. The [[Terran Turret]] is an example.&lt;br /&gt;
* &#039;&#039;&#039;CM&#039;&#039;&#039; - Countermeasure&lt;br /&gt;
* &#039;&#039;&#039;CB&#039;&#039;&#039; - Command Briefing&lt;br /&gt;
* &#039;&#039;&#039;CBAnim&#039;&#039;&#039; - Command Briefing animation&lt;br /&gt;
* &#039;&#039;&#039;Colly&#039;&#039;&#039; - The [[GTVA Colossus|GTVA &#039;&#039;Colossus&#039;&#039;]]&lt;br /&gt;
* &#039;&#039;&#039;FA&#039;&#039;&#039; - FRED Academy&lt;br /&gt;
* &#039;&#039;&#039;F2S&#039;&#039;&#039; - FreeSpace 2 Sector&lt;br /&gt;
* &#039;&#039;&#039;[[Portal:FreeSpace 1|FS1]]&#039;&#039;&#039; - Descent: FreeSpace&amp;amp;mdash;The Great War. Also called Conflict: FreeSpace&amp;amp;mdash;The Great War in Europe. The first game of the series.&lt;br /&gt;
* &#039;&#039;&#039;FS.PL&#039;&#039;&#039; - Defunct polish freespace community &#039;&#039;&#039;Freespace.pl&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;FS2_Open&#039;&#039;&#039; or &#039;&#039;&#039;FSO&#039;&#039;&#039; - The open source version of FreeSpace 2&lt;br /&gt;
* &#039;&#039;&#039;FS2NetD&#039;&#039;&#039; - FS2 Network Game Monitor; utility used to monitor FS2 network games being operated on the FS2Net servers.&lt;br /&gt;
* &#039;&#039;&#039;FS3&#039;&#039;&#039; - [[FreeSpace 3]], the theoretical sequel to FreeSpace 2&lt;br /&gt;
* &#039;&#039;&#039;GOG&#039;&#039;&#039; or &#039;&#039;&#039;GoG&#039;&#039;&#039; - Good Old Games. A digital distribution website that sells copies of FreeSpace 2.  See [[Getting FreeSpace]].&lt;br /&gt;
* &#039;&#039;&#039;GW&#039;&#039;&#039; - Game-Warden&lt;br /&gt;
* &#039;&#039;&#039;Hattie&#039;&#039;&#039; - The [[GVD Hatshepsut|GVD &#039;&#039;Hatshepsut&#039;&#039;]]&lt;br /&gt;
* &#039;&#039;&#039;HLP&#039;&#039;&#039; - Hard Light Productions&lt;br /&gt;
* &#039;&#039;&#039;HOTU&#039;&#039;&#039; - Home of the Underdogs. This website used to host a stripped-down version of FreeSpace 2.&lt;br /&gt;
* &#039;&#039;&#039;Lucy&#039;&#039;&#039; - The [[SD Lucifer|SD &#039;&#039;Lucifer&#039;&#039;]]&lt;br /&gt;
* &#039;&#039;&#039;MediaVP&#039;&#039;&#039; or &#039;&#039;&#039;MVP&#039;&#039;&#039; - VP files with graphical enhancements for FreeSpace Open&lt;br /&gt;
* &#039;&#039;&#039;Peggy&#039;&#039;&#039; - The [[GTF Pegasus|GTF &#039;&#039;Pegasus&#039;&#039;]]&lt;br /&gt;
* &#039;&#039;&#039;Pers&#039;&#039;&#039; - The [[GTF Perseus|GTF &#039;&#039;Perseus&#039;&#039;]]&lt;br /&gt;
* &#039;&#039;&#039;Retail&#039;&#039;&#039; - The original version of FreeSpace 2, as released by Volition in 1999, plus the official patches. (=not FreeSpace Open). &#039;&#039;Retail&#039;&#039; may also be used to refer to an official campaign, depending on context.&lt;br /&gt;
* &#039;&#039;&#039;RTB&#039;&#039;&#039; - Return to Base. Used to refer to the directive that tells the player to return to base.&lt;br /&gt;
* &#039;&#039;&#039;SCP&#039;&#039;&#039; - Source Code Project.  The people responsible for creating, maintaining and debugging FS2_Open.&lt;br /&gt;
* &#039;&#039;&#039;SEXP&#039;&#039;&#039; - Symbolic EXPressions.  Special function strings within FRED that allow for complex mission objectives and other things to be carried out by a mission bulider.&lt;br /&gt;
* &#039;&#039;&#039;SG&#039;&#039;&#039; - Sectorgame. This website hosts the FreeSpace 2 Sector.&lt;br /&gt;
* &#039;&#039;&#039;ST&#039;&#039;&#039; - [[Silent Threat]]&lt;br /&gt;
* &#039;&#039;&#039;TC&#039;&#039;&#039; - Total Conversion. See [[Total conversions]]&lt;br /&gt;
* &#039;&#039;&#039;V&#039;&#039;&#039; or &#039;&#039;&#039;[V]&#039;&#039;&#039; - [[Volition]], Inc., the developer of FreeSpace and FreeSpace 2.&lt;br /&gt;
* &#039;&#039;&#039;VBB&#039;&#039;&#039; - Volition Bulletin Board.  The boards Volition maintained as a centre for the FS community.  Now defunct.&lt;br /&gt;
* &#039;&#039;&#039;VW&#039;&#039;&#039; - Volition Watch, developer fansite covering the FreeSpace, Red Faction and Summoner series. Awaiting demolition.&lt;br /&gt;
* &#039;&#039;&#039;Zod&#039;&#039;&#039; - A term used to describe [[Vasudans]]. Derived from Zodiac because their fighter wings were designated based on them in FS1. The term has been coined by Eishtmo.&lt;br /&gt;
&lt;br /&gt;
===Campaign Abbreviations===&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;This list is incomplete and not necessarily up-to-date. See also: [[Narwhal&#039;s Campaign List]]&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;158&#039;&#039;&#039; - The 158th Banshee Squadron&lt;br /&gt;
* &#039;&#039;&#039;AA&#039;&#039;&#039; - Aeos Affair&lt;br /&gt;
* &#039;&#039;&#039;AAB&#039;&#039;&#039; - Ascension and Beyond&lt;br /&gt;
* &#039;&#039;&#039;AG&#039;&#039;&#039; - [[Alcibiades&#039; Gamble]]&lt;br /&gt;
* &#039;&#039;&#039;AHTW&#039;&#039;&#039; - All Hands to War&lt;br /&gt;
* &#039;&#039;&#039;AotD&#039;&#039;&#039; - Angels of the Damned&lt;br /&gt;
* &#039;&#039;&#039;[[ASW]]&#039;&#039;&#039; - The [[Ancient-Shivan War (campaign)|Ancient-Shivan War]]&lt;br /&gt;
* &#039;&#039;&#039;BP&#039;&#039;&#039; - [[Blue Planet]]&lt;br /&gt;
** &#039;&#039;&#039;BP:AoA&#039;&#039;&#039; or &#039;&#039;&#039;AoA&#039;&#039;&#039; - [[Blue Planet: Age of Aquarius]]&lt;br /&gt;
** &#039;&#039;&#039;BP:WiH&#039;&#039;&#039; or &#039;&#039;&#039;WiH&#039;&#039;&#039; - [[Blue Planet: War in Heaven]]&lt;br /&gt;
* &#039;&#039;&#039;BtA&#039;&#039;&#039; - [[Between the Ashes]]&lt;br /&gt;
* &#039;&#039;&#039;BtRL&#039;&#039;&#039; - [[Beyond the Red Line]]&lt;br /&gt;
* &#039;&#039;&#039;BWO&#039;&#039;&#039; - [[Blackwater Operations]]&lt;br /&gt;
* &#039;&#039;&#039;CoW&#039;&#039;&#039; - Casualties of War&lt;br /&gt;
* &#039;&#039;&#039;CoS&#039;&#039;&#039;, &#039;&#039;&#039;Nukemod-CoS&#039;&#039;&#039; or &#039;&#039;&#039;Nukemod&#039;&#039;&#039; - [[Nukemod|Nukemod - Children of Shiva]]&lt;br /&gt;
* &#039;&#039;&#039;CtS&#039;&#039;&#039; - [[Crossing the Styx]]&lt;br /&gt;
* &#039;&#039;&#039;DEM&#039;&#039;&#039; - [[Deus Ex Machina]]&lt;br /&gt;
* &#039;&#039;&#039;DoS&#039;&#039;&#039; - [[Dawn of Sol]]&lt;br /&gt;
* &#039;&#039;&#039;DW&#039;&#039;&#039; - Dusk Wars&lt;br /&gt;
* &#039;&#039;&#039;ED&#039;&#039;&#039; - Earth Defence&lt;br /&gt;
* &#039;&#039;&#039;FSPort&#039;&#039;&#039; - [[FreeSpace Port]]&lt;br /&gt;
** &#039;&#039;&#039;ST:R&#039;&#039;&#039; - [[Silent Threat: Reborn]]&lt;br /&gt;
* &#039;&#039;&#039;FS3&#039;&#039;&#039; - Freespace 3 the search For bosch&lt;br /&gt;
**NOTE: This one also reffers to hypothetical, official sequel&lt;br /&gt;
* &#039;&#039;&#039;FSU&#039;&#039;&#039; - The FreeSpace Upgrade Project&lt;br /&gt;
* &#039;&#039;&#039;HGI&#039;&#039;&#039; - Hellgate: Ikeya&lt;br /&gt;
* &#039;&#039;&#039;INF&#039;&#039;&#039; - [[Inferno]]. This may refer to any Inferno mod.&lt;br /&gt;
** &#039;&#039;&#039;INFA&#039;&#039;&#039; or &#039;&#039;&#039;INFA1&#039;&#039;&#039; - [[Inferno: Alliance]]&lt;br /&gt;
** &#039;&#039;&#039;INFA2&#039;&#039;&#039; - The sequel to Inferno: Alliance&lt;br /&gt;
** &#039;&#039;&#039;INFR1&#039;&#039;&#039; - [[Inferno Release 1]]&lt;br /&gt;
** &#039;&#039;&#039;INFASA&#039;&#039;&#039; - Inferno: Alliance Standalone&lt;br /&gt;
** &#039;&#039;&#039;INF SCP&#039;&#039;&#039; - Inferno SCP&lt;br /&gt;
** &#039;&#039;&#039;INFN&#039;&#039;&#039;, &#039;&#039;&#039;INFNostos&#039;&#039;&#039; - [[Inferno Nostos]]&lt;br /&gt;
* &#039;&#039;&#039;ITDoH&#039;&#039;&#039; - Into The Depths of Hell&lt;br /&gt;
* &#039;&#039;&#039;ITHOV&#039;&#039;&#039; - Into the Halls of Valhalla&lt;br /&gt;
* &#039;&#039;&#039;JAD&#039;&#039;&#039; - [[Just Another Day]]&lt;br /&gt;
** &#039;&#039;&#039;JAD2&#039;&#039;&#039; - [[Just Another Day 2: Electric Boogaloo]]&lt;br /&gt;
** &#039;&#039;&#039;JAD3&#039;&#039;&#039; - [[Just Another Day 3: Shivans on a Plane]]&lt;br /&gt;
* &#039;&#039;&#039;JtEP&#039;&#039;&#039; - The Journey to Epsilon Pegasi&lt;br /&gt;
* &#039;&#039;&#039;LM&#039;&#039;&#039; - The Lightning Marshal&lt;br /&gt;
* &#039;&#039;&#039;MT&#039;&#039;&#039; - Machina Terra&lt;br /&gt;
* &#039;&#039;&#039;MG&#039;&#039;&#039; - Mind Games&lt;br /&gt;
* &#039;&#039;&#039;NTV&#039;&#039;&#039; - [[Neo-Terra Victorious]]&lt;br /&gt;
* &#039;&#039;&#039;OCaD&#039;&#039;&#039; - Operation: Cloak and Dagger&lt;br /&gt;
* &#039;&#039;&#039;OTT&#039;&#039;&#039; - [[Over the Top]]&lt;br /&gt;
* &#039;&#039;&#039;PI&#039;&#039;&#039; - [[The Procyon Insurgency]]&lt;br /&gt;
* &#039;&#039;&#039;RR&#039;&#039;&#039; - Renegade Resurgence&lt;br /&gt;
* &#039;&#039;&#039;SA&#039;&#039;&#039;, &#039;&#039;&#039;Scroll&#039;&#039;&#039; - The Scroll of Antankharzim&lt;br /&gt;
* &#039;&#039;&#039;SerRes&#039;&#039;&#039; - [[Series Resurrecta]]&lt;br /&gt;
* &#039;&#039;&#039;SG&#039;&#039;&#039; - Shadow Genesis&lt;br /&gt;
* &#039;&#039;&#039;SGWP2&#039;&#039;&#039; - [[The Second Great War Part II]]&lt;br /&gt;
* &#039;&#039;&#039;SoL&#039;&#039;&#039; - [[Shadows of Lylat]]&lt;br /&gt;
* &#039;&#039;&#039;SotGW&#039;&#039;&#039; - [[Shadows of the Great War]]&lt;br /&gt;
* &#039;&#039;&#039;SR&#039;&#039;&#039; - [[Series Resurrecta]]&lt;br /&gt;
* &#039;&#039;&#039;SS&#039;&#039;&#039; - Shattered Stars&lt;br /&gt;
* &#039;&#039;&#039;SWC&#039;&#039;&#039; - Star Wars Conversion&lt;br /&gt;
** &#039;&#039;&#039;FotG&#039;&#039;&#039; - [[Fate of the Galaxy]]&lt;br /&gt;
* &#039;&#039;&#039;TAP&#039;&#039;&#039; - [[The Apocalypse Project]]&lt;br /&gt;
* &#039;&#039;&#039;TBP&#039;&#039;&#039; - [[The Babylon Project]]&lt;br /&gt;
** &#039;&#039;&#039;TBP:RW&#039;&#039;&#039; or &#039;&#039;&#039;RW&#039;&#039;&#039; - [[Raider Wars]]&lt;br /&gt;
** &#039;&#039;&#039;TBP:FH&#039;&#039;&#039; or &#039;&#039;&#039;FH&#039;&#039;&#039; - [[Fortune Hunters]]&lt;br /&gt;
* &#039;&#039;&#039;TI&#039;&#039;&#039; - Twisted Infinities&lt;br /&gt;
* &#039;&#039;&#039;TotT&#039;&#039;&#039; or &#039;&#039;&#039;ToT&#039;&#039;&#039; - Teeth of the Tiger&lt;br /&gt;
* &#039;&#039;&#039;TS&#039;&#039;&#039; - Technological Superiority&lt;br /&gt;
* &#039;&#039;&#039;TSS&#039;&#039;&#039; - [[The Sixth Seal]]&lt;br /&gt;
* &#039;&#039;&#039;TTP&#039;&#039;&#039; - The Titan Project&lt;br /&gt;
* &#039;&#039;&#039;TVWP&#039;&#039;&#039; - [[Terran-Vasudan War Project]]&lt;br /&gt;
* &#039;&#039;&#039;VD&#039;&#039;&#039; - Vassago&#039;s Dirge&lt;br /&gt;
* &#039;&#039;&#039;WCS&#039;&#039;&#039; - [[Wing Commander Saga]]&lt;br /&gt;
* &#039;&#039;&#039;WoD&#039;&#039;&#039; - [[Wings of Dawn]]&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
The following is a list of some terms commonly seen on multiplayer chat screens.&lt;br /&gt;
* &#039;&#039;&#039;AI&#039;&#039;&#039; - Artificial Intelligence. This refers to any computer-controlled ship.&lt;br /&gt;
* &#039;&#039;&#039;Coop&#039;&#039;&#039; - Cooperative game. All players are on the same side and work together to accomplish the mission objectives.&lt;br /&gt;
* &#039;&#039;&#039;Dogfight&#039;&#039;&#039; or &#039;&#039;&#039;DF&#039;&#039;&#039; - A free-for-all type of game, essentially the Deathmatch of FreeSpace. All players are on their own and fight for survival.&lt;br /&gt;
* &#039;&#039;&#039;EMP&#039;&#039;&#039; - The EMP missile&lt;br /&gt;
* &#039;&#039;&#039;Fire&#039;&#039;&#039; - The Infyrno missile&lt;br /&gt;
* &#039;&#039;&#039;Fish&#039;&#039;&#039; - The Piranha missile&lt;br /&gt;
* &#039;&#039;&#039;Lag&#039;&#039;&#039; - Latency. This refers to the &amp;quot;jumpiness&amp;quot; in a multiplayer game due to slow Internet connections. FreeSpace has always had a lag problem, and even modern, high-speed connections have trouble hosting and playing online FreeSpace games. Can be greatly mitigated by having all players set their &amp;quot;Object Update&amp;quot; setting to Low.&lt;br /&gt;
* &#039;&#039;&#039;Lag bombing&#039;&#039;&#039; - Double-linking your secondary slot, firing, then quickly switching to your other secondary slot and firing it. Continue cycling and firing secondary slots until the server finally updates and you must wait to reload. This is often outlawed in multiplayer games.&lt;br /&gt;
* &#039;&#039;&#039;Lag loading&#039;&#039;&#039; or &#039;&#039;&#039;Tab loading&#039;&#039;&#039; - An exploit that allows a player to load their ship with weapons that it is unable to carry by default, such as the Helios on a Perseus. This is achieved by first selecting the weapon in question with the mouse button, keeping it selected while using the Tab key to switch to the Ship Selection screen, moving the cursor over the bank where the weapon is to be loaded, and finally pressing the Tab key one more time to change back to the Weapons Loadout screen and letting go of the mouse button just as the screen changes. The server will still think that you have your old ship selected, so its weapons permissions will not update in time to prevent you from loading something illegal. This is usually discouraged in multiplayer and considered cheating, but some multiplayer maps were actually made to accommodate this tactic. Lag loading is also possible in single-player. Contrary to popular belief, does not have anything to do with lag, nor is it harder to do in single player.&lt;br /&gt;
*&#039;&#039;&#039;Lock/Unlock&#039;&#039;&#039; - Refers to the &amp;quot;Lock&amp;quot; button on the mission briefing screen. The host (or in TvT game, team captains) have to click the &amp;quot;Lock&amp;quot; button to allow other pilots/wingmates to make ship/loadout changes. &lt;br /&gt;
*&#039;&#039;&#039;Low&#039;&#039;&#039; - Setting &amp;quot;Object Updates&amp;quot; in the Multiplayer tab of FreeSpace 2&#039;s options to &amp;quot;Low&amp;quot;. This is the preferred setting for MP clients. The &amp;quot;Low&amp;quot; setting limits the connection bit rate between the MP host and the client in order to make the game run smoother for everyone.&lt;br /&gt;
* &#039;&#039;&#039;Quick jumping&#039;&#039;&#039; - A technique that involves all players in the Briefing menu to commit in order for the host to end the mission without needing to host again. It is usually used to give players not yet playing an opportunity to join the game instead of needing to wait for another match.&lt;br /&gt;
*&#039;&#039;&#039;TvT&#039;&#039;&#039; - Team versus Team game. The players are divided into two sides and fight for supremacy.&lt;br /&gt;
&lt;br /&gt;
===Terms related to modelling===&lt;br /&gt;
*&#039;&#039;&#039;Greeble&#039;&#039;&#039; - Small piece of detail which serve no other purpose only to make a ship look better.&lt;br /&gt;
*&#039;&#039;&#039;[[HTL]]&#039;&#039;&#039; - Hardware Transformation &amp;amp; Lighting. This abbreviation has since mutated into shorthand for any user-created high-polygon ship, or generally any retail ship with extra details added by the community.&lt;br /&gt;
*&#039;&#039;&#039;LOD&#039;&#039;&#039; - Level of Detail. The further you get away from a ship, the less detailed it will be rendered.&lt;br /&gt;
*&#039;&#039;&#039;Multi-part turret&#039;&#039;&#039; - A multi-part turret is, in a word, a turret with one, two or three barrels.&lt;br /&gt;
*&#039;&#039;&#039;Single-part turret&#039;&#039;&#039; - A single-part turret, is, in a word, a turret without any barrels.&lt;br /&gt;
*&#039;&#039;&#039;TrueView&#039;&#039;&#039; - A plugin utility for [[trueSpace]]. Ideal for building hierarchy. However, not a must.&lt;br /&gt;
&lt;br /&gt;
===Forum Terms===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;OP&#039;&#039;&#039; - Original Post / Original Poster: The first post in a thread.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stickies&#039;&#039;&#039; - Threads which remain at the top of the list and are highlighted, as they are always needed and relevant. Sometimes referred to as &#039;Pinned&#039; threads in other forums.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Splitting a thread&#039;&#039;&#039; - Sometimes a thread goes a little off-topic. When this happens it may be split. When a thread is split, the original thread remains, usually with most of its posts, and a new thread is created with the split posts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Tenderizer&amp;diff=66075</id>
		<title>Tenderizer</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Tenderizer&amp;diff=66075"/>
		<updated>2025-04-01T19:24:59Z</updated>

		<summary type="html">&lt;p&gt;Mobius: /* Notes */&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;
| [[Where Eagles Dare|Previous Mission]]&lt;br /&gt;
| [[FreeSpace 1 Campaign Walkthrough#Main FreeSpace 1 Campaign|Campaign Walkthrough]]&lt;br /&gt;
| [[Shell Game|Next Mission]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;ACT 2 MISSION 5&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;In order to protect Vasuda Prime, the GTD Galatea will be moving from Antares to Beta Aquilae.&#039;&#039;&lt;br /&gt;
:&#039;&#039;Alpha and Beta will provide support.&#039;&#039;&lt;br /&gt;
:&#039;&#039;The sentry guns surrounding the jump node were severely damaged in the recent Hammer of Light attack. Alpha wing will inspect sentry guns to determine if they are salvageable. Beta wing will provide cover.&#039;&#039;&lt;br /&gt;
:&#039;&#039;The Galatea will jump into Antares, reset its coordinates, then jump to Beta Aquilae. Lately, the Hammer of Light has been attacking all ships passing through the jump node. It is your responsibility to destroy all enemy ships that you encounter.&#039;&#039;&lt;br /&gt;
:&#039;&#039;After the Galatea jumps to Beta Aquilae, you will be contacted by the Detiula Installation in the Antares system. There you will receive your briefing and move on to your next mission. Intelligence has specifically requested you and your wing for these missions. Good luck, pilot.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
Fly to the Watchdogs at mission start and open fire as soon as your scan begins, as they&#039;ll soon turn hostile. A few warmup wings of HoL redshirts will arrive. Next are a few bomber waves. The bombers are equipped with Stilettos and Synaptics and are trying to disable the &#039;&#039;Galatea&#039;&#039;, and therefore aren&#039;t much of a threat to her, although there are several [[PVB Amun|Amuns]] thrown in. Their heavy turrets will make short work of your wingmen on higher difficulties, so either don&#039;t bother defending the &#039;&#039;Galatea&#039;&#039; (Stiletto hits won&#039;t really hurt her) or load your wing with the best-armored ships available (Herc and Medusa in this case).&lt;br /&gt;
&lt;br /&gt;
Next are the kamikazes. The Anubises do 4000 damage and the Seths 6000, so try to go for the latter even if they are slightly more difficult to kill. However, the kamikazes really won&#039;t do &#039;&#039;that&#039;&#039; much damage; the only scary thing they send at you is the explosives-packed Aten (PVC &#039;&#039;Mauler&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
On lower difficulties, you can simply kill the cruiser, but a more efficient tactic is to disable it with Stiletto and then rearm as your wingmen finish it off. Remember that this is a red-alert, so try to keep some wingmen alive and watch out for your hull.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
This is one of the few missions in the campaign that allows [[cheats|cheating]]. In this context &amp;quot;cheating&amp;quot; does not mean &amp;quot;send your wingmen away so that you will get all kills&amp;quot;. It means &amp;quot;cheat code&amp;quot;. If you want to use [[Shivan Super Laser]]s in this &#039;&#039;and&#039;&#039; the next mission, go right ahead.&lt;br /&gt;
&lt;br /&gt;
For some, the Watchdogs are actually Cerberus, making them a bit more dangerous, but not by much.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
*GTD &#039;&#039;Galatea&#039;&#039;&lt;br /&gt;
*PVC &#039;&#039;Mauler&#039;&#039; ([[Hammer of Light]])&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===Petersaber===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;RzCB3gccEuY&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 1 Campaign]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GVF_Nhu&amp;diff=66074</id>
		<title>GVF Nhu</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GVF_Nhu&amp;diff=66074"/>
		<updated>2025-03-26T14:54:16Z</updated>

		<summary type="html">&lt;p&gt;Mobius: References to SR&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships}}&lt;br /&gt;
&lt;br /&gt;
[[Image:VF Nhu.jpg|thumb|right|650px|{{PAGENAME}}]]&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
===Tech Room Description===&lt;br /&gt;
Spess fighta.&lt;br /&gt;
&lt;br /&gt;
===Series Resurrecta Description (PVF Nhu)===&lt;br /&gt;
A familiar foe to Terran-Vasudan War veterans, the Nhu had been the source of problems for the GTA right in the middle of the conflict. Introduced in early 2324, right before the Battle of Vega III, the Nhu was superior to most Terran counterparts of the time, forcing the rushed development of newer designs among GTA forces. Its main characteristic was the possibility of being easily loaded with explosives, making it ideal for kamikaze assaults. This flexible Vasudan fighter served in virtually every theater of operations since its introduction, but was rendered obsolete by the end of the 2320s with the introduction of its replacement, the smaller PVF Anubis. The Hammer of Light has seized control of many reserve wings of these fighters and retrofitted them with modern engines and weapons. As they can hardly compete with modern designs, the HoL deploy these fighters en masse to capitalize on their numbers.&lt;br /&gt;
&lt;br /&gt;
===Credits List===&lt;br /&gt;
*Model by &#039;&#039;&#039;Oddgrim&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship_box&lt;br /&gt;
|name = @VF Nhu&lt;br /&gt;
|type = Space Superiority&lt;br /&gt;
|manufacturer = Sahr Corporation&lt;br /&gt;
|yaw_pitch_roll = 3.3 - 3.3 - 3.5&lt;br /&gt;
|max_velocity = 60 (78)&lt;br /&gt;
|max_ab_velocity = 130.0&lt;br /&gt;
|max_ab_duration = 6.6&lt;br /&gt;
|hitpoints = 230&lt;br /&gt;
|shields = 270&lt;br /&gt;
|length = 18.91&lt;br /&gt;
|width = 12.37&lt;br /&gt;
|height = 5.89&lt;br /&gt;
|gun_bank_1 = 2&lt;br /&gt;
|gun_bank_2 = 2&lt;br /&gt;
|missile_bank_1 = 40&lt;br /&gt;
|missile_bank_2 = 25&lt;br /&gt;
|countermeasures = 20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{|{{Weapon bank box background}} &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{{Pbank_box&lt;br /&gt;
|table_style =&lt;br /&gt;
|header_style = &lt;br /&gt;
|setting =Default&lt;br /&gt;
|pbank_1_guns =2&lt;br /&gt;
|pbank_1_default =Prometheus R&lt;br /&gt;
|pbank_2_guns =2&lt;br /&gt;
|pbank_2_default =Mekhu HL-7&lt;br /&gt;
|allowed_loadout =Mekhu HL-7, Akheton SDG, Morning Star, Prometheus S, Prometheus R, Circe, Lamprey&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{|{{Weapon bank box background}} &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{{Sbank_box&lt;br /&gt;
|table_style =&lt;br /&gt;
|header_style = &lt;br /&gt;
|setting =Default&lt;br /&gt;
|sbank_1_capacity =40&lt;br /&gt;
|sbank_1_default =Harpoon&lt;br /&gt;
|sbank_2_capacity =25&lt;br /&gt;
|sbank_2_default =Harpoon&lt;br /&gt;
|allowed_loadout =Rockeye, Tempest, Harpoon, Hornet, TAG-B, Tornado, Hornet#Weak, EMP Adv.&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image: |&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Download link:===&lt;br /&gt;
*Release Thread: &lt;br /&gt;
**[http://www.hard-light.net/forums/index.php?topic=85233.0 Release thread | Hard-light forums]&lt;br /&gt;
&lt;br /&gt;
*Download: &lt;br /&gt;
**[http://www.freespacemods.net/download.php?view.906 Download | FSMods.net]&lt;br /&gt;
*p3d model preview: [http://p3d.in/mOoRQ]&lt;br /&gt;
&lt;br /&gt;
*[[Series Resurrecta]]:&lt;br /&gt;
**[https://fsnebula.org/mod/SeriesResurrecta Series Resurrecta on Knossos | FSNebula]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: User-made Ships]]&lt;br /&gt;
[[Category: Non-canon]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=PVF_Seshat&amp;diff=66073</id>
		<title>PVF Seshat</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=PVF_Seshat&amp;diff=66073"/>
		<updated>2025-03-26T14:51:43Z</updated>

		<summary type="html">&lt;p&gt;Mobius: /* Download Link */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|&#039;&#039;PVF &#039;&#039;&#039;Seshat&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{shipimage|image=[[Image:PVF_Seshat.png|650px]]|caption=PVF Seshat}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===Twist of Fate Chapter 2 Tech Description===&lt;br /&gt;
The Seshat is a new Vasudan space superiority fighter. Weaker than our Eris but faster, the Seshat is the first truly balanced fighter the PVN has ever built. The Seshat carries an average weapon loadout and is compatible with a wide range of Vasudan weapons. Like the Terran Apollo and Eris, the Seshat&#039;s main strength is adaptability. It can&#039;t intercept as well as a Horus, wade into a thick firefight as well as a Seth, or dogfight with the deadly grace of a Thoth, but it can do those things all at once, unlike other Vasudan fighters.&lt;br /&gt;
&lt;br /&gt;
The Seshat is a class C threat.&lt;br /&gt;
&lt;br /&gt;
===Series Resurrecta Tech Description===&lt;br /&gt;
The Seshat is a superb example of a design which can be adequately resurrected and adapted despite its troublesome initial development. The design was supposed to be introduced in late 2334 as a game changer to the Terran-Vasudan War, but faulty power grids and energy management systems caused so many accidents and inconveniences that the PVN had to abandon its plans to deploy it in combat against the GTA. These issues were, in fact, so common that the GTA found out about the existence of this prototype thanks to multiple reports on its accidents. The Shivan Incursion has quickly led the Seshat into oblivion as the Vasudans faced much tougher challenges with the near total destruction of their cities and administrative regions on Vasuda Prime. Mere days before the destruction of the Lucifer, however, tests performed on retrofitted Seshat prototypes have confirmed the possibility of turning the ship into an extremely versatile scout, with interiors adapted to host and support its pilot in missions potentially lasting over one month.&lt;br /&gt;
&lt;br /&gt;
===Credits List===&lt;br /&gt;
{{shipimage|image=[[Image:PVFSeshat_Nyx.jpg|650px]]|caption=Alternate PVF Seshat}}&lt;br /&gt;
*Model by &#039;&#039;&#039;Aldo&#039;&#039;&#039;, conversion by &#039;&#039;&#039;StratComm&#039;&#039;&#039;&lt;br /&gt;
*Alternate Model and textures by &#039;&#039;&#039;Nyctaeus&#039;&#039;&#039; and &#039;&#039;&#039;FreeSpaceKing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Name Origin==&lt;br /&gt;
Seshat is the Egyptian goddess of wisdom and writing.&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; | Space Superiority&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]&#039;&#039;&#039;&lt;br /&gt;
| Akheton Corporation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]&#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;
| 75.0 - 90.0 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;
| 150.0 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| Average&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 290&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| 370&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 25 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;Default Statistics&#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;
| Khopesh&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| [[Mekhu HL-7]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[Vasudan Light Laser|VLL-9 Laser]], [[Avenger]], [[Mekhu HL-7]], Khopesh, [[GTW Akheton SDG|Akheton SDG]], Scimitar, [[GTW Flail|Flail]], Adze&lt;br /&gt;
|}&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;Default Statistics&#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;
| 40&lt;br /&gt;
| [[GTM MX-64|Rockeye]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 40&lt;br /&gt;
| [[GTM Interceptor|Interceptor]]&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 Fury|Fury]], [[GTM MX-64|Rockeye]], [[GTM Hornet|Hornet]], [[GTM Interceptor|Interceptor]], [[GTM Harpoon|Harpoon]], [[GTM Phoenix V|Phoenix V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:FrontlinesSS006.jpg | A wing of Seshats as the [[PVF_Nefertum(Frontlines)|PVF Nefertum]], during the T-V War ([[Frontlines]]).&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
&lt;br /&gt;
===Download Link===&lt;br /&gt;
*Stratcomm version:&lt;br /&gt;
**FreeSpace Mods (As the PVF Nefertum) - http://www.freespacemods.net/download.php?view.722&lt;br /&gt;
&lt;br /&gt;
*Alternate version:&lt;br /&gt;
**[http://www.mediafire.com/file/ljkrqp01l0hy7t4/zodshit.7z/file Download | Mediafire]&lt;br /&gt;
**[https://drive.google.com/open?id=1N1ZBwNX7zjh2WHNwpGaneyu_XLQWc0xM Mirror | Google Drive]&lt;br /&gt;
&lt;br /&gt;
*[[Series Resurrecta]]:&lt;br /&gt;
**[https://fsnebula.org/mod/SeriesResurrecta Series Resurrecta on Knossos | FSNebula]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=PVF_Ka&amp;diff=66072</id>
		<title>PVF Ka</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=PVF_Ka&amp;diff=66072"/>
		<updated>2025-03-26T14:51:18Z</updated>

		<summary type="html">&lt;p&gt;Mobius: /* External links: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|&#039;&#039;{{PAGENAME}}&#039;&#039;}}&lt;br /&gt;
[[Image:PVFKa.jpg|thumb|right|650px|{{PAGENAME}}]]&lt;br /&gt;
[[Image:PVFKa_HOL.jpg|thumb|right|650px|HoL Variant in Series Resurrecta]]&lt;br /&gt;
==Description:==&lt;br /&gt;
===Series Resurrecta Description===&lt;br /&gt;
Very limited information concerning this fighter is available at this time as most details remain classified. What is obvious, however, is that the Ka is a fighter entirely developed and manufactured by the Hammer of Light, used on rare occasions. Unconfirmed reports state that the most vital HoL strongholds may now be guarded by wings of Ka fighters. Pilots are advised to exercise caution when facing this threat to regional security.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
*Original textures by &#039;&#039;&#039;Oddgrim&#039;&#039;&#039;&lt;br /&gt;
*Model / Texture by &#039;&#039;&#039;Nyctaeus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Designer&#039;s Comments===&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship_box&lt;br /&gt;
|name = PVF Ka&lt;br /&gt;
|yaw_pitch_roll = 4.2 - 4.2 - 4.2&lt;br /&gt;
|max_velocity = 60 (72)&lt;br /&gt;
|max_ab_velocity = 120.0&lt;br /&gt;
|max_ab_duration = 6.8&lt;br /&gt;
|hitpoints = 330&lt;br /&gt;
|shields = 600&lt;br /&gt;
|length = 20.51&lt;br /&gt;
|width = 19.49&lt;br /&gt;
|height = 4.68&lt;br /&gt;
|gun_bank_1 = 4&lt;br /&gt;
|gun_bank_2 = 2&lt;br /&gt;
|missile_bank_1 = 60&lt;br /&gt;
|missile_bank_2 = 80&lt;br /&gt;
|countermeasures = 40&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Armaments===&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=4 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Default Statistics&#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: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;
| 4&lt;br /&gt;
| &lt;br /&gt;
| Avenger&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
| Avenger&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=4| Compatible Primaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4| ML-16 Laser, VLL-9 Laser, Avenger, Flail, Prometheus, Prometheus A, Prometheus R, Banshee, S-Breaker, Leech Cannon&lt;br /&gt;
|}&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;Default Statistics&#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;
| Interceptor&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 80&lt;br /&gt;
| Interceptor&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Secondaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| MX-50, Fury, Fang, Interceptor, Interceptor#Weak, Hornet, Hornet#Weak, Phoenix V, Havoc, EM Pulse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;300px&amp;quot;&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Modding Resources==&lt;br /&gt;
:$POF File: SerRes_Ka.pof&lt;br /&gt;
:Texture list: Glass-trans;KaHOL;TVckpt&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|}}&lt;br /&gt;
&lt;br /&gt;
==External links:==&lt;br /&gt;
*Unborn Legacy&#039;s Zod dump:&lt;br /&gt;
**[https://www.hard-light.net/forums/index.php?topic=96493.0 Release thread | Hard-light forums]&lt;br /&gt;
**[http://www.mediafire.com/file/ljkrqp01l0hy7t4/zodshit.7z/file Download | Mediafire]&lt;br /&gt;
**[https://drive.google.com/open?id=1N1ZBwNX7zjh2WHNwpGaneyu_XLQWc0xM Mirror | Google Drive]&lt;br /&gt;
&lt;br /&gt;
*[[Series Resurrecta]]:&lt;br /&gt;
**[https://fsnebula.org/mod/SeriesResurrecta Series Resurrecta on Knossos | FSNebula]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=PVF_Seshat&amp;diff=66071</id>
		<title>PVF Seshat</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=PVF_Seshat&amp;diff=66071"/>
		<updated>2025-03-26T14:47:52Z</updated>

		<summary type="html">&lt;p&gt;Mobius: SR&amp;#039;s description added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|&#039;&#039;PVF &#039;&#039;&#039;Seshat&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{shipimage|image=[[Image:PVF_Seshat.png|650px]]|caption=PVF Seshat}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===Twist of Fate Chapter 2 Tech Description===&lt;br /&gt;
The Seshat is a new Vasudan space superiority fighter. Weaker than our Eris but faster, the Seshat is the first truly balanced fighter the PVN has ever built. The Seshat carries an average weapon loadout and is compatible with a wide range of Vasudan weapons. Like the Terran Apollo and Eris, the Seshat&#039;s main strength is adaptability. It can&#039;t intercept as well as a Horus, wade into a thick firefight as well as a Seth, or dogfight with the deadly grace of a Thoth, but it can do those things all at once, unlike other Vasudan fighters.&lt;br /&gt;
&lt;br /&gt;
The Seshat is a class C threat.&lt;br /&gt;
&lt;br /&gt;
===Series Resurrecta Tech Description===&lt;br /&gt;
The Seshat is a superb example of a design which can be adequately resurrected and adapted despite its troublesome initial development. The design was supposed to be introduced in late 2334 as a game changer to the Terran-Vasudan War, but faulty power grids and energy management systems caused so many accidents and inconveniences that the PVN had to abandon its plans to deploy it in combat against the GTA. These issues were, in fact, so common that the GTA found out about the existence of this prototype thanks to multiple reports on its accidents. The Shivan Incursion has quickly led the Seshat into oblivion as the Vasudans faced much tougher challenges with the near total destruction of their cities and administrative regions on Vasuda Prime. Mere days before the destruction of the Lucifer, however, tests performed on retrofitted Seshat prototypes have confirmed the possibility of turning the ship into an extremely versatile scout, with interiors adapted to host and support its pilot in missions potentially lasting over one month.&lt;br /&gt;
&lt;br /&gt;
===Credits List===&lt;br /&gt;
{{shipimage|image=[[Image:PVFSeshat_Nyx.jpg|650px]]|caption=Alternate PVF Seshat}}&lt;br /&gt;
*Model by &#039;&#039;&#039;Aldo&#039;&#039;&#039;, conversion by &#039;&#039;&#039;StratComm&#039;&#039;&#039;&lt;br /&gt;
*Alternate Model and textures by &#039;&#039;&#039;Nyctaeus&#039;&#039;&#039; and &#039;&#039;&#039;FreeSpaceKing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Name Origin==&lt;br /&gt;
Seshat is the Egyptian goddess of wisdom and writing.&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; | Space Superiority&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]&#039;&#039;&#039;&lt;br /&gt;
| Akheton Corporation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]&#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;
| 75.0 - 90.0 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;
| 150.0 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| Average&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 290&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| 370&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 25 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;Default Statistics&#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;
| Khopesh&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| [[Mekhu HL-7]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[Vasudan Light Laser|VLL-9 Laser]], [[Avenger]], [[Mekhu HL-7]], Khopesh, [[GTW Akheton SDG|Akheton SDG]], Scimitar, [[GTW Flail|Flail]], Adze&lt;br /&gt;
|}&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;Default Statistics&#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;
| 40&lt;br /&gt;
| [[GTM MX-64|Rockeye]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 40&lt;br /&gt;
| [[GTM Interceptor|Interceptor]]&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 Fury|Fury]], [[GTM MX-64|Rockeye]], [[GTM Hornet|Hornet]], [[GTM Interceptor|Interceptor]], [[GTM Harpoon|Harpoon]], [[GTM Phoenix V|Phoenix V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:FrontlinesSS006.jpg | A wing of Seshats as the [[PVF_Nefertum(Frontlines)|PVF Nefertum]], during the T-V War ([[Frontlines]]).&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
&lt;br /&gt;
===Download Link===&lt;br /&gt;
*Stratcomm version:&lt;br /&gt;
**FreeSpace Mods (As the PVF Nefertum) - http://www.freespacemods.net/download.php?view.722&lt;br /&gt;
&lt;br /&gt;
*Alternate version:&lt;br /&gt;
**[http://www.mediafire.com/file/ljkrqp01l0hy7t4/zodshit.7z/file Download | Mediafire]&lt;br /&gt;
**[https://drive.google.com/open?id=1N1ZBwNX7zjh2WHNwpGaneyu_XLQWc0xM Mirror | Google Drive]&lt;br /&gt;
&lt;br /&gt;
*Series Resurrecta:&lt;br /&gt;
**[https://fsnebula.org/mod/SeriesResurrecta Series Resurrecta on Knossos | FSNebula]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=The_Sixth_Seal&amp;diff=66065</id>
		<title>The Sixth Seal</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=The_Sixth_Seal&amp;diff=66065"/>
		<updated>2025-03-25T15:58:58Z</updated>

		<summary type="html">&lt;p&gt;Mobius: ModDB link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:TheSixthSeal.png|center|650px]]&lt;br /&gt;
&lt;br /&gt;
==General Info==&lt;br /&gt;
&#039;&#039;&#039;Author:&#039;&#039;&#039; Shiv &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions:&#039;&#039;&#039; 16 (part one) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Release:&#039;&#039;&#039; March 24th, 2025 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mods included:&#039;&#039;&#039; new music tracks &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Sixth Seal,&#039;&#039;&#039; also referred to as &#039;&#039;&#039;TSS&#039;&#039;&#039;, is a campaign set in 2334, at the time of the war between [[Terrans]] and [[Vasudans]].&lt;br /&gt;
&lt;br /&gt;
==Development and Credits==&lt;br /&gt;
TBFIL.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consulting:&#039;&#039;&#039; Nyctaeus, Goober5000, Mobius &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Testing:&#039;&#039;&#039; Colt, Goober5000, Nyctaeus, Envoybane, ShadowsOfLight, Fusion, Mobius &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon effects:&#039;&#039;&#039; Inferno, Earth Defense, Blue Planet, Jessnec, with adjustments &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon models:&#039;&#039;&#039; Inferno, MjnMixael, TheDagger, Earth Defense, FSPort &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exclusive Music:&#039;&#039;&#039; ShadowsOfLight &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skyboxes:&#039;&#039;&#039; Nyctaeus&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
TBFIL.&lt;br /&gt;
&lt;br /&gt;
==Releases==&lt;br /&gt;
===TSS1===&lt;br /&gt;
The first TSS campaign was released on March 24th, 2025.&lt;br /&gt;
&lt;br /&gt;
===TSS2===&lt;br /&gt;
Part 2 is currently under development.&lt;br /&gt;
&lt;br /&gt;
==Player comments==&lt;br /&gt;
TBFIL&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
[https://www.hard-light.net/forums/index.php?topic=99578 &#039;&#039;&#039;Release Thread | Hard-Light Productions&#039;&#039;&#039;]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.moddb.com/mods/the-sixth-seal &#039;&#039;&#039;Official Profile | ModDB&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
[[Category: User-made Campaigns]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=The_Sixth_Seal&amp;diff=66059</id>
		<title>The Sixth Seal</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=The_Sixth_Seal&amp;diff=66059"/>
		<updated>2025-03-24T13:31:24Z</updated>

		<summary type="html">&lt;p&gt;Mobius: /* Development and Credits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:TheSixthSeal.png|center|650px]]&lt;br /&gt;
&lt;br /&gt;
==General Info==&lt;br /&gt;
&#039;&#039;&#039;Author:&#039;&#039;&#039; Shiv &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions:&#039;&#039;&#039; 16 (part one) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Release:&#039;&#039;&#039; March 24th, 2025 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mods included:&#039;&#039;&#039; new music tracks &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Sixth Seal,&#039;&#039;&#039; also referred to as &#039;&#039;&#039;TSS&#039;&#039;&#039;, is a campaign set in 2334, at the time of the war between [[Terrans]] and [[Vasudans]].&lt;br /&gt;
&lt;br /&gt;
==Development and Credits==&lt;br /&gt;
TBFIL.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consulting:&#039;&#039;&#039; Nyctaeus, Goober5000, Mobius &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Testing:&#039;&#039;&#039; Colt, Goober5000, Nyctaeus, Envoybane, ShadowsOfLight, Fusion, Mobius &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon effects:&#039;&#039;&#039; Inferno, Earth Defense, Blue Planet, Jessnec, with adjustments &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon models:&#039;&#039;&#039; Inferno, MjnMixael, TheDagger, Earth Defense, FSPort &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exclusive Music:&#039;&#039;&#039; ShadowsOfLight &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skyboxes:&#039;&#039;&#039; Nyctaeus&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
TBFIL.&lt;br /&gt;
&lt;br /&gt;
==Releases==&lt;br /&gt;
===TSS1===&lt;br /&gt;
The first TSS campaign was released on March 24th, 2025.&lt;br /&gt;
&lt;br /&gt;
===TSS2===&lt;br /&gt;
Part 2 is currently under development.&lt;br /&gt;
&lt;br /&gt;
==Player comments==&lt;br /&gt;
TBFIL&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
[https://www.hard-light.net/forums/index.php?topic=99578 &#039;&#039;&#039;Release Thread | Hard-Light Productions&#039;&#039;&#039;]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.hard-light.net/forums/index.php?topic=99578 &#039;&#039;&#039;Official SerRes Profile | ModDB&#039;&#039;&#039;] (TBFIL)&lt;br /&gt;
&lt;br /&gt;
[[Category: User-made Campaigns]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=The_Sixth_Seal&amp;diff=66057</id>
		<title>The Sixth Seal</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=The_Sixth_Seal&amp;diff=66057"/>
		<updated>2025-03-24T13:28:26Z</updated>

		<summary type="html">&lt;p&gt;Mobius: Created page with &amp;quot;650px  ==General Info== &amp;#039;&amp;#039;&amp;#039;Author:&amp;#039;&amp;#039;&amp;#039; Shiv &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Missions:&amp;#039;&amp;#039;&amp;#039; 16 (part one) &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Release:&amp;#039;&amp;#039;&amp;#039; March 24th, 2025 &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Mods included:&amp;#039;&amp;#039;&amp;#039;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:TheSixthSeal.png|center|650px]]&lt;br /&gt;
&lt;br /&gt;
==General Info==&lt;br /&gt;
&#039;&#039;&#039;Author:&#039;&#039;&#039; Shiv &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Missions:&#039;&#039;&#039; 16 (part one) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Release:&#039;&#039;&#039; March 24th, 2025 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mods included:&#039;&#039;&#039; new music tracks &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Sixth Seal,&#039;&#039;&#039; also referred to as &#039;&#039;&#039;TSS&#039;&#039;&#039;, is a campaign set in 2334, at the time of the war between [[Terrans]] and [[Vasudans]].&lt;br /&gt;
&lt;br /&gt;
==Development and Credits==&lt;br /&gt;
TBFIL.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consulting:&#039;&#039;&#039; Nyctaeus, Goober5000, Mobius &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Testing:&#039;&#039;&#039; Colt, Goober5000, Nyctaeus, Envoybane, ShadowsOfLight, Fusion &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon effects:&#039;&#039;&#039; Inferno, Earth Defense, Blue Planet, Jessnec, with adjustments &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weapon models:&#039;&#039;&#039; Inferno, MjnMixael, TheDagger, Earth Defense, FSPort &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Exclusive Music:&#039;&#039;&#039; ShadowsOfLight &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skyboxes:&#039;&#039;&#039; Nyctaeus&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
TBFIL.&lt;br /&gt;
&lt;br /&gt;
==Releases==&lt;br /&gt;
===TSS1===&lt;br /&gt;
The first TSS campaign was released on March 24th, 2025.&lt;br /&gt;
&lt;br /&gt;
===TSS2===&lt;br /&gt;
Part 2 is currently under development.&lt;br /&gt;
&lt;br /&gt;
==Player comments==&lt;br /&gt;
TBFIL&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
[https://www.hard-light.net/forums/index.php?topic=99578 &#039;&#039;&#039;Release Thread | Hard-Light Productions&#039;&#039;&#039;]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.hard-light.net/forums/index.php?topic=99578 &#039;&#039;&#039;Official SerRes Profile | ModDB&#039;&#039;&#039;] (TBFIL)&lt;br /&gt;
&lt;br /&gt;
[[Category: User-made Campaigns]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=File:TheSixthSeal.png&amp;diff=66056</id>
		<title>File:TheSixthSeal.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=File:TheSixthSeal.png&amp;diff=66056"/>
		<updated>2025-03-24T13:25:54Z</updated>

		<summary type="html">&lt;p&gt;Mobius: The Sixth Seal logo by Nyctaeus.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The Sixth Seal logo by Nyctaeus.&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=PVG_Oasis&amp;diff=66054</id>
		<title>PVG Oasis</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=PVG_Oasis&amp;diff=66054"/>
		<updated>2025-03-24T13:22:16Z</updated>

		<summary type="html">&lt;p&gt;Mobius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|&#039;&#039;&#039;PVG&#039;&#039;&#039; &#039;&#039;&#039;Oasis&#039;&#039;&#039;}} &lt;br /&gt;
&lt;br /&gt;
Pre-FS1-era unarmed Vasudan gas miner.&lt;br /&gt;
&lt;br /&gt;
[[Image:PVG Oasis.jpg|thumb|right|650px|PVG Oasis]]&lt;br /&gt;
[[Image:HTLOasisWiki.png|thumb|right|650px|HTL Oasis as seen in [[The Sixth Seal]]]]&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
===Tech Room Description===&lt;br /&gt;
The largest unarmed ship in the Vasudan navy, the Oasis-class gas miner probably functions in a similar manner to our Bromios miners, extracting, refining, and storing fuel from gas giants for use in reactors. It is believed to have been designed prior to first contact with Terrans, to travel established and well-policed jump nodes for bulk fuel transport. They are rarely seen in contested systems, leading tacticians to believe the Vasudans refuel in secure locations.&lt;br /&gt;
&lt;br /&gt;
===[[The Sixth Seal]] Tech Room Description===&lt;br /&gt;
Challenged by the harsh conditions of their home planet, the Vasudans learned very quickly to venture in the field of space exploration, and did so faster than the Terrans. Designated as a Resource Collector, the Oasis is a large and unarmed Vasudan design that is part of a long lineage of vessels, predating any other space faring vessel in circulation. What is now the Oasis is nothing but a heavily upgraded version of one of the first Vasudan ships ever capable of interplanetary travel and resource exploitation, well before the discovery of subspace drives.&lt;br /&gt;
&lt;br /&gt;
These vessels have efficient, internal modular devices which can be easily adapted to gas or asteroid mining, depending on the environment. The three-stage deck structure of Oasis vessels allows for repeated resource processing and filtering, thus minimizing the loss of potentially valuable minerals or gases, as well as the need for further processing.&lt;br /&gt;
&lt;br /&gt;
Oasis crews are older than average, as they&#039;re generally composed by both military and civilian officers nearing retirement and willing to contribute to the Empire with vital resource gathering. These ships have a relevant role in Vasudan culture, with plenty of proverbs, expressions, words and metaphors having their roots on Oasis operations. Generations of Vasudans who ended up serving on these ships and their predecessors have all but consolidated these expressions in culture. In fact, these sayings are present in Vasudan culture at all levels, ranging from colloquialisms to formal terms.&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
*Model by &#039;&#039;&#039;Galemp&#039;&#039;&#039;&lt;br /&gt;
*HTL by &#039;&#039;&#039;Nyctaeus&#039;&#039;&#039;, based on texture by &#039;&#039;&#039;Oddgrim&#039;&#039;&#039;. TSS tech description by &#039;&#039;&#039;Mobius&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
Uses recolored HTL [[PVFr Bast|Bast]] texture, so maps of both are interchangeable. Use Texture Replacement in FRED2 to get get different color variants. Gas texture used on the rings is a recolor of Miner02vTile04 used by [[GVG Anuket|Anuket]], so this one can be swapped as well. &lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship_box&lt;br /&gt;
|name = PVG Oasis&lt;br /&gt;
|yaw_pitch_roll = 100 - 100 - 80&lt;br /&gt;
|max_velocity = 20 (35)&lt;br /&gt;
|hitpoints = 4000&lt;br /&gt;
|length = 360&lt;br /&gt;
|width = 174.41&lt;br /&gt;
|height = 175.12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;300px&amp;quot;&amp;gt;&lt;br /&gt;
Image:pvgoasis.jpg|PVG Oasis and [[TG Bromios]]&lt;br /&gt;
Image:FLOasis.jpg|Unreleased alternate HTL version from [[Frontlines]] by Black Wolf.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Modding Resources==&lt;br /&gt;
:$POF File: oasis.pof&lt;br /&gt;
:Texture list: capital03-05;vascarg;miner02vtile04;vascarg2;capital03-02;vaseng3;cruisertile6;capital03-04;damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==External links:==&lt;br /&gt;
*[https://www.freespacemods.net/download_900.html Download | FSmods]&lt;br /&gt;
*[http://www.hard-light.net/forums/index.php?topic=84700.0 Release thread | Hard-light forums]&lt;br /&gt;
*HTL - [[The Sixth Seal]]:&lt;br /&gt;
**&#039;&#039;&#039;[https://www.hard-light.net/forums/index.php?topic=99578.0 Download | Hard-Light Productions]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTF_Antaeus&amp;diff=66053</id>
		<title>GTF Antaeus</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTF_Antaeus&amp;diff=66053"/>
		<updated>2025-03-24T13:21:23Z</updated>

		<summary type="html">&lt;p&gt;Mobius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Inferno Ships|&#039;&#039;GTF &#039;&#039;&#039;Antaeus&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
[[Image:gtfantaeus.jpg|thumb|right|470px| GTF Antaeus as seen in Inferno: Alliance.]]&lt;br /&gt;
[[Image:Antek2Wiki.png|thumb|right|470px| GTF Antaeus as seen in [[The Sixth Seal]].]]&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===INFA Tech Room Description===&lt;br /&gt;
Though the Hercules class fighter was indeed a powerful craft, many pilots complained that it &#039;handled like a brick.&#039; The Antaeus is an attempt to solve that problem, faster and more maneuverable than the Hercules but sacrifices little in armour and shielding. The only major drawback is the Anteaus has only one secondary bank and so carries far less missiles than the Hercules.&lt;br /&gt;
&lt;br /&gt;
===The Sixth Seal Tech Room Description===&lt;br /&gt;
Developed by Han-Roland Corporation, the GTF Antaeus serves as the GTA fleet&#039;s standard assault fighter. Built for versatility, the Antaeus boasts a robust power supply capable of mounting heavy primary lasers, giving it a firepower advantage over the GTF Apollo. It also features a larger missile capacity, though the single secondary bank design requires pilots to carefully plan their loadouts to ensure mission effectiveness. The Antaeus is a reliable choice for missions requiring sustained combat capabilities.&lt;br /&gt;
&lt;br /&gt;
===Credits List===&lt;br /&gt;
*Model by &#039;&#039;&#039;Woomeister&#039;&#039;&#039;&lt;br /&gt;
*Upgrade by &#039;&#039;&#039;Nyctaeus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Name Origin===&lt;br /&gt;
Antaeus was a giant defeated by [[GTF Hercules|Hercules]].&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; | Assault Fighter&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]&#039;&#039;&#039;&lt;br /&gt;
| Han-Ronald Corp&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]&#039;&#039;&#039;&lt;br /&gt;
| Average&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 55.0 - 64.0 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;
| 130.0 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;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 18 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;Default Statistics&#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;
| Shrieker&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 4&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 Avenger|Avenger]], Avenger II, Shrieker, Mace, [[GTW Prometheus|Prometheus]], Banshee-R&lt;br /&gt;
|}&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;Default Statistics&#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;
| 80&lt;br /&gt;
| [[GTM Interceptor|Interceptor]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Secondaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| Hunter, [[GTM Fury|Fury]], [[GTM Hornet|Hornet]], [[GTM Interceptor|Interceptor]], [[GTM Phoenix V|Phoenix V]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|The Antaeus is the fighter of choice in Inferno Alliance. It has the six gunpoints of the original [[Hercules]], but only one missile bank. Armed with Prometheus cannons and/or Banshees the Antaeus could really rip apart any fighter in a dogfight, and its low secondary capacity is more than made up for with good enough maneuverability and speed. The Antaeus could be said to be the opposite of the [[GTF Hercules Mark II|Hercules Mark II]] in the way that while the Hercules Mark II focuses on missile capacity, the Antaeus focuses on primary firepower. All in all, however, the Hercules Mark II is probably the better fighter.}}&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
*[[Inferno: Alliance]]:&lt;br /&gt;
**&#039;&#039;&#039;[http://www.freespacemods.net/download.php?view.94 Download | FreeSpaceMods.net]&lt;br /&gt;
*[[The Sixth Seal]]:&lt;br /&gt;
**&#039;&#039;&#039;[https://www.hard-light.net/forums/index.php?topic=99578.0 Download | Hard-Light Productions]&lt;br /&gt;
&lt;br /&gt;
[[Category: User-made Ships]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Apollo_variants&amp;diff=66046</id>
		<title>Apollo variants</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Apollo_variants&amp;diff=66046"/>
		<updated>2025-03-23T14:54:54Z</updated>

		<summary type="html">&lt;p&gt;Mobius: Typos corrected&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|&#039;&#039;{{PAGENAME}}&#039;&#039;}}&lt;br /&gt;
[[Image:Apollo_Bomber.jpg|thumb|right|650px|Bomber variant (AKA [[Famous persons#Lieutenant_Ash|Lt. Ash]]).]]&lt;br /&gt;
[[Image:Apollo_Proto.jpg|thumb|right|650px|Prototype variant.]]&lt;br /&gt;
[[Image:Apollo_MkII.jpg|thumb|right|650px|Mk II variant.]]&lt;br /&gt;
&lt;br /&gt;
===Tech Room Description===&lt;br /&gt;
* Bomber variant&lt;br /&gt;
** The Apollo bomber variant has a turret, more primary guns that are powered by a stronger reactor, and can carry heavier secondary arms than its space superiority counterpart, while having similar acceleration and maneuverability. Overall, the GTB Apollo is a very versatile craft and can perform multiple roles, ranging from precision strikes on large capital ships&#039; subsystems to assignments as assault fighter or bomber in attack runs on smaller craft, all the while doing well in Dogfights. Despite this, the higher production cost when compared to the standard issue Apollo, make the bomber variant a much more rare sight in the fleet, with only a few ships issued to specialized squadrons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Prototype variant&lt;br /&gt;
** The new Apollo fighter prototype is a perfect all-around ship, and a vast improvement over the aging Mustang Alpha in every aspect. It is more agile, has greater secondary loadout, better armour, and is faster. Field tests so far have yielded excellent results, although some pilots report slight instabilities at maximum speed and problems with low energy reserves for primaries in prolonged battles. All problems withstanding this impressive fighter will soon enter mass production, albeit maybe so with slight adjustments in place, to fix the remaining issues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* MK II variant&lt;br /&gt;
** The Apollo Mark II is the attempt bring back old design that had been the backbone of the fleet during the Great War in a modernized form. This is achieved by on one hand combining the strong parts of the Apollo fighter and bomber variants in the old Apollo spaceframe, while adding all the latest tricks in fighter design. The MK II features twice as efficient gun controls as older GTVA ships, and at the same time a much higher secondary payload, than the older Apollo models. The MK II has much improved hull armour and especially shields as well. Chances are, the MK II will be to a new generations of pilots what the MK I had been to pilots for the longest part of the Great War: A versatile ship for every situation.&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
*&#039;&#039;&#039;Fightermedic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Designer&#039;s Comments===&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{ship_box&lt;br /&gt;
|name =GTB Apollo&lt;br /&gt;
|type =Fighter-Bomber&lt;br /&gt;
|manufacturer =Han-Ronald Corp.&lt;br /&gt;
|max_velocity =58 - 85&lt;br /&gt;
|max_ab_velocity =140&lt;br /&gt;
|hitpoints =250&lt;br /&gt;
|shields =350&lt;br /&gt;
|length =21.35&lt;br /&gt;
|gun_bank_1 =3&lt;br /&gt;
|gun_bank_2 =3&lt;br /&gt;
|missile_bank_1 =6&lt;br /&gt;
|missile_bank_2 =6&lt;br /&gt;
|turrets =1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{ship_box&lt;br /&gt;
|name =TF Apollo XX&lt;br /&gt;
|type =Space-Superiority&lt;br /&gt;
|manufacturer =Han-Ronald Corp.&lt;br /&gt;
|max_velocity =70 - 82&lt;br /&gt;
|max_ab_velocity =140&lt;br /&gt;
|hitpoints =240&lt;br /&gt;
|shields =230&lt;br /&gt;
|length =21.35&lt;br /&gt;
|gun_bank_1 =2&lt;br /&gt;
|gun_bank_2 =2&lt;br /&gt;
|missile_bank_1 =12&lt;br /&gt;
|missile_bank_2 =12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ship_box&lt;br /&gt;
|name =GTF Apollo Mk II&lt;br /&gt;
|type =All purpose&lt;br /&gt;
|manufacturer =Han-Ronald Corp.&lt;br /&gt;
|max_velocity =72 - 87&lt;br /&gt;
|max_ab_velocity =140&lt;br /&gt;
|hitpoints =400&lt;br /&gt;
|shields =600&lt;br /&gt;
|length =21.35&lt;br /&gt;
|gun_bank_1 =4&lt;br /&gt;
|gun_bank_2 =4&lt;br /&gt;
|missile_bank_1 =50&lt;br /&gt;
|missile_bank_2 =12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|&lt;br /&gt;
The 3 models only differ in the (modeled) primary and secondary weapon placements (plus second pilot cockpit and nose turret for the bomber) and glowpoint colors. The hull colors are achieved by team color maps and tables, and can therefore easily be altered to the modder&#039;s convenience.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The modelled primary and secondary mounts are actually separate subobjects that may be swapped around in PCS2 by an experienced modder to achieve any different configuration.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==External links:==&lt;br /&gt;
*Download:&lt;br /&gt;
**[https://www.mediafire.com/?vpc2wv48otduf22 Download | Mediafire]&lt;br /&gt;
**[https://drive.google.com/open?id=16RCYGyBTmkPJKhVLfjrLIoAvRKp-L00y Mirror | Google Drive]&lt;br /&gt;
* Release thread&lt;br /&gt;
** [https://www.hard-light.net/forums/index.php?topic=92432.0 Apollo HTL and MK2, Prototype, Bomber variants]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTB_Apollo&amp;diff=66045</id>
		<title>GTB Apollo</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTB_Apollo&amp;diff=66045"/>
		<updated>2025-03-23T14:52:42Z</updated>

		<summary type="html">&lt;p&gt;Mobius: Redirected page to Apollo variants&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT: [[Apollo variants]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Apollo_versions&amp;diff=66044</id>
		<title>Apollo versions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Apollo_versions&amp;diff=66044"/>
		<updated>2025-03-23T14:51:42Z</updated>

		<summary type="html">&lt;p&gt;Mobius: Redirected page to Apollo variants&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT: [[Apollo variants]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Inferno&amp;diff=65955</id>
		<title>Inferno</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Inferno&amp;diff=65955"/>
		<updated>2024-12-29T09:31:12Z</updated>

		<summary type="html">&lt;p&gt;Mobius: Inferno continuities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;For additional info regarding Inferno builds and their boosted limits, see [[Engine limitations]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=0 cellpadding=4 cellspacing=0 style=&amp;quot;margin: 0 auto 0 auto; background: #311; border: 2px #811 solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Image:INF.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General Info==&lt;br /&gt;
&#039;&#039;&#039;Current Team&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;No Tea&#039;&#039;&#039; - Project Leader, FREDder, Writer, 2D Artist&lt;br /&gt;
*&#039;&#039;&#039;Rampage&#039;&#039;&#039; - 3D Artist, FREDder&lt;br /&gt;
*&#039;&#039;&#039;Nyctaeus&#039;&#039;&#039; - 3D and 2D Artist&lt;br /&gt;
*&#039;&#039;&#039;Mobius&#039;&#039;&#039; - Advisor, FREDder, writer&lt;br /&gt;
*&#039;&#039;&#039;Colt&#039;&#039;&#039; - FREDder&lt;br /&gt;
*&#039;&#039;&#039;Admiral Nelson&#039;&#039;&#039; - FREDder, CBanim Artist&lt;br /&gt;
*&#039;&#039;&#039;Kitsune&#039;&#039;&#039; - FREDder&lt;br /&gt;
*&#039;&#039;&#039;Fusion&#039;&#039;&#039; - Writer, Bugtester&lt;br /&gt;
*&#039;&#039;&#039;NeonShivan&#039;&#039;&#039; - Beta tester&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Semi-Active Members&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rhymes&#039;&#039;&#039; - Writer&lt;br /&gt;
*&#039;&#039;&#039;MesoTroniK&#039;&#039;&#039; - Sound Artist&lt;br /&gt;
*&#039;&#039;&#039;Goober5000&#039;&#039;&#039; - SVN Host, Coding, Scripting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legacy Members&#039;&#039;&#039;&lt;br /&gt;
*Woomeister (former project leader), Droid803, SadisticSid, Shiv, Freespaceking, Trivial Psychic, Jessnec, General Battuta, JSRNerdo, Moonred, TheDagger, BrotherBryon, Macielos4759, Hippo&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Release dates and missions:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inferno:&#039;&#039;&#039; Act 1 released 2018, Act 2 released 2024, 32 missions. Act 3 under development. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Classic:&#039;&#039;&#039; released 2003, 14 missions &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alliance:&#039;&#039;&#039; released 2006, 20 missions &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alliance Reborn:&#039;&#039;&#039; 40 missions, on indefinite hold &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Story===&lt;br /&gt;
Inferno is an unofficial sequel to Freespace 2, centered on the [[List of Sol jump node devices|restoration]] of the [[Sol]] jump node in [[Delta Serpentis]].  35 years after Capella, the GTVA re-established contact with the [[Earth Alliance]], the warlike rulers of Sol that emerged from the ashes of the [[GTA]].  A war between the GTVA and the EA rages on, with the [[Vasudans]] remaining neutral in the conflict. During the EA-GTVA war, the [[Shivans]] return.&lt;br /&gt;
&lt;br /&gt;
In addition to the main [[Post-Capella]] plot, Inferno: Alliance covers the events that occurred in Sol following the destruction of the [[SD Lucifer]] in 2335.&lt;br /&gt;
&lt;br /&gt;
==Inferno continuities==&lt;br /&gt;
In its 20+ years of development, Inferno experienced a total team turnover and a number of changes to its infrastructure. For this reason, INF is now divided into two continuities: the old one featuring the first iterations of the project, and the modern reboot featuring a replacement of the early iterations, as well as a proper continuation to the story.&lt;br /&gt;
&lt;br /&gt;
===Modern Reboot===&lt;br /&gt;
====[[Inferno Nostos|Inferno]]====&lt;br /&gt;
&lt;br /&gt;
Inferno (formerly &#039;&#039;&#039;Inferno: Nostos&#039;&#039;&#039;) is a reboot of the original Inferno campaign. The first act was released in 2018, and Inferno 2 was released Christmas Eve 2024. Inferno 3, which completes the cycle, is currently in development, with most missions playable and feature-complete.&lt;br /&gt;
&lt;br /&gt;
====[[Inferno: Alliance Standalone]]====&lt;br /&gt;
&#039;&#039;&#039;Also known as: INFA:SA, INFASA, INFA1 (may also refer to INFA)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Inferno: Alliance Standalone is a reboot of the old Inferno: Alliance campaign. The main campaign is currently on hold, and progress on it is supposed to resume following the release of Nostos R3.  Alliance Standalone&#039;s sequel, Alliance 2, has not passed the conceptualization phase. A release, if any, will happen after Nostos 3.  Some of the satellite Alliance Standalone content has found a new life in [[Series Resurrecta]].&lt;br /&gt;
&lt;br /&gt;
===Old Continuity===&lt;br /&gt;
The [[Inferno Classic]] continuity, made up of [[Inferno Release 1]] and [[Inferno: Alliance]] is in hibernation.  No development has taken place since the 2010s. A campaign named [[INFA2|Inferno: Alliance 2]], meant to fill the gap between INFA and the main INF timeline, was also conceptualized but no release ultimately was made. Team member Mobius ultimately ended up shifting assets from Alliance 2 into the [[Series Resurrecta]] continuity, and these campaigns retain various references to their origin.&lt;br /&gt;
&lt;br /&gt;
====[[Inferno Classic]]====&lt;br /&gt;
&#039;&#039;&#039;Also known as Inferno R1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mostly known with the abbreviation INFR1, this is the first release of the Inferno project, dating back to 2003. INFR1 is compatible with Freespace Open thanks to a patch and additional support. A voice acted version of INFR1 was released on July 16th, 2023 for the 20th Anniversary of the mod.  No development on a sequel is planned. All work on INFR&#039;s sequels stopped in the late 2010s.&lt;br /&gt;
&lt;br /&gt;
[[Inferno R1 Ship Database]]&lt;br /&gt;
&lt;br /&gt;
====[[Inferno: Alliance]]====&lt;br /&gt;
&lt;br /&gt;
Inferno: Alliance, or INFA, is another MOD ideated by Woomeister and released in late 2006. It takes place in Sol many years after the collapse of the jump node connecting the system to Delta Serpentis. The campaign was focused on the war between Earth and Mars, leading to the foundation of the Earth Alliance.&lt;br /&gt;
&lt;br /&gt;
[[Inferno: Alliance Ship Database]]&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
&#039;&#039;&#039;Websites&#039;&#039;&#039;&lt;br /&gt;
*[http://inferno.hard-light.net/ Official Inferno site | Hard-Light Productions.net]&lt;br /&gt;
*[http://inferno.hard-light.net/SOL Official Inferno: Alliance site | Hard-Light Productions.net]&lt;br /&gt;
*[https://www.moddb.com/games/infscp Inferno: Nostos page | ModDB.com]&lt;br /&gt;
*[http://www.moddb.com/games/inferno Inferno: Alliance Reborn page | ModDB.com]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forums/Threads&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[https://www.hard-light.net/forums/index.php?board=20.0 Main Inferno board | Hard-Light Productions.net]&#039;&#039;&#039;&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=94800.0 Inferno Nostos release thread | Hard-Light Productions.net]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=98869.0 INFR1 20th Anniversary Edition release thread | Hard-Light Productions.net]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Downloads&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://www.freespacemods.net/download.php?view.95 Inferno R1 | FreeSpaceMods.net]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://www.freespacemods.net/download.php?view.353 SCP Patch for Inferno R1 | FreeSpaceMods.net]&#039;&#039;&#039;&lt;br /&gt;
*[http://www.freespacemods.net/download.php?view.94 Inferno: Alliance | FreeSpaceMods.net]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Videos&#039;&#039;&#039;&lt;br /&gt;
*[http://www.moddb.com/games/inferno/videos Inferno: Alliance Standalone videos | ModDB.com]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:User-made_Campaigns]]&lt;br /&gt;
[[Category:Inferno|*]]&lt;br /&gt;
[[Category:Non-canon]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Auriga&amp;diff=65912</id>
		<title>Auriga</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Auriga&amp;diff=65912"/>
		<updated>2024-11-17T15:40:22Z</updated>

		<summary type="html">&lt;p&gt;Mobius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{non-canon}}&lt;br /&gt;
{{disambiguation}}&lt;br /&gt;
*[[MTD Auriga]], a [[GTD Orion|&#039;&#039;Orion&#039;&#039;]]-class destroyer used by [[Morgan Technologies]] in [[Derelict]]&lt;br /&gt;
*[[GTD Auriga]], an Orion-inspired light destroyer by &#039;&#039;&#039;Trashman&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;In various [[Inferno]] continuities&#039;&#039;&#039;&lt;br /&gt;
*[[Inferno: Alliance Ship Database#GTD Auriga|GTD &#039;&#039;Auriga&#039;&#039;]], or MRD &#039;&#039;Auriga&#039;&#039;, was an Orion-class destroyer that served as flagship of the Martian fleet in [[Inferno: Alliance]]&lt;br /&gt;
*[[EACa Auriga]], a class of carrier based on the GTD Orion&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Lucifer_invincibility&amp;diff=65816</id>
		<title>Lucifer invincibility</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Lucifer_invincibility&amp;diff=65816"/>
		<updated>2024-09-08T08:05:38Z</updated>

		<summary type="html">&lt;p&gt;Mobius: Redirected page to The Lucifer invincibility misconception&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[The Lucifer invincibility misconception]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Lucifer_invulnerability&amp;diff=65815</id>
		<title>Lucifer invulnerability</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Lucifer_invulnerability&amp;diff=65815"/>
		<updated>2024-09-08T08:05:12Z</updated>

		<summary type="html">&lt;p&gt;Mobius: Redirected page to The Lucifer invincibility misconception&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[The Lucifer invincibility misconception]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Inferno&amp;diff=65794</id>
		<title>Inferno</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Inferno&amp;diff=65794"/>
		<updated>2024-08-29T11:21:05Z</updated>

		<summary type="html">&lt;p&gt;Mobius: Article overhaul, additional changes required&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;For additional info regarding Inferno builds and their boosted limits, see [[Engine limitations]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=0 cellpadding=4 cellspacing=0 style=&amp;quot;margin: 0 auto 0 auto; background: #311; border: 2px #811 solid; border-collapse: collapse; font-size: 95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;| [[Image:INF.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==General Info==&lt;br /&gt;
&#039;&#039;&#039;Current Team&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;No Tea&#039;&#039;&#039; - Project Leader, FREDder, Writer&lt;br /&gt;
*&#039;&#039;&#039;Rampage&#039;&#039;&#039; - 3D Artist, FREDder&lt;br /&gt;
*&#039;&#039;&#039;Nyctaeus&#039;&#039;&#039; - 3D and 2D Artist&lt;br /&gt;
*&#039;&#039;&#039;Mobius&#039;&#039;&#039; - Advisor, FREDder, writer&lt;br /&gt;
*&#039;&#039;&#039;Colt&#039;&#039;&#039; - FREDder&lt;br /&gt;
*&#039;&#039;&#039;Admiral Nelson&#039;&#039;&#039; - FREDder, CBanim Artist&lt;br /&gt;
*&#039;&#039;&#039;Kitsune&#039;&#039;&#039; - FREDder&lt;br /&gt;
*&#039;&#039;&#039;Fusion&#039;&#039;&#039; - Writer, Bugtester&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Semi-Active Members&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rhymes&#039;&#039;&#039; - Writer&lt;br /&gt;
*&#039;&#039;&#039;MesoTroniK&#039;&#039;&#039; - Sound Artist&lt;br /&gt;
*&#039;&#039;&#039;Goober5000&#039;&#039;&#039; - SVN Host, Coding, Scripting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legacy Members&#039;&#039;&#039;&lt;br /&gt;
*Woomeister (former project leader), Droid803, SadisticSid, Shiv, Freespaceking, Trivial Psychic, Jessnec, General Battuta, JSRNerdo, Moonred, TheDagger, BrotherBryon, Macielos4759, Hippo&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Release dates and missions:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INFR1:&#039;&#039;&#039; released in 2003, 14 missions &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;INFA:&#039;&#039;&#039; released in 2006, 20 missions &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nostos R1:&#039;&#039;&#039; first released in 2018, currently being upgraded with 22 missions (3 are part of a prologue) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nostos R2:&#039;&#039;&#039; release planned for 2024, 12 missions &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nostos R3:&#039;&#039;&#039; under development &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;INFASA/INFAR:&#039;&#039;&#039; c.a. 40 missions, now on hold &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;INFA2:&#039;&#039;&#039; undefined &amp;lt;br&amp;gt;   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mods included:&#039;&#039;&#039; Complete modpacks &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Story===&lt;br /&gt;
With over two decades of activity, Inferno (INF) is a mod of historical relevance for the FreeSpace community. Over the course of its development, Inferno experienced a total turnover of its team, which also resulted in major changes to the plots and concepts behind this project.&lt;br /&gt;
&lt;br /&gt;
The core plots of Inferno show what happened years after the [[Second Shivan Incursion|Capella incident]] and the consequent [[List of Sol jump node devices|restoration]] of the [[Sol]] jump node in [[Delta Serpentis]]. In circa 2400, the [[GTVA]] finally managed to restore contact with the [[Terran]] home system, only to be faced by the [[Earth Alliance]], the new ruler of Sol which emerged from the fragmented ashes of the [[GTA]]. A war between the GTVA and the EA rages on, with the EA penetrating in GTVA territory. The [[Vasudans]] remain neutral in the conflict, a debated choice which caused relations between the two species in the GTVA to be somehow politically compromised. In such an intricate tactical and political scenario, the [[Shivans]] once again appear to threaten the existence of Terrans and Vasudans alike.&lt;br /&gt;
&lt;br /&gt;
In addition to the main [[Post-Capella]] plot, Inferno covers the events that occurred in Sol following the destruction of the [[SD Lucifer]] in 2335. In these sister campaigns, new conflicts rage on in Sol between the key colonies of Earth, Mars, Jupiter and beyond, eventually culminating with the emergence of the Earth Alliance.&lt;br /&gt;
&lt;br /&gt;
===General notes===&lt;br /&gt;
There are two distinct Inferno continuities - the so called &#039;&#039;&#039;old continuity,&#039;&#039;&#039; and the &#039;&#039;&#039;new continuity.&#039;&#039;&#039; [[Inferno Nostos]] (Nostos) is the only released campaign from new continuity, while [[Inferno Release 1]] (INFR1) and [[Inferno: Alliance]] (INFA) are the only two released mods of the old continuity. Nostos and INFR1 are set in circa 2400, while INFA is set in circa 2345. New continuity releases are all intended as upgrades of their old counterparts: Nostos is a significant upgrade over INFR1, and is also meant to go beyond the events described in the first mod, completing the main story; [[Inferno: Alliance Standalone]] (INFASA), now renamed as Inferno Alliance Reborn (INFAR), is meant to be a total replacement of the former INFA, focusing entirely on post [[Great War]] Sol. A campaign named [[INFA2]], meant to fill the gap between INFA and the main INF timeline, was also conceptualized but progress on it never actually started.&lt;br /&gt;
&lt;br /&gt;
The growing number of acronyms and campaigns meant to replace their predecessors instead of further developing and completing the story have led to some criticism with respect to this project. In addition to that, the original INFR1 and INFA releases were affected by the presence of large and unused warships, plots generally regarded as poor by community members, and overpowered weapons. These represent the core issues that the new continuity is meant to address and ultimately solve in order to provide a single and consistent story.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that the original INFASA plans involved the release of small, independent minicampaigns meant to make use of the models and armaments not shown in the main INFASA campaign, which was set in Sol. These included Vasudan and Shivan fleets balanced for [[FreeSpace 1]] warfare. Several such minicampaigns were started but remained in hiatus for years; ultimately, they became part of a completely different project under the lead of team member Mobius, named [[Series Resurrecta]] (SR, SerRes). These campaigns retain various references to their INF origin.&lt;br /&gt;
&lt;br /&gt;
The current plans are focused on Nostos, including the release of R2 and R3 which will complete the main Inferno timeline. INFAR is temporarily on hold.&lt;br /&gt;
&lt;br /&gt;
==INF continuities==&lt;br /&gt;
===Old Continuity===&lt;br /&gt;
====[[Inferno: Release 1]]====&lt;br /&gt;
&#039;&#039;&#039;Also known as: INFR1, INF:R1, Inferno: R2, Inferno R2, Inferno: Release 1&#039;&#039;&#039;, and &#039;&#039;&#039;Inferno Classic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mostly known with the abbreviation INFR1, this is the first release of the Inferno project, dating back to 2003. INFR1 is compatible with FS Open thanks to a patch and additional support. A voice acted version of INFR1 was released on July 16th, 2023 for the 20th Anniversary of the mod.&lt;br /&gt;
&lt;br /&gt;
Nostos has effectively replaced INFR1, which as of today retains mostly a historical value.&lt;br /&gt;
&lt;br /&gt;
[[Inferno R1 Ship Database]]&lt;br /&gt;
&lt;br /&gt;
====[[Inferno: Alliance]]====&lt;br /&gt;
&#039;&#039;&#039;Also known as: INFA, INF:A, INFA1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Inferno: Alliance, or INFA, is another MOD ideated by Woomeister and released in late 2006. It takes place in Sol many years after the collapse of the jump node connecting the system to Delta Serpentis. The campaign was focused on the war between Earth and Mars, which would have led later on to the foundation of the Earth Alliance.&lt;br /&gt;
&lt;br /&gt;
INFASA, now INFAR, is meant to be the upgrade of the original INFA, but this project is currently on hold. Some of the satellite INFASA content however has found a new life in [[Series Resurrecta]].&lt;br /&gt;
&lt;br /&gt;
[[Inferno: Alliance Ship Database]]&lt;br /&gt;
&lt;br /&gt;
====[[Inferno: Release 2]]====&lt;br /&gt;
&#039;&#039;&#039;Also known as: INFR2, INF:R2, Inferno: R2, Inferno R2, Inferno: Release 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Originally supposed to be INFR1&#039;s sequel, all progress on INFR2 stopped and the mod has no longer been in development for several years. The events INFR2 was initially meant to cover will be addressed in Nostos&#039; R2 and R3, which are both nearing completion as of 2024.&lt;br /&gt;
&lt;br /&gt;
===New Continuity===&lt;br /&gt;
====[[Inferno Nostos]]====&lt;br /&gt;
&#039;&#039;&#039;Also known as: INF SCP, INF Nostos&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Inferno Nostos is a total overhaul of its predecessor (INFR1) and its supposed sequel INFR2. The first release of Nostos was in 2018 and a new version of Nostos R1, as well as the sequels R2 and R3 which will complete the main INF timeline, are both nearing completion as of 2024.&lt;br /&gt;
&lt;br /&gt;
====[[Inferno: Alliance Standalone]]====&lt;br /&gt;
&#039;&#039;&#039;Also known as: INFA:SA, INFASA, INFA1 (may also refer to INFA)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
INFASA, now INFAR, is to INFA what Nostos is to INFR1: a complete upgrade of its predecessor. The main campaign is currently on hold and progress on it is supposed to resume following the release of Nostos R3. An episodic release of its c.a. 40 missions is considered.&lt;br /&gt;
&lt;br /&gt;
====[[Inferno: Alliance 2]]====&lt;br /&gt;
&#039;&#039;&#039;Also known as: INFA2, INFA:2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The concept of INFA2 is meant to described the events that occurred in Sol between INFA and the main INF timeline. However, this project has never passed the conceptualization phase and a possible release, perhaps in a reduced form, after Nostos R3 is being considered.&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
&#039;&#039;&#039;Websites&#039;&#039;&#039;&lt;br /&gt;
*[http://inferno.hard-light.net/ Official Inferno site | Hard-Light Productions.net]&lt;br /&gt;
*[http://inferno.hard-light.net/SOL Official Inferno: Alliance site | Hard-Light Productions.net]&lt;br /&gt;
*[https://www.moddb.com/games/infscp Inferno: Nostos page | ModDB.com]&lt;br /&gt;
*[http://www.moddb.com/games/inferno Inferno: Alliance Reborn page | ModDB.com]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forums/Threads&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[https://www.hard-light.net/forums/index.php?board=20.0 Main Inferno board | Hard-Light Productions.net]&#039;&#039;&#039;&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=94800.0 Inferno Nostos release thread | Hard-Light Productions.net]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=98869.0 INFR1 20th Anniversary Edition release thread | Hard-Light Productions.net]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Downloads&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://www.freespacemods.net/download.php?view.95 Inferno R1 | FreeSpaceMods.net]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[http://www.freespacemods.net/download.php?view.353 SCP Patch for Inferno R1 | FreeSpaceMods.net]&#039;&#039;&#039;&lt;br /&gt;
*[http://www.freespacemods.net/download.php?view.94 Inferno: Alliance | FreeSpaceMods.net]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Videos&#039;&#039;&#039;&lt;br /&gt;
*[http://www.moddb.com/games/inferno/videos Inferno: Alliance Standalone videos | ModDB.com]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:User-made_Campaigns]]&lt;br /&gt;
[[Category:Inferno|*]]&lt;br /&gt;
[[Category:Non-canon]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Amythaon&amp;diff=65778</id>
		<title>Amythaon</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Amythaon&amp;diff=65778"/>
		<updated>2024-08-27T11:20:22Z</updated>

		<summary type="html">&lt;p&gt;Mobius: New article, please proofread&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{non-canon}}&lt;br /&gt;
&lt;br /&gt;
===General Information===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Appeared in:&#039;&#039; [[Serendipity]] (mentioned)&lt;br /&gt;
*&#039;&#039;In Mission(s):&#039;&#039; None, Intel entry&lt;br /&gt;
*&#039;&#039;In System:&#039;&#039; [[Mirfak]]&lt;br /&gt;
*&#039;&#039;Bitmap(s) used:&#039;&#039; None &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amythaon&#039;&#039;&#039; is a planetoid orbiting Mirfak which is not native to the star system, as it was a rogue planet captured by Mirfak&#039;s gravity approximately 3 million years prior to the events described in FreeSpace. The planetoid, which has an anomalous orbit due to the gravitational capture, is also much older than the Mirfak star: detailed isotopic analysis has revealed Amythaon to have originated from the same cluster as [[Sol]], making its former parent star a so called stellar sibling of Sol. Amythaon, in addition to this peculiarity, has also revealed the presence of an extremely old leftover of a planetary bombardment. Christened &#039;&#039;&#039;Amythaon Planetary Thorn Structure&#039;&#039;&#039; (APTS) and dated at 447 million years ago, this is the oldest indirect evidence of advanced life ever found. Data concerning the APTS are subject to [[Coalition Watch]] monitoring and are consequently classified. The structure, now heavily faulted by tectonics and barely recognizable without advanced geophysical equipment, was initially 5 kilometers deep and 400 meters wide. Analyses have totally excluded a possible natural origin of the structure, and models attempting to compare it with [[Lucifer]] bombardments have yielded different results, meaning that the [[Shivans]], or at least the Lucifer, were not responsible for the APTS. No other evidence on Amythaon regarding possible past colonization has been found.&lt;br /&gt;
&lt;br /&gt;
Just like many other celestial bodies in SR, Amythaon has been named after a [https://colonywars.fandom.com/wiki/Eos Colony Wars planet or satellite].&lt;br /&gt;
&lt;br /&gt;
[[Category: Series Resurrecta Stars and Planets]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Mirfak&amp;diff=65777</id>
		<title>Mirfak</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Mirfak&amp;diff=65777"/>
		<updated>2024-08-27T09:13:27Z</updated>

		<summary type="html">&lt;p&gt;Mobius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Celestial Information===&lt;br /&gt;
*&#039;&#039;Name, meaning and Constellation:&#039;&#039; Alpha Persei, Perseus.  It comes from the Arabic word for &#039;&#039;Elbow&#039;&#039; from the Arabic Marfiķ al Thurayya, &lt;br /&gt;
*&#039;&#039;Other name(s) and meaning:&#039;&#039; Mirphak, Marfak, Mirzac (all with the same meaning as Mirfak), Algenib, Algeneb, Elgenab, Gęnib, Chenib or Alchemb (all coming from the Arabic الجنب al-janb, or الجانب al-jānib, meaning &#039;&#039;the flank&#039;&#039; or &#039;&#039;side&#039;&#039;), Hinali&#039;i (Hawaiian name).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Distance from Sol:&#039;&#039; 600 ly, 184 pc&lt;br /&gt;
*&#039;&#039;Type of System:&#039;&#039; Singular&lt;br /&gt;
*&#039;&#039;Color:&#039;&#039; F-Yellow Supergiant&lt;br /&gt;
*&#039;&#039;Right Ascension:&#039;&#039; 3h 24m 19s&lt;br /&gt;
*&#039;&#039;Declination:&#039;&#039; +49° 51&#039; 40&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Important Events===&lt;br /&gt;
*To be filled in later.&lt;br /&gt;
&lt;br /&gt;
===Jump Nodes===&lt;br /&gt;
*[[Epsilon Pegasi]]&lt;br /&gt;
*Unknown System&lt;br /&gt;
&lt;br /&gt;
[[Category:Stars and Planets]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Mirfak&amp;diff=65776</id>
		<title>Mirfak</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Mirfak&amp;diff=65776"/>
		<updated>2024-08-27T09:13:14Z</updated>

		<summary type="html">&lt;p&gt;Mobius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Celestial Information===&lt;br /&gt;
*&#039;&#039;Name, meaning and Constellation:&#039;&#039; Alpha Persei, Perseus.  It comes from the Arabic word for &#039;&#039;Elbow&#039;&#039; from the Arabic Marfiķ al Thurayya, &lt;br /&gt;
*&#039;&#039;Other name(s) and meaning:&#039;&#039; Mirphak, Marfak, Mirzac (all with the same meaning as Mirfak), Algenib, Algeneb, Elgenab, Gęnib, Chenib or Alchemb(all coming from the Arabic الجنب al-janb, or الجانب al-jānib, meaning &#039;&#039;the flank&#039;&#039; or &#039;&#039;side&#039;&#039;), Hinali&#039;i(Hawaiian name).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Distance from Sol:&#039;&#039; 600 ly, 184 pc&lt;br /&gt;
*&#039;&#039;Type of System:&#039;&#039; Singular&lt;br /&gt;
*&#039;&#039;Color:&#039;&#039; F-Yellow Supergiant&lt;br /&gt;
*&#039;&#039;Right Ascension:&#039;&#039; 3h 24m 19s&lt;br /&gt;
*&#039;&#039;Declination:&#039;&#039; +49° 51&#039; 40&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Important Events===&lt;br /&gt;
*To be filled in later.&lt;br /&gt;
&lt;br /&gt;
===Jump Nodes===&lt;br /&gt;
*[[Epsilon Pegasi]]&lt;br /&gt;
*Unknown System&lt;br /&gt;
&lt;br /&gt;
[[Category:Stars and Planets]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Baldr&amp;diff=65755</id>
		<title>Baldr</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Baldr&amp;diff=65755"/>
		<updated>2024-08-14T08:11:40Z</updated>

		<summary type="html">&lt;p&gt;Mobius: Created page with &amp;quot;{{non-canon}}  ===General Information===  *&amp;#039;&amp;#039;Appeared in:&amp;#039;&amp;#039; The Spirit of Ptah (mentioned) *&amp;#039;&amp;#039;In Mission(s):&amp;#039;&amp;#039; None, Intel entry (Entanglement Edition only)  *&amp;#039;&amp;#039;In Sys...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{non-canon}}&lt;br /&gt;
&lt;br /&gt;
===General Information===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Appeared in:&#039;&#039; [[The Spirit of Ptah]] (mentioned)&lt;br /&gt;
*&#039;&#039;In Mission(s):&#039;&#039; None, Intel entry ([[Entanglement]] Edition only) &lt;br /&gt;
*&#039;&#039;In System:&#039;&#039; [[Dubhe]]&lt;br /&gt;
*&#039;&#039;Bitmap(s) used:&#039;&#039; None &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Baldr&#039;&#039;&#039; is a planetoid orbiting Dubhe, subject to research and exploitation after the [[Great War]]. Though little information is known about this planetoid as well as a similar celestial body in the same system, [[Hodr]], both of them provided evidence of an old civilization dating back to 35 million years prior to the events described in FreeSpace. Cross analysis of these findings, attributable to the secret project 9CT, and a general assessment on the evolution of the Dubhe star system, both provided evidence that these planetoids have been colonized by an interstellar species whose characteristics, motives and goals remain totally unknown. Dubhe&#039;s red giant phase, combined with active tectonics on both planetoids, have cancelled any tangible proof of this civilization from the surface, whose presence in the geologic record has so far been suspected only via isotopic excursions and other perturbations of the atmosphere compatible with industrial activities.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Baldr Baldr] and his brother Hodr are characters from Germanic and Norse mythology.&lt;br /&gt;
&lt;br /&gt;
[[Category: Series Resurrecta Stars and Planets]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Hodr&amp;diff=65754</id>
		<title>Hodr</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Hodr&amp;diff=65754"/>
		<updated>2024-08-14T08:10:13Z</updated>

		<summary type="html">&lt;p&gt;Mobius: Created page with &amp;quot;{{non-canon}}  ===General Information===  *&amp;#039;&amp;#039;Appeared in:&amp;#039;&amp;#039; The Spirit of Ptah (mentioned) *&amp;#039;&amp;#039;In Mission(s):&amp;#039;&amp;#039; None, Intel entry (Entanglement Edition only)  *&amp;#039;&amp;#039;In Sys...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{non-canon}}&lt;br /&gt;
&lt;br /&gt;
===General Information===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Appeared in:&#039;&#039; [[The Spirit of Ptah]] (mentioned)&lt;br /&gt;
*&#039;&#039;In Mission(s):&#039;&#039; None, Intel entry ([[Entanglement]] Edition only) &lt;br /&gt;
*&#039;&#039;In System:&#039;&#039; [[Dubhe]]&lt;br /&gt;
*&#039;&#039;Bitmap(s) used:&#039;&#039; None &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hodr&#039;&#039;&#039; is a planetoid orbiting Dubhe, subject to research and exploitation after the [[Great War]]. Though little information is known about this planetoid as well as a similar celestial body in the same system, [[Baldr]], both of them provided evidence of an old civilization dating back to 35 million years prior to the events described in FreeSpace. Cross analysis of these findings, attributable to the secret project 9CT, and a general assessment on the evolution of the Dubhe star system, both provided evidence that these planetoids have been colonized by an interstellar species whose characteristics, motives and goals remain totally unknown. Dubhe&#039;s red giant phase, combined with active tectonics on both planetoids, have cancelled any tangible proof of this civilization from the surface, whose presence in the geologic record has so far been suspected only via isotopic excursions and other perturbations of the atmosphere compatible with industrial activities.&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/H%C3%B6%C3%B0r Hodr] and his brother Baldr are characters from Germanic and Norse mythology.&lt;br /&gt;
&lt;br /&gt;
[[Category: Series Resurrecta Stars and Planets]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Loacoon&amp;diff=65753</id>
		<title>Loacoon</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Loacoon&amp;diff=65753"/>
		<updated>2024-08-11T08:45:19Z</updated>

		<summary type="html">&lt;p&gt;Mobius: Minor note on CW misspelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{non-canon}}&lt;br /&gt;
&lt;br /&gt;
===General Information===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Appeared in:&#039;&#039; [[Serendipity]]&lt;br /&gt;
*&#039;&#039;In Mission(s):&#039;&#039; TBFIL &lt;br /&gt;
*&#039;&#039;In System:&#039;&#039; [[Epsilon Pegasi]]&lt;br /&gt;
*&#039;&#039;Bitmap(s) used:&#039;&#039; TBFIL &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loacoon&#039;&#039;&#039; is a [[Regulus Syndicate]] protectorate in the Epsilon Pegasi system, just like [[Erato]].&lt;br /&gt;
&lt;br /&gt;
As most planets and planetoids in the Serendipity campaign, Loacoon is named after a planet featured in the [https://colonywars.fandom.com/wiki/Loacoon Colony Wars] series, which in turn was named after the mythological Trojan priest &#039;&#039;&#039;Laocoon&#039;&#039;&#039; who tried to warn his fellow citizens about the threat of the Trojan Horse. Please note that CW developers did not spell the name correctly, and this error was intentionally retained in [[SR]].&lt;br /&gt;
&lt;br /&gt;
===Characteristics===&lt;br /&gt;
TBFIL&lt;br /&gt;
&lt;br /&gt;
===Events===&lt;br /&gt;
TBFIL&lt;br /&gt;
&lt;br /&gt;
[[Category: Series Resurrecta Stars and Planets]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Blue_Planet&amp;diff=65749</id>
		<title>Blue Planet</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Blue_Planet&amp;diff=65749"/>
		<updated>2024-08-05T14:12:08Z</updated>

		<summary type="html">&lt;p&gt;Mobius: Adding BP3 concept disclosed by The E. Its implementation here is merely temporary - it could be an article on its own.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BP-Banner.png|center|From our odyssey into Hell, we return with a gift...]]&lt;br /&gt;
&#039;&#039;&#039;Blue Planet&#039;&#039;&#039; is a series of campaigns set 18 years after the events of FreeSpace 2. With the Alliance in economic turmoil, Terran-Vasudan relations decaying, and the Security Council grappling with the ominous Contingency Morpheus, the GTVA&#039;s elite 14th Battlegroup spearheads the effort to re-establish contact with [[Earth]].&lt;br /&gt;
&lt;br /&gt;
Blue Planet is very widely known throughout the Hard Light Productions (HLP) community as being one of the best user-made campaign projects of all-time, excelling in story concept, mission design, cutscene use and music selection.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
It is 2385, fifty years after the appearance of the [[Shivans]] at [[Ross 128]] and the beginning of the [[Great War]] and eighteen years following the [[Capella]] supernova and conclusion of the [[Second Shivan Incursion]]. Using [[Knossos]]-derived technology, the [[GTVA]] have finally completed the construction of a subspace portal, stabilising the subspace corridor linking [[Delta Serpentis]] to [[Sol]], the birthplace of the Terrans. After sending numerous probes through the portal, the GTVA decides that the node had indeed stabilised, and proceeds to send in the real ambassadors.&lt;br /&gt;
&lt;br /&gt;
[[Blue Planet: Age of Aquarius]] (AoA), released in 2007, introduces the universe, and describes the struggles and adventures of the GTVA&#039;s 14th Battlegroup, an elite force of ships sent on a mission to re-establish contact with Earth. As they take a detour through a parallel reality where the Lucifer succeeded in wiping out Earth during the events of the original FreeSpace, one officer gains insight into the greater forces at work in the fabric of the multiverse.&lt;br /&gt;
&lt;br /&gt;
The first part of [[Blue Planet: War in Heaven]] (WiH), released in August 2010, details the final weeks of a civil war between the government of Earth and the GTVA after contact was re-established. It focuses on the journey of a young woman torn between the ideals of her upbringing and the necessities of war. The GTVA, the UEF, and the other factions of the war struggle to shape the future of humanity and the Vasudan race as apocalypse looms.&lt;br /&gt;
&lt;br /&gt;
[[Blue Planet: Chanticleer]], a spin-off campaign released in 2023, completes the arc of the GTVA-UEF civil war, as seen from the GTVA side. The story picks up where War in Heaven left off and is told from the perspective of a veteran GTVA pilot, following a single squadron through the end of the war.&lt;br /&gt;
&lt;br /&gt;
==Missions==&lt;br /&gt;
===Age of Aquarius===&lt;br /&gt;
* 22-mission campaign&lt;br /&gt;
&lt;br /&gt;
===War in Heaven===&lt;br /&gt;
* 23-mission campaign (released)&lt;br /&gt;
* Three single missions&lt;br /&gt;
&lt;br /&gt;
===Chanticleer===&lt;br /&gt;
* 13-mission campaign&lt;br /&gt;
&lt;br /&gt;
===Battle of Neptune===&lt;br /&gt;
* Two single missions&lt;br /&gt;
&lt;br /&gt;
===Battle Captains===&lt;br /&gt;
* Two single missions&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
&lt;br /&gt;
===Galactic Terran-Vasudan Alliance===&lt;br /&gt;
[[Image:GTD_Erebus.jpg|thumb|right|480px|The GTVA&#039;s most powerful vessel since the [[GTVA Colossus|&#039;&#039;Colossus&#039;&#039;]]&amp;amp;mdash;the GTD &#039;&#039;Erebus&#039;&#039;.]]&lt;br /&gt;
[[Image:Gtfatalanta.jpg|thumb|right|480px|The Alliance&#039;s next-generation space superiority fighter&amp;amp;mdash;the GTF &#039;&#039;Atalanta&#039;&#039;.]]&lt;br /&gt;
====Summary====&lt;br /&gt;
The Blue Planet continuity begins in 2385, only 18 years after the [[NTF Rebellion]] and [[Second Shivan Incursion]]. Following the GTVA&#039;s production doctrine employed between the Great War of 2335 and the NTF Rebellion of 2367, a number of FS2-era ships are still used, although most FS1-era ships, by contrast, have been phased out. Ships in active production are determined by their age, popularity among pilots, practicality and irreplaceableness. At the same time, in response to the massive losses sustained as a result of the [[Second Shivan Incursion]], the Alliance pushed forward the Threat Exigency Initiative, an extensive upgrading and redeployment project that spans the Terran arm of the GTVA. Lessons learned from the lack of proper logistical support in remote locations also prompted the introduction of a new &amp;quot;Logistics&amp;quot; class, non-combatant ships designed to serve as mobile installations.&lt;br /&gt;
&lt;br /&gt;
The Threat Exigency Initiative, conceived as a more proper deterrent to the threat of future invasions, ushered in an age of new warships and battle doctrines inspired, ironically, by the [[Shivans]], fighters that can operate more independently, and weapons designed to be as versatile as possible. Products of the Threat Exigency Initiative include the [[GTD Erebus|GTD &#039;&#039;Erebus&#039;&#039;]], a three-kilometre destroyer mounting [[HBlue|a powerful forward beam cannon]], warship-mounted heavy torpedo launchers, fast-firing pulse weapons that serve as secondary and tertiary warship armaments, the [[GTF Aurora|&#039;&#039;Aurora&#039;&#039; heavy reconnaissance fighter]], and the [[Balor]], a rapid-firing, energy-efficient fighter-mounted particle blaster.&lt;br /&gt;
&lt;br /&gt;
====Warships====&lt;br /&gt;
While many Capella-era warships remain in active production, most of the Great War-era warships have been phased out. The only remaining class of warship from the Great War that is still servicing the front lines is the [[GTD Orion|GTD &#039;&#039;Orion&#039;&#039;]]. With the addition of the GTD &#039;&#039;Erebus&#039;&#039; into the ranks of the Terran fleet, the &#039;&#039;Orion&#039;&#039;&#039;s lengthy service to the Alliance has at last reached its final stages. Only a few &#039;&#039;Orion&#039;&#039;-class destroyers remain in active service. The Capella-era warships are supplemented by warships designed and pushed into production as a result of the post-Capella Threat Exigency Initiative.&lt;br /&gt;
&lt;br /&gt;
Virtually all Capella-era warships remain in active service, although some warship classes have been sorted into different sub-classes. For instance, the [[GTD Hecate|&#039;&#039;Hecate&#039;&#039;-class]], first commissioned as a destroyer during the [[NTF Rebellion]], has since been sub-classified as a carrier following a mediocre performance in the anti-warship field during the [[Second Shivan Incursion]]. The effectiveness of the [[GTC Aeolus|&#039;&#039;Aeolus&#039;&#039; cruiser]] during the Second Shivan Incursion, combined with cheaper manufacturing techniques, meant that the Alliance resumed production for a cruiser class that originally had production lines cut after only twenty-four vessels were commissioned. Although still officially classified as a cruiser, the deployment of the &#039;&#039;Aeolus&#039;&#039; in the modern era is much closer to a tactical gunboat and warship escort. The [[GTCv Deimos|&#039;&#039;Deimos&#039;&#039;-class corvette]] now forms the core of Alliance corvette battlegroups, serving as an all-round warship.&lt;br /&gt;
&lt;br /&gt;
The Threat Exigency Initiative introduced a new generation of warships that are generally faster and more agile than their Capella-era counterparts and are equipped with better-placed anti-fighter defenses, as well as secondary and tertiary anti-warship armaments such as anti-warship torpedoes and pulse cannons. The most powerful warship brought into service as a result of this project is the [[GTD Erebus|GTD &#039;&#039;Erebus&#039;&#039;]], a three-kilometre destroyer fitted with the most advanced Alliance weapons and systems to effectively neutralise any threat. Other warships pushed into production include the [[GTD Titan|GTD &#039;&#039;Titan&#039;&#039;]], a destroyer sporting a devastating frontal array of three [[BBlue|&#039;&#039;Ice Queen&#039;&#039; heavy beam cannons]] and cavernous hangar, the [[GTCv Diomedes|GTCv &#039;&#039;Diomedes&#039;&#039;]], a strike corvette mounting several [[TerSlashBlue|&#039;&#039;Bull Frost&#039;&#039; tactical slashing beams]], and the [[GTL Anemoi|GTL &#039;&#039;Anemoi&#039;&#039;]], a massive logistics vessel that can resupply and repair any ship ranging from fighter to destroyer and carry enough supplies and equipment to sustain a small fleet for months.&lt;br /&gt;
&lt;br /&gt;
====Spacecraft====&lt;br /&gt;
Nearly all Great War-era spacecraft have been pulled from active service and sold off to third parties or used as training targets. The only two exceptions to this fate are the [[GTF Ulysses|&#039;&#039;Ulysses&#039;&#039; fighter]] and [[GTB Ursa|&#039;&#039;Ursa&#039;&#039; assault bomber]]. Of these two, the &#039;&#039;Ulysses&#039;&#039; remains in limited production and is no longer used in front-line operations, while the &#039;&#039;Ursa&#039;&#039;, despite its incredibly lethargic speed and sluggish manoeuvrability, still retains its original role in the Alliance fleet, although no plans have been drawn up to create a new class of bombers taking after the design philosophies of the &#039;&#039;Ursa&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
By sharp contrast to the current deployment of all Capella-era warships, a number of Capella-era spacecraft have been slated to be pulled from active service. The two most prominent ship classes befalling this fate are the [[GTF Myrmidon|GTF &#039;&#039;Myrmidon&#039;&#039;]], cited as being a powerful but excessively large fighter by many former Rebel pilots who have flown it, as well as the [[GTF Erinyes|GTF &#039;&#039;Erinyes&#039;&#039;]], deemed to be too complicated to improve upon. At the opposite end of the spectrum are ship classes such as the [[GTB Artemis|GTB &#039;&#039;Artemis&#039;&#039;]] and [[GTF Perseus|GTF &#039;&#039;Perseus&#039;&#039;]], the former now mass-produced as the Alliance&#039;s main strike bomber, and the latter now reclassified and deployed as the Alliance&#039;s main space superiority fighter.&lt;br /&gt;
&lt;br /&gt;
Four fighter classes and one bomber class have been brought into service as a result of the Threat Exigency Initiative: the [[GTF Aurora|&#039;&#039;Aurora&#039;&#039; heavy reconnaissance fighter]], sporting enhanced sensors that can navigate the thickest nebula and detect stealth ships, all packaged in a decently armoured spaceframe; the [[GTF Draco|&#039;&#039;Draco&#039;&#039; interceptor]], with an insanely high velocity rating allowing it to escort several warships at once; the [[GTF Atalanta|&#039;&#039;Atalanta&#039;&#039; advanced space superiority fighter]], with its high speed and agility as well as excellent weapons compatibility; the [[GTF Nyx|GTF &#039;&#039;Nyx&#039;&#039;]], a heavy fighter that blends the firepower of eight gun banks with a level of agility comparable to the &#039;&#039;Perseus&#039;&#039;; and the [[GTB Rhea|GTB &#039;&#039;Rhea&#039;&#039;]], a strike bomber with an asymmetrical weapons configuration that has been regarded as a statistical success among bomber squadrons.&lt;br /&gt;
&lt;br /&gt;
====Weaponry====&lt;br /&gt;
Lessons learned during the [[Second Shivan Incursion]], at the cost of thousands of lives, prompted the GTVA to begin upgrading several warships in service after the Capella supernova, as well as to phase out older weapons that have been used for the past five decades and replace them with more modern weaponry. One of the Threat Exigency Initiative&#039;s primary goals is to produce better warship armaments and it has, to date, produced three different types of anti-warship weaponry. At the forefront of this are the range of new beam cannons installed on the GTVA&#039;s newest line of warships, such as the [[HBlue|&#039;&#039;Winter King&#039;&#039; heavy beam]] mounted at the bow of the &#039;&#039;Erebus&#039;&#039; destroyer, and the [[TerSlashBlue|&#039;&#039;Bull Frost&#039;&#039; tactical slashing beam]] mounted on the &#039;&#039;Diomedes&#039;&#039; corvette. The second type of anti-warship weapons developed are anti-warship torpedoes, serving as secondary weapons on the &#039;&#039;Erebus&#039;&#039; and &#039;&#039;Titan&#039;&#039; destroyers as well as friendly artillery. The third and final type of anti-warship weapons are pulse cannons, serving as battery weapons on heavier ships. Both the [[TerPulse|&#039;&#039;Hellstar&#039;&#039;]] and [[STerPulse|&#039;&#039;Riptide&#039;&#039;]] pulse cannons are recent developments of [[Morgan Technologies]], and have yet to be fully integrated into GTVA battle doctrine.&lt;br /&gt;
&lt;br /&gt;
Much of the GTVA&#039;s fighter-mounted weaponry remains the same, although the [[Balor|Balor rapid-fire particle blaster]], so far the only fighter-mounted primary cannon developed by the Threat Exigency Initiative, adds a much-needed and fearsome complement to the standard-issue [[GTW Subach HL-7]]. The Balor was designed to serve and destroy everything short of a light cruiser, and it was designed to be far more versatile than nearly every other fighter-compatible primary gun in the GTVA arsenal. At the time of the Sol Gate&#039;s completion, the Balor was brand-new, and GTVA battle doctrine did not fully integrate it. By the time of the UEF-GTVA war, however, the Balor has seen widespread use in nearly every stage of the conflict.&lt;br /&gt;
&lt;br /&gt;
While the [[GTM Trebuchet]] is now commonly used as a long-range heavy missile for destroying slower, heavier ships, the Alliance have also pushed a new missile into production lines&amp;amp;mdash;the [[GTM TAG-C]]. This, the third and final iteration of the Target Acquisition and Guidance line of missiles, not only retains the painting beacon of the [[GTM TAG-A]] and aspect-seeking technology of the [[GTM TAG-B]], but combines both with a highly sophisticated targeting beacon that will, on impact, transmit authorisation codes to a local friendly warship. Any large vessel unlucky enough to be hit by a TAG-C will have to deal with the barrage of anti-warship torpedoes that emerge from subspace. The TAG-C enables even fighters to deliver the same warship-shattering punch as an assault bomber.&lt;br /&gt;
&lt;br /&gt;
===United Earth Federation===&lt;br /&gt;
[[Image:UEDSolaris.png|thumb|right|480px|The be-all and end-all of the UEF&#039;s military might&amp;amp;mdash;the UED &#039;&#039;Solaris&#039;&#039;.]]&lt;br /&gt;
[[Image:NuKent.jpg|thumb|right|480px|The fastest ship in the UEF fleet on afterburners&amp;amp;mdash;the UEF &#039;&#039;Kentauroi&#039;&#039;.]]&lt;br /&gt;
====Summary====&lt;br /&gt;
In the fifty years following the collapse of the Sol-Delta Serpentis jump node, the [[Galactic Terran Alliance]] was reorganised into the [[United Earth Federation]], or UEF, headed by the Global Ubuntu Party.&lt;br /&gt;
&lt;br /&gt;
The Ubuntu Party placed emphasis on economic recovery and political stability, rather than military strength. What was left of the old GTA military was scrapped and slimmed down to suit the need of only being able to maintain order throughout much of an entire star system. Standard military doctrine in the UEF places emphasis on frigates that can serve as mobile carriers and operate in remote locations for lengthy periods, as well as versatile fighters that can be reassigned to numerous roles in a single operation. The main base of operations for each of the UEF&#039;s three fleets is a [[UED Solaris|&#039;&#039;Solaris&#039;&#039;-class destroyer]], a formidable carrier and command vessel that is never deployed on the front lines unless absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
====Warships====&lt;br /&gt;
The UEF only has three destroyers in active service, all of them [[UED Solaris|&#039;&#039;Solaris&#039;&#039;-class destroyers]]. Each of these destroyers serve as a base of operations to the Federation&#039;s three fleets, as well as their commanding officers. Originally considered &amp;quot;answers to a nonexistent problem&amp;quot;, the &#039;&#039;Solaris&#039;&#039;, &#039;&#039;Toutatis&#039;&#039; and &#039;&#039;Eris&#039;&#039; now serve at the very centre of the UEF&#039;s battle doctrine and, despite being designed to effectively neutralise an attack from any direction, are rarely seen on the front-lines. Instead, most military operations are carried out either by the fighter squadrons within these fleets or by smaller, faster frigates and cruisers assigned to each fleet.&lt;br /&gt;
&lt;br /&gt;
Frigates and cruisers make up the Federation&#039;s primary attacking force. The two frigate classes currently in active service, the [[UEFg Karuna|&#039;&#039;Karuna&#039;&#039;]] and [[UEFg Narayana|&#039;&#039;Narayana&#039;&#039;]], both sport a hangar capable of housing a small fighter squadron, and the sole cruiser class, the corvette-sized [[UEC Sanctus|&#039;&#039;Sanctus&#039;&#039;]], is used in almost the same manner as the GTVA deploys the &#039;&#039;Deimos&#039;&#039;. Although every frigate and cruiser in the Federation is assigned to one of the three fleets, they are often deployed on their own, away from the &#039;&#039;Solaris&#039;&#039;-class destroyer that serves as their fleet&#039;s home base.&lt;br /&gt;
&lt;br /&gt;
====Spacecraft====&lt;br /&gt;
The Federation makes heavy use of high-performance spacecraft that are generally much more agile and versatile than their GTVA counterparts. Almost every fighter class is capable of reverse thrust, as well as reverse afterburn, adding to their overall versatility on the field. The Federation&#039;s main space superiority fighter is the [[UEF Uhlan|UEF &#039;&#039;Uhlan&#039;&#039;]], an all-round ship capable of fulfilling any fighter role as the situation demands. Other common ships include the [[UEF Kentauroi|UEF &#039;&#039;Kentauroi&#039;&#039;]], the Federation&#039;s cross between the GTVA&#039;s &#039;&#039;Nyx&#039;&#039; and &#039;&#039;Perseus&#039;&#039; fighters, the [[UEF Uriel|UEF &#039;&#039;Uriel&#039;&#039;]], a heavy assault fighter sporting a long-range gauss cannon, and the [[UEB Durga|UEB &#039;&#039;Durga&#039;&#039;]], an assault bomber with the firepower to level entire cities. The Federation also produces an additional class of spacecraft, the [[UEF Lao Tze|UEF &#039;&#039;Lao Tze&#039;&#039;]], an extremely powerful but difficult to fly heavy fighter used primarily by the elite [[Knights of the White Brotherhood]].&lt;br /&gt;
&lt;br /&gt;
====Weaponry====&lt;br /&gt;
While the GTVA have spent decades developing beam and energy-based weaponry, Federation anti-warship armaments, on the other hand, follow a more traditional kinetic-based principle. The primary stopping power of the UEF&#039;s two frigate classes, the &#039;&#039;Karuna&#039;&#039; and &#039;&#039;Narayana&#039;&#039;, are a pair of powerful bow-mounted heavy mass drivers that are complemented by their own targeting system, allowing them to incapacitate crucial enemy subsystems or turrets at will. The &#039;&#039;Solaris&#039;&#039; destroyer&#039;s primary weapons, however, come in the form of twelve heavy torpedo launchers that can easily decimate anything short of a superdestroyer in a matter of minutes. Secondary armament on all ships are made up of a mixture of anti-fighter tracers, flak guns and smaller anti-subsystem torpedo launchers.&lt;br /&gt;
&lt;br /&gt;
The technology that powers Federation fighter-mounted weaponry, although crude and slightly dated as compared to the much greater level of sophistication seen in Alliance weaponry, is nonetheless just as effective, if not more so. The standard-issue [[Vulcan|SCWS-1 Vulcan]] is a rapid-firing plasma cannon that can easily track torpedoes and even the fastest ships produced by the Alliance, while the slightly heavier [[Maul|SCWS-2 Maul]] sacrifices refire rate for even more damage per shot. In the many decades since the [[Great War]], the legendary [[GTW Prometheus]] has been remade into the [[Rapier|SCWS-6 Rapier]], the most powerful fighter-compatible plasma weapon available to the standard Federation pilot, capable of Swiss-cheesing even the heaviest fighters in the Alliance with a few shots. Federation gunships such as the &#039;&#039;Uriel&#039;&#039;-class mount a third weapon: a long-range ammo-based mass driver, such as the [[Archer]] or [[Vajra]], designed to obliterate turrets and subsystems from beyond regular retaliation range.&lt;br /&gt;
&lt;br /&gt;
The UEF sports a slightly wider variety of secondary weapons compared to the GTVA. In addition to the regular [[Hellfire Missile|Hellfire dumbfire missile]], [[Javelin|Javelin aspect-seeking dogfight missile]], [[Grimler|Grimler heavy missile]] and [[Paveway|Paveway anti-subsystem missile]], as well as three anti-warship torpedoes, the Federation also produces two fire-and-forget swarm missiles, called the [[Dirk]] and [[Dart]], as well as the dreaded [[Slammer|Slammer suppression missile]], an aspect-seeking cluster missile containing heat-seeking explosive charges. While the Dirk and Dart provide Federation pilots with a third tier of dogfight missiles to choose from, the Slammer, on the other hand, has gained a reputation among the GTVA for being a fighter- and bomber-killer, capable of destroying entire wings with one hit, and is the most feared weapon in the UEF&#039;s arsenal of missiles.&lt;br /&gt;
&lt;br /&gt;
===Vishnans===&lt;br /&gt;
[[Image:Vishnanpreserver.jpg|thumb|right|480px|The embodiment of Vishnu&amp;amp;mdash;the Vishnan Preserver.]]&lt;br /&gt;
[[Image:Vishnanmissionary.jpg|thumb|right|480px|The first known Vishnan ship ever encountered&amp;amp;mdash;the Vishnan Missionary.]]&lt;br /&gt;
:&#039;&#039;See also: [[Vishnans]]&#039;&#039;&lt;br /&gt;
====Summary====&lt;br /&gt;
The [[Vishnans]] are a new species introduced in Blue Planet. They describe themselves as Great Preservers and counterparts of the [[Shivans]], though initial contact with their species was possibly violent. What little is known about the Vishnans is sketchy and fairly inaccurate at best. The full capabilities of the Vishnans are, like the Shivans, unknown to the Terrans or Vasudans. What &#039;&#039;is&#039;&#039; established is that the Vishnans are arguably the only race capable of matching the Shivans.&lt;br /&gt;
&lt;br /&gt;
All Vishnan ships are unmanned, piloted by instanced sub-sets of the species&#039; superordinate consciousness nested in a hierarchical dependency of cognitive structure. They have not been encountered in the same universe as the GTVA and UEF, although it is hinted that they do exist.&lt;br /&gt;
&lt;br /&gt;
====Warships====&lt;br /&gt;
Only four classes of Vishnan warships have been encountered so far, the largest simply designated the [[Vishnan Preserver]]. The Preserver appears to be a superjuggernaut with enormous tactical and strategic capabilities, including the modification of jump nodes. It may be unique.&lt;br /&gt;
&lt;br /&gt;
The Vishnans&#039; main warship is a massive squid-like vessel designated the [[Vishnan Sacred Keeper]]. While classified as a destroyer, the Keeper is able to go toe-to-toe with a Shivan [[SJ Sathanas|&#039;&#039;Sathanas&#039;&#039;-class juggernaut]], and its hull rating is well within superdestroyer levels. With a large beam emitter built into its underside, the Keeper is usually heavily guarded by a number of cruiser-class [[Vishnan Arbiter]]s and gunship-class [[Vishnan Protector]]s. The Keeper is the core of its entire fleet and is integral to their ability to communicate with their superconsciousness.&lt;br /&gt;
&lt;br /&gt;
The Keeper&#039;s escorts, the Arbiter and Protector, are smaller, faster vessels armed with lighter beam cannons. They do not usually undertake and complete tasks on their own, but instead provide fire support for Vishnan strikecraft and, in return, require escort from enemy fighters and bombers on occasion due to their sub-par defences.&lt;br /&gt;
&lt;br /&gt;
====Spacecraft====&lt;br /&gt;
To date, the Vishnans are known to possess two fighter classes and two bomber classes. Vishnan spacecraft vastly outperform their Shivan equivalents, with their fighters capable of flying circles around even the extremely agile Shivan [[SF Dragon|&#039;&#039;Dragon&#039;&#039;-class fighter]], and their bombers manoeuvrable enough to defend themselves and not compromise on secondary weapons. All Vishnan spacecraft are made of a crystalline compound that repairs itself over time. On the downside, Vishnan spacecraft number a lot less than their Shivan counterparts. Most Vishnan wings hardly ever exceed three ships, while Shivan ships by contrast are usually deployed in wings exceeding four ships.&lt;br /&gt;
&lt;br /&gt;
The most commonly seen Vishnan spacecraft is designated the [[Vishnan Missionary]]. Agile and fast, the Missionary is an interceptor, reconnaissance vessel and space superiority fighter all in one. It was the first known Vishnan spacecraft ever encountered by the Alliance. The other Vishnan fighter, the [[Vishnan Preacher]], sacrifices speed and secondary weapon capacity for additional durability and an impressive combined primary firepower of ten guns.&lt;br /&gt;
&lt;br /&gt;
The Vishnans&#039; main bomber, designated the [[Vishnan Seeker]], is a medium strike bomber that can carry approximately the same amount of ordnance as the [[GTB Ursa|GTB &#039;&#039;Ursa&#039;&#039;]]. The other bomber class is the massive [[Vishnan Inquisitor]], capable of carrying torpedoes that can easily level anything smaller than a superdestroyer with a few hits.&lt;br /&gt;
&lt;br /&gt;
====Weaponry====&lt;br /&gt;
:&#039;&#039;See also: [[Vishnan Beam Weapons]]&#039;&#039;&lt;br /&gt;
The Vishnans are the second species ever encountered by the Terrans and Vasudans to already demonstrate beam capability. The two most powerful of these beams are mounted only on the Preserver and Sacred Keeper, while the lighter, smaller beams are mounted onto the Arbiters and Protectors. Vishnan beam weapons out-range and out-damage Shivan beams by a significant margin, but do not recharge as quickly.&lt;br /&gt;
&lt;br /&gt;
Fighter-mounted Vishnan weaponry lack diversity as compared to Terran, Vasudan and even Shivan weaponry. Only one kind of primary weapon is used across all Vishnan fighters and bombers to date. The [[Vishnan Primary]] is a medium-firing heavy cannon that can double up as an anti-subsystem weapon.&lt;br /&gt;
&lt;br /&gt;
Three classes of Vishnan secondary weapons are known to date. The [[Vishnan Missile]] is an aspect-seeking missile that can also be used as a light anti-subsystem missile, while the [[Vishnan Megabomb]] is used in the same manner as the GTVA&#039;s [[GTM Cyclops|&#039;&#039;Cyclops&#039;&#039; torpedo]], although it is far more powerful. The third class of Vishnan missile, the [[Vishnan Ultrabomb]], is a torpedo containing a subspace device that, on impact, transfers a devastating warhead from within a nearby Keeper onto the target.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
===Original Concept===&lt;br /&gt;
:&amp;lt;small&amp;gt;&amp;quot;Wow.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;&amp;amp;mdash;excerpt of Reply #60 of the original Age of Aquarius release thread, by Jeff Vader&#039;&#039; [http://www.hard-light.net/forums/index.php?topic=49876.msg1009465#msg1009465]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Blue Planet started off as a one-man project by Darius, much akin to how [[The Procyon Insurgency]] was created. When Age of Aquarius was released, several members of the community pointed out numerous errors and problems with the campaign, including crashes, missing effects, and empty tech room descriptions. As a consolation, these members also added praise to the portions of Age of Aquarius that did play out as planned, adding special mention to the harder missions, such as [[Keepers of Hell]], and the music used in other missions, such as [[Forced Entry]]. The numerous errors, glitches and issues prompted Darius to release a patch only two days after it was first released. Almost immediately after the patch was released, comments on the campaign shifted from its issues and praise to praise only. Much of the initial praise was targeted at three aspects of the campaign:&lt;br /&gt;
&lt;br /&gt;
* mission design and difficulty;&lt;br /&gt;
* background music; and&lt;br /&gt;
* storyline.&lt;br /&gt;
&lt;br /&gt;
Age of Aquarius also came in for special praise as it made extensive use of FS2_Open&#039;s cutscene feature, which was relatively new and unused at the time.&lt;br /&gt;
&lt;br /&gt;
===The Team===&lt;br /&gt;
:&amp;lt;small&amp;gt;&amp;quot;Very funny, Goob.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
::&#039;&#039;&amp;amp;mdash;the first post on the Blue Planet board, by NGTM-1R&#039;&#039; [http://www.hard-light.net/forums/index.php?topic=55706.msg1125921#msg1125921]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Blue Planet as a project team, however, did not take off until about ten months later, when Age of Aquarius began to be relayed to newcomers as a recommended FS2_Open campaign, alongside stalwarts such as [[Derelict]] and [[Warzone]]. The formation of the Blue Planet board on the Hard Light Productions Forum&#039;s Hosted Projects section&amp;amp;mdash;reserved only for the most active hosted projects on HLP&amp;amp;mdash;was initially viewed as a joke, but ultimately became the catalyst needed for the formation of the project team as it is today. Over the course of the next few months, the size of the Blue Planet team grew rapidly. Initially comprising only Darius, as of August 2010, the Blue Planet team is made up of sixteen core members and six beta-testers.&lt;br /&gt;
&lt;br /&gt;
===War in Heaven===&lt;br /&gt;
Not too long after the release of Age of Aquarius, Darius had finished conceiving a storyline for War in Heaven. However, he chose to wait until enough positive feedback was received from members of HLP before attempting to work on it. The development cycle of WiH was accelerated by rapid expansion of the project team from 2009 to early 2010, as well as the use of subversion, enabling all members of the team to work on the same version of the project.&lt;br /&gt;
&lt;br /&gt;
===Chanticleer===&lt;br /&gt;
[[Chanticleer]] was written as a solo project by Jake &amp;quot;qweqwe321&amp;quot; Berman in 2022 and 2023, with the support of Blue Planet team members Darius and The_E, and beta testing by Fusion and LawBroSteve.&lt;br /&gt;
&lt;br /&gt;
===Spinoff Campaigns===&lt;br /&gt;
* Battle of Neptune, by BP team member Dilmah G, covering the First Battle of Neptune.&lt;br /&gt;
* Battle Captains, by Lepanto, covering capital ship combat under Admirals Severanti and Lopez.&lt;br /&gt;
&lt;br /&gt;
===BP3 concept===&lt;br /&gt;
&#039;&#039;Though the project is currently in hibernation, a 2010 concept on BP3&#039;s plot [https://gist.github.com/The-E/ac1ea185c803314db59fd891418498d0 was disclosed] by team member The_E on August 4th, 2024:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mission 0: Something awesome and fear-inducing. Using the Capella node farm/supernode, the Shivans have opened entry points into multiple systems all around the Alliance. All pregnancies have miscarried and madness is rampant among the Nagari-sensitive. The Shivan apocalypse is underway and billions of Terrans are trying to flee to Sol, where, rumor has it, the enlightened will be spared. If only they knew the truth!&lt;br /&gt;
&lt;br /&gt;
Mission 1: You are the Vasudan Jester Nabirasul, combination visionary and hard-ass Dirty Harry warfighter. Angst is beneath you. Flying alongside trusty sidekick Asenath, warrior-heir-possible-future-empress-lady, you fight alongside your fellow Medjai and the Terrans to hold the line in the darkest places of the war. Shivan behavior is explosively weird, entire squadrons vanish every day, and tens of millions are dying to systematic orbital bombardment. Locate the survivors of a planet-based militia squadron (lots of Kulases) and finish up their recon in force, glimpsing horrifying aspects of the new Shivan threat. (Location? Vega? Elsewhere?)&lt;br /&gt;
&lt;br /&gt;
Mission 2: There ain&#039;t no time for &#039;gradual buildup&#039; here. A trio of Sathanas juggernaughts have moved into (location), and they seem intent on using their subspace weapons to seal the system&#039;s nodes so they can wipe out the trapped GTVA forces. With the full might of the system&#039;s SSM defense arrays unleashed, blow a gap through the juggernaught&#039;s screens so the 14th Battlegroup, under Admiral Thea Carey, can make the kind of attack they&#039;ve been drilling for eighteen years. Two Sathanases go down; the third manifests some really weird behavior (maybe starts firing huge missiles) and the attack is aborted in favor of the use of a precious meson bomb.&lt;br /&gt;
&lt;br /&gt;
Mission 3: With the campaign in [system] sinking under the weight of escalating Shivan numbers and ferocity, hold the line as civilians and military assets alike make it out. Choose between saving defenseless civilians or preserving vital warfighting ability. Inevitably the defense crumbles; you are the last out before the meson bombs jump in from the other side. The node is sealed, but the Shivans will have it back online in less than a week, and their incursions are proceeding from other systems.&lt;br /&gt;
&lt;br /&gt;
Mission 4: Emperor Khonsu II requisitions you for a special mission. In company with Samuel Bei, the not-yet-executed Noemi Laporte, Admiral Steele, the sleeper ship Sanctuary, and the UEF&#039;s Admiral Netreba, you will travel through the Knossos in N362 and locate our universe&#039;s Vishnans to petition them for assistance. Make transit through the Knossos as a Shivan battle group rumored to be led by the Dante and other nightmares breaks through GTVA lines and pursues you.&lt;br /&gt;
&lt;br /&gt;
Mission 5: The Vishnans are located by Samuel Bei&#039;s scout wings, and a Keeper is sighted. But attempts to make contact are met with force, and even Bei&#039;s pleas cannot stir the Vishnans. It becomes clear that they support the Shivan cull. (Alternatively, Bei&#039;s pleas move them, but then -) Admiral Steele reveals the Security Council&#039;s MORPHEUS contingency includes a plan to capture a Vishnan Keeper and use it to seize control of a local Vishnan battle group - but a powerful Sensitive will be required. The Vishnans attack the task force and seem ready to overwhelm them when suddenly they go dead. Something has happened to the Keeper - the Dante and a group of Shivans have approached and disabled it.&lt;br /&gt;
&lt;br /&gt;
Mission 6: It becomes apparent that the Vishnan Great Psyche has been murdered by the Shivans, as Laporte foresaw. Cut off from Alliance space and with no hope of Vishnan assistance, the task force flees deeper into the space beyond the Knossos, pursued by Shivans. Here they discover a derelict Vishnan Preserver. They use it to modify a node for long-range travel back to what they hope is Alliance space.  After a heartbreaking farewell to Eriana, Sam Bei remains behind with a task force to study the Preserver and hopefully enact Steele&#039;s plan. The rest of the task force jumps through the modified node, but the Jester sabotages the calculations, and instead they find themselves in a distant and eerie universe.&lt;br /&gt;
&lt;br /&gt;
Mission 7: A derelict spacecraft of enormous age and unknown design is located, drifting and apparently dead. Plumbing its systems, the Jester learns of the rise and fall of the Great Creators. But his attempts to understand the purpose of the Shivans are cut off by survey data indicating that 90% of the stars in the sky are surrounded by Shivan habitats - this universe is nothing but Shivan, through and through. Swarms of bizarre Shivans attack the task force and the groups are scattered in a series of panicked jumps: Laporte and the Federation contingent one way, Nabirasul and the Emperor another, and Steele and the Terrans a third.&lt;br /&gt;
&lt;br /&gt;
Mission 8: Laporte&#039;s group stumbles on a cluster of Shivan comm nodes. By use of her Nagari talent and Fedayeen data, Laporte gathers information from these nodes on Shivan history, motives, and goals while the Eris holds off mighty Shivan attacks. Laporte realizes that the attacks on GTVA space have only been the reflex action of the Shivan algorithmic response, and that the true offensive is on its way - an invincible armada of star-burning, impregnably defended Shivan worldships. In a staggering moment of existential terror she witnesses the scope of the universe - nay, universes - under Shivan dominion, and realizes that mankind has no hope of defeating them. Netreba and the Eris are lost, leaving Laporte, Simms and the Indus to flee towards a distant signal.&lt;br /&gt;
&lt;br /&gt;
Mission 9: Admiral Steele and his air wing discover a route back home - it&#039;s a modified node used for interdimensional transit, and hitting it at the right trajectory should lead to Capella. Fly as a ducttape-loving pilot of the 212th Silver Scythes as Steele goes on the attack, rolling in on what seems to be a Shivan rally point to buy time for the rest of the task force to regroup on the supernode. Now if only those damn Feds and Vasudans would show up before you&#039;re overwhelmed...&lt;br /&gt;
&lt;br /&gt;
Mission 10: The Emperor and Nabirasul find themselves in what seems to be a blend or merger between universes, as if worlds have begun to interface without connecting nodes. Analysis of the microwave background reveals that they have entered a vast, artificial cosmos which was once a fertile womb for intelligence - in turn only a cell of something greater. Now it is dead, haunted by ancient ghosts and eerie whispers. The truth of the Brahmans&#039; cancerous, malignant end is revealed as the task group stumbles upon a grim storehouse of doomsday devices: apoptotic weapons, meant to destroy universes before they are subverted by some hideous threat that might very well be what the Brahman became. Nabirasul speaks the grim truth: the Shivans are a way to prevent this from ever happening again. The Emperor considers abandoning all hope and surrendering to the Hammer of Light&#039;s prophecies, but Nabirasul rouses the emperor with a desperate plan. Suddenly the ancient debris comes alive with a warning: a threat is approaching. Shivans flood the area but seem to ignore the Vasudans, rushing to some unknown purpose. (?) The Vasudans grab one of the apoptotic weapons and blast their way through the Shivans towards Steele&#039;s distant signal as madness chases them; if the player doesn&#039;t make it out in time we need to make truly awful things happen.&lt;br /&gt;
&lt;br /&gt;
Mission 10--1: An interlude of sad music and unexpected behavior. The player is Samuel Bei, alone in a spacesuit outside the great mass of the Vishnan Preserver. He records a fond farewell to Eriana, and then opens his suit to vacuum.&lt;br /&gt;
&lt;br /&gt;
Mission 11: Synthesizing Laporte&#039;s Shivan data and the Jester&#039;s apoptotic weapon, a desperate plan comes into focus, but it&#039;ll require the surviving strength of the GTVA to work. Someone needs to make a run through the supernode, into Capella, through the grip of the black hole, into one of the nodes there and finally to Alliance space, killing every Shivan that gets in the way and discussing the desperate plan with the Alliance. The odds of survival are low, and a destroyer can&#039;t be risked. But there&#039;s one ship in the task force that&#039;s had experience with crazed sequential jumps under extreme conditions: the heavily retrofitted GTC Duke. With escort from two crack pilots, Corey and Taylor, make the run through hell and come out the other side to deliver a warning and a plan of action to the GTVA.&lt;br /&gt;
&lt;br /&gt;
Mission 12: The GTVA has a proud tradition of stealing knowledge from ancient races to defend against unstoppable Shivan onslaughts. Laporte&#039;s Shivan data (hint that it was pushed her way by Ken) indicates that the center of Shivan strength in this universe lies well past the binary star system from Into the Lions Den, but that there is a single weak link in the chain that could be sealed to hold those Shivans back. The main Shivan thrust, however, is coming through the Capella supernode, directly from an adjacent universe that is a massive Shivan hub. Stopping them will require a two-pronged offensive. The Shambhala can seal the node past the Binary Star; the Emperor&#039;s recovered apoptotic weapon can be brought through the supernode and deployed in the neighboring universe where the worldship armada is gathering. But this plan requires the GTVA to launch an attack into Capella and open a gap for both the Shambhala and the Emperor to make their runs. Fly as the aging, unspeaking Wing Commander Snipes as the attack begins, but bogs down in fierce Shivan resistance - until Samuel Bei arrives in the body of a Vishnan Keeper, leading a subverted Vishnan battle group to assist. The tortured Sam has finally realized the meaning of his vision from AoA: he passed into the Great Psyche&#039;s memory storage when his body was dead, but now, with the Psyche dead, only by completely destroying his physical form can he render the transfer complete. Now he is a surrogate Great Psyche, struggling to give purpose to the remaining Vishnans for one last death ride.&lt;br /&gt;
&lt;br /&gt;
Mission 13: Steele, the Emperor, and Laporte make the transit through their node into Capella as the GTVA push also breaks through. Juggernauts and worse are waiting for them, but the distraction gives the two offensive task groups time. Fly as Laporte as Steele forms up with the Shambhala and heads for Gamma Draconis, then the nebula, and then the binary star system beyond in a running battle. Meanwhile, the Emperor leads his Medjai on a dive into the singularity proper, leading them into the adjacent Shivan Hell universe.&lt;br /&gt;
&lt;br /&gt;
Mission 14: Sam&#039;s last stand. Hop between Vishnan fighters as you, the consciousness that Sam has become, throw yourself into an all-out struggle with the Shivans as the surviving GTVA fleet withdraws back into friendly space (where they must survive for the plan to work). One of the Dantes or some appropriate big-bad monstrosity guns for your Preserver, but Eriana rams the Sanctuary, loaded with meson ordnance, into it and destroys it. Eventually you die in some awesome fashion.&lt;br /&gt;
&lt;br /&gt;
Mission 15: Fly as Laporte (or Admiral Chiwetel Steele?) as you escort the Shambhala through the Knossos in the binary system and find yourself, at last, in the center of Shivan power in this galaxy - an enormous gate installation at the galactic core, guarded by a fleet so huge it&#039;s mostly skybox. With the Shambhala destroyed by the Shivans, enact your own contingency plan and fly yourself (or the Atreus?) in to take out the gate&#039;s stationkeeping drive. Optionally, if you&#039;re really good, survive an attack by (something scary) and make it back to the node alive. With this gate destroyed, the Shivans in this galaxy will be cut off from their superintelligence and it will take their local structure some time to reorganize. Except, of course, it&#039;s all meaningless if this backwater universe is still connected to the greater Shivan menace -&lt;br /&gt;
&lt;br /&gt;
Mission 16: Fly alongside your Emperor as you emerge in Shivan Hell: a parallel universe swarming with Shivan manufacturing and thought. Legions of Shivan worldships represented on the skybox are headed for the supernode to transition into Capella. Fly suicidal defense as the Emperor brings the apoptotic weapon online and wipes out the whole universe, leaving our own reality isolated (for the moment), and the Shivans of our galaxy cut off from neighboring groups in Andromeda as well as their greater pan-universal brethren (and thus disorganized, a la post-Lucifer).&lt;br /&gt;
&lt;br /&gt;
Mission 17: An epilogue. Years of bloody struggle to reclaim lost worlds, rebuild lost lives and purge the Shivans from the local node group lie ahead of the Alliance. 65% of the human race and 75% of Vasudans were killed, but the great hub of Earth remains to build new warships and new lives, and the Vasudans have always been resilient. With their Emperor and their greatest hero gone, they are a people leaderless, but a people birthed in sorrow, die in sorrow: they are used to it and prepared to move on.&lt;br /&gt;
&lt;br /&gt;
Something Else?: Perhaps something tying in to the unresolved Bosch/Ken arc, a hint at Bosch persisting in the great totality of the Shivan organism, glimpsing an eternal past and future for the Shivans and understanding that while the Terran-Vasudan Alliance will perhaps carve out its own niche, this may be what the Shivans desired all along - because who can grasp the fearsome intellect of this worlds-spanning mind?&lt;br /&gt;
&lt;br /&gt;
Also Laporte and Simms might be alive at the end? We could fix that.&lt;br /&gt;
&lt;br /&gt;
Biggest problem with this may be the need for any sort of new assets. Mostly skyboxes.&lt;br /&gt;
&lt;br /&gt;
MAP OF UNIVERSES&lt;br /&gt;
&lt;br /&gt;
DEAD EARTH                               &lt;br /&gt;
| &amp;lt;br&amp;gt;                                         &lt;br /&gt;
| &amp;lt;br&amp;gt;                                           &lt;br /&gt;
| &amp;lt;br&amp;gt;                                           &lt;br /&gt;
OURS ----------------- SHIVAN HELL&lt;br /&gt;
| &amp;lt;br&amp;gt;                                           &lt;br /&gt;
| &amp;lt;br&amp;gt;                                           &lt;br /&gt;
| &amp;lt;br&amp;gt;                                           &lt;br /&gt;
TOMB UNIVERSE&lt;br /&gt;
&lt;br /&gt;
==Releases==&lt;br /&gt;
&#039;&#039;Age of Aquarius&#039;&#039; was first released on October 3, 2007, and the first patch for it was released two days later on October 5. In February 2010, AoA was rereleased with voice acting, reorganized modpack, and new assets.&lt;br /&gt;
&lt;br /&gt;
The first part of &#039;&#039;War in Heaven&#039;&#039;, consisting of the first two acts (15 missions) was released on August 7, 2010. The third act was released on January 7, 2013.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chanticleer&#039;&#039; was released in September 2023.&lt;br /&gt;
&lt;br /&gt;
==Developers==&lt;br /&gt;
===Age of Aquarius and War in Heaven Project Staff===&lt;br /&gt;
*&#039;&#039;&#039;Darius&#039;&#039;&#039; &amp;amp;mdash; &#039;&#039;Project lead&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axem&#039;&#039;&#039; &amp;amp;mdash; &#039;&#039;Just another FREDder&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Belisarius&#039;&#039;&#039; &amp;amp;mdash; &#039;&#039;Music composer&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;blowfish&#039;&#039;&#039; &amp;amp;mdash; &#039;&#039;Modeller&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cobra&#039;&#039;&#039; &amp;amp;mdash; &#039;&#039;Voice acting management assistance&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Daddy Warhol&#039;&#039;&#039; &amp;amp;mdash; &#039;&#039;Music composer&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dilmah G&#039;&#039;&#039; &amp;amp;mdash; &#039;&#039;Mission designer, Military advisor&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dragon&#039;&#039;&#039; &amp;amp;mdash; &#039;&#039;Texture artist&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Esarai&#039;&#039;&#039; &amp;amp;mdash; &#039;&#039;Modeller&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fury&#039;&#039;&#039; &amp;amp;mdash; &#039;&#039;Tabler, AI lead&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;General Battuta&#039;&#039;&#039; &amp;amp;mdash; &#039;&#039;Writer, Mission designer&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;HerraTohtori&#039;&#039;&#039; &amp;amp;mdash; &#039;&#039;Skybox artist&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Nighteyes&#039;&#039;&#039; &amp;amp;mdash; &#039;&#039;Effects artist&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rian&#039;&#039;&#039; &amp;amp;mdash; &#039;&#039;Script content redundancy axe-man, Character writer&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Steve O&#039;&#039;&#039; &amp;amp;mdash; &#039;&#039;Model contributor, Paternal figure&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The E&#039;&#039;&#039; &amp;amp;mdash; &#039;&#039;Codework, Mission work, Model work, Writer&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Wanderer&#039;&#039;&#039; &amp;amp;mdash; &#039;&#039;Effects artist&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Zacam&#039;&#039;&#039; &amp;amp;mdash; &#039;&#039;Testing, Mod pack management, SVN manager&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Chanticleer Project Staff===&lt;br /&gt;
*&#039;&#039;&#039;qweqwe321&#039;&#039;&#039; &amp;amp;mdash; Project Lead&lt;br /&gt;
&lt;br /&gt;
===Beta Testers===&lt;br /&gt;
* [[User:Androgeos Exeunt|&amp;lt;font color=&amp;quot;#9966CC&amp;quot;&amp;gt;Androgeos&amp;lt;/font&amp;gt;]] [[User_talk:Androgeos_Exeunt|&amp;lt;font color=&amp;quot;#40826D&amp;quot;&amp;gt;Exeunt&amp;lt;/font&amp;gt;]]&lt;br /&gt;
* MatthTheGeek&lt;br /&gt;
* QuantumDelta&lt;br /&gt;
* Snail&lt;br /&gt;
* Spoon&lt;br /&gt;
* ubiquitous&lt;br /&gt;
* Fusion&lt;br /&gt;
* Lawbrosteve&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Blue Planet: Age of Aquarius]]&lt;br /&gt;
* [[Blue Planet: Age of Aquarius Campaign Walkthrough]]&lt;br /&gt;
* [[Blue Planet: War in Heaven]]&lt;br /&gt;
* [[Blue Planet: War in Heaven Campaign Walkthrough]]&lt;br /&gt;
* [[Blue Planet: Chanticleer]]&lt;br /&gt;
* [[Blue Planet: Chanticleer Campaign Walkthrough]]&lt;br /&gt;
* [[Blue Planet Extras Portal]]&lt;br /&gt;
* [[Blue Planet ship database]]&lt;br /&gt;
* [[:Category:Blue Planet]]&lt;br /&gt;
&lt;br /&gt;
==Related Links==&lt;br /&gt;
*[http://blueplanet.hard-light.net Blue Planet Website | Hard-Light Productions.net]&lt;br /&gt;
*[http://www.hard-light.net/forums/index.php/board,169.0.html Blue Planet board | Hard-Light Productions.net]&lt;br /&gt;
*[http://www.moddb.com/mods/blue-planet-war-in-heaven Blue Planet at ModDB]&lt;br /&gt;
*[http://www.imdb.com/title/tt3566260/ Blue Planet: War in Heaven at IMDB]&lt;br /&gt;
&lt;br /&gt;
[[Category:User-made_Campaigns]]&lt;br /&gt;
[[Category:Blue Planet|*]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=FreeSpace_2_Shivan_Ship_Database&amp;diff=65748</id>
		<title>FreeSpace 2 Shivan Ship Database</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=FreeSpace_2_Shivan_Ship_Database&amp;diff=65748"/>
		<updated>2024-08-04T11:16:16Z</updated>

		<summary type="html">&lt;p&gt;Mobius: Number 17 trivia&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[FreeSpace_2_Ship_Database|FreeSpace 2 Ship Database]]&lt;br /&gt;
&lt;br /&gt;
====SFr &#039;&#039;Baraqel&#039;&#039;====&lt;br /&gt;
*[[SFr Dis]] class freighter&lt;br /&gt;
*Emerged from [[Knossos]] portal in [[A Lion at the Door]] (sm1-04) and attempted to drop off a cargo container&lt;br /&gt;
**Cargo: Sentry Guns&lt;br /&gt;
*Initially docked with an [[SAC 3]] cargo unit, which contained Missiles&lt;br /&gt;
*Destroyed by [[107th Ravens]] squadron&lt;br /&gt;
&lt;br /&gt;
====SFr &#039;&#039;Maul&#039;&#039;====&lt;br /&gt;
*[[SFr Mephisto]] class transport&lt;br /&gt;
*Attempted to drop off a cargo container near [[Knossos]] portal in [[A Lion at the Door]] (sm1-04)&lt;br /&gt;
**Cargo: Sentry Guns&lt;br /&gt;
*Initially docked with an [[SC 5]] cargo unit, which contained Propulsion Units&lt;br /&gt;
*Destroyed by [[107th Ravens]] squadron&lt;br /&gt;
&lt;br /&gt;
====SFr &#039;&#039;Neqael&#039;&#039;====&lt;br /&gt;
*[[SFr Asmodeus]] class freighter&lt;br /&gt;
*Emerged from [[Knossos]] portal in [[A Lion at the Door]] (sm1-04) and attempted to drop off a cargo container&lt;br /&gt;
**Cargo: Sentry Guns&lt;br /&gt;
*Initially docked with an [[SAC 2]] cargo unit, which contained Sensor Arrays&lt;br /&gt;
*Destroyed by [[107th Ravens]] squadron&lt;br /&gt;
&lt;br /&gt;
====ST &#039;&#039;Semyaza&#039;&#039;====&lt;br /&gt;
*[[ST Azrael]] class transport&lt;br /&gt;
*Waited near [[Knossos]] in [[A Lion at the Door]] (sm1-04)&lt;br /&gt;
**Cargo: Shivan Personnel&lt;br /&gt;
*Destroyed by [[107th Ravens]] squadron&lt;br /&gt;
&lt;br /&gt;
====SC &#039;&#039;Urobach&#039;&#039;====&lt;br /&gt;
*Does not appear in any missions&lt;br /&gt;
*Attacked and disabled [[FreeSpace_2_Terran_Ship_Database#GTD Aquitaine|GTD &#039;&#039;Aquitaine&#039;&#039;]] just before [[Argonautica]] (sm3-05)&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Terran_Ship_Database#GTD Aquitaine|GTD &#039;&#039;Aquitaine&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
====SC &#039;&#039;Armaros&#039;&#039;====&lt;br /&gt;
* [[SC Rakshasa]] class cruiser&lt;br /&gt;
* Attacked GTVI convoy in [[Crisis in Capella]]&lt;br /&gt;
* Destroyed by GTC &#039;&#039;Adamant&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====SC &#039;&#039;Asuras&#039;&#039;====&lt;br /&gt;
*[[SC Cain]] class cruiser&lt;br /&gt;
*Discovered in [[Nebula System|nebula]] right before [[The Great Hunt (FS2)|The Great Hunt]] (sm1-06)&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Terran_Ship_Database#GTCv Actium|GTCv &#039;&#039;Actium&#039;&#039;]] and [[FreeSpace_2_Terran_Ship_Database#GTCv Lysander|GTCv &#039;&#039;Lysander&#039;&#039;]] in [[The Great Hunt (FS2)|The Great Hunt]] (sm1-06)&lt;br /&gt;
&lt;br /&gt;
====SC &#039;&#039;Azmedaj&#039;&#039;====&lt;br /&gt;
*[[SC Cain]] class cruiser&lt;br /&gt;
*Destroyed by [[203rd Scorpions]] squadron in [[Return to Babel]] (sm3-03)&lt;br /&gt;
&lt;br /&gt;
====SC &#039;&#039;Baal&#039;&#039;====&lt;br /&gt;
*[[SC Cain]] class cruiser&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Vasudan_Ship_Database#GVCv Khepri|GVCv &#039;&#039;Khepri&#039;&#039;]], [[FreeSpace_2_Vasudan_Ship_Database#GVC Heket|GVC &#039;&#039;Heket&#039;&#039;]], [[FreeSpace_2_Terran_Ship_Database#GTC Stalwart|GTC &#039;&#039;Stalwart&#039;&#039;]] and [[70th Blue Lions]] squadron in [[Their Finest Hour]] (sm3-08)&lt;br /&gt;
&lt;br /&gt;
====SC &#039;&#039;Bane&#039;&#039;====&lt;br /&gt;
*[[SC Cain]] class cruiser&lt;br /&gt;
*Attacked [[GTVA]] forces retreating to [[Vega]] in sm3-10&lt;br /&gt;
* Destroyed by &#039;&#039;[[FreeSpace_2_Terran_Ship_Database#GTCv Lemnos|GTCv Lemnos]]&#039;&#039;, &#039;&#039;[[FreeSpace_2_Terran_Ship_Database#GTC Sparta|GTC Sparta]]&#039;&#039;, &#039;&#039;[[FreeSpace_2_Terran_Ship_Database#GTC Malta|GTC Malta]]&#039;&#039;, &#039;&#039;[[FreeSpace_2_Terran_Ship_Database#GTC Ertanax|GTC Ertanax]]&#039;&#039;, &#039;&#039;[[FreeSpace_2_Terran_Ship_Database#GTC Templar|GTC Templar]]&#039;&#039;, &#039;&#039;[[FreeSpace_2_Vasudan_Ship_Database#GVC Ptah-Nu|GVC Ptah-Nu]]&#039;&#039; and [[70th Blue Lions]] squadron&lt;br /&gt;
&lt;br /&gt;
====SC &#039;&#039;Behemoth&#039;&#039;====&lt;br /&gt;
*[[SC Rakshasa]] class cruiser&lt;br /&gt;
*Emerged from [[Knossos]] portal in [[Gamma Draconis]] right before [[A Lion at the Door]] (sm1-04)&lt;br /&gt;
*Destroyed by [[107th Ravens]] squadron in [[A Lion at the Door]] (sm1-04)&lt;br /&gt;
&lt;br /&gt;
====SC &#039;&#039;Belphegor&#039;&#039;====&lt;br /&gt;
*[[SC Rakshasa]] class cruiser&lt;br /&gt;
*Attempted to hold a [[Shivan]] position in [[Gamma Draconis]] during M-05&lt;br /&gt;
*Destroyed by 77th Deadly Sevens squadron&lt;br /&gt;
&lt;br /&gt;
====SC &#039;&#039;Dahaka&#039;&#039;====&lt;br /&gt;
*[[SC Cain]] class cruiser&lt;br /&gt;
*Detected near second [[Knossos]] portal in [[Nebula System|nebula]] by [[203rd Scorpions]] squadron in [[Straight, No Chaser]] (sm3-04)&lt;br /&gt;
*Destroyed by [[203rd Scorpions]] squadron&lt;br /&gt;
&lt;br /&gt;
====SC &#039;&#039;Demogorgon&#039;&#039;====&lt;br /&gt;
*[[SC Cain]] class cruiser&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Vasudan_Ship_Database#GVCv Khepri|GVCv &#039;&#039;Khepri&#039;&#039;]],[[FreeSpace_2_Vasudan_Ship_Database#GVC Heket|GVC  &#039;&#039;Heket&#039;&#039;]], [[FreeSpace_2_Terran_Ship_Database#GTC Stalwart|GTC &#039;&#039;Stalwart&#039;&#039;]] and [[70th Blue Lions]] squadron in [[Their Finest Hour]] (sm3-08)&lt;br /&gt;
&lt;br /&gt;
====SC &#039;&#039;Gibborim&#039;&#039;====&lt;br /&gt;
*[[SC Cain]] class cruiser&lt;br /&gt;
*Arrived through [[Epsilon Pegasi]] to intercept a civilian convoy in [[Exodus (FS2)|Exodus]] (sm3-06)&lt;br /&gt;
*Destroyed by [[70th Blue Lions]] squadron&lt;br /&gt;
&lt;br /&gt;
====SC &#039;&#039;Goliath&#039;&#039;====&lt;br /&gt;
*[[SC Cain]] class cruiser&lt;br /&gt;
*Emerged from [[Knossos]] portal in [[Gamma Draconis]] in [[A Lion at the Door]] (sm1-04)&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Terran_Ship_Database#GTD Carthage|GTD &#039;&#039;Carthage&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
====SC &#039;&#039;Iblis&#039;&#039;====&lt;br /&gt;
*[[SC Rakshasa]] class cruiser&lt;br /&gt;
*Discovered in [[Nebula System|nebula]] right before [[The Great Hunt (FS2)|The Great Hunt]] (sm1-06)&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Terran_Ship_Database#GTCv Actium|GTCv &#039;&#039;Actium&#039;&#039;]] and [[FreeSpace_2_Terran_Ship_Database#GTCv Lysander|GTCv &#039;&#039;Lysander&#039;&#039;]] in [[The Great Hunt (FS2)|The Great Hunt]] (sm1-06)&lt;br /&gt;
&lt;br /&gt;
====SC &#039;&#039;Karnatoth&#039;&#039;====&lt;br /&gt;
*[[SC Cain]] class cruiser - simulated&lt;br /&gt;
*Destroyed by a wing of GTVA fighters in the G-Shi simulation&lt;br /&gt;
&lt;br /&gt;
====SC &#039;&#039;Malor&#039;&#039;====&lt;br /&gt;
*[[SC Cain]] class cruiser&lt;br /&gt;
*Attempted to attack [[FreeSpace_2_Terran_Ship_Database#GTA Lucidity|GTA &#039;&#039;Lucidity&#039;&#039;]], [[FreeSpace_2_Terran_Ship_Database#GTFr Erinpura|GTFr &#039;&#039;Erinpura&#039;&#039;]] and [[FreeSpace_2_Terran_Ship_Database#GTFr Vauban|GTFr &#039;&#039;Vauban&#039;&#039;]] in [[Battle of the Wilderness]] (sm2-01)&lt;br /&gt;
*Destroyed by [[134th Barracudas]] squadron&lt;br /&gt;
&lt;br /&gt;
====SC &#039;&#039;Melchom&#039;&#039;====&lt;br /&gt;
*[[SC Cain]] class cruiser&lt;br /&gt;
*Attacked [[GTVA]] forces retreating to [[Vega]] in [[Apocalypse]] (sm3-10)&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Terran_Ship_Database#GTCv Lemnos|GTCv &#039;&#039;Lemnos&#039;&#039;]], [[FreeSpace_2_Terran_Ship_Database#GTC Sparta|GTC &#039;&#039;Sparta&#039;&#039;]], [[FreeSpace_2_Terran_Ship_Database#GTC Malta|GTC &#039;&#039;Malta&#039;&#039;]], [[FreeSpace_2_Terran_Ship_Database#GTC Ertanax|GTC &#039;&#039;Ertanax&#039;&#039;]], [[FreeSpace_2_Terran_Ship_Database#GTC Templar|GTC &#039;&#039;Templar&#039;&#039;]], [[FreeSpace_2_Vasudan_Ship_Database#GVC Ptah-Nu|GVC &#039;&#039;Ptah-Nu&#039;&#039;]] and [[70th Blue Lions]] squadron&lt;br /&gt;
&lt;br /&gt;
====SC &#039;&#039;Orcus&#039;&#039;====&lt;br /&gt;
*[[SC Rakshasa]] class cruiser&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Vasudan_Ship_Database#GVCv Khepri|GVCv &#039;&#039;Khepri&#039;&#039;]], [[FreeSpace_2_Vasudan_Ship_Database#GVC Heket|GVC &#039;&#039;Heket&#039;&#039;]] and [[FreeSpace_2_Terran_Ship_Database#GTC Stalwart|GTC &#039;&#039;Stalwart&#039;&#039;]] and [[70th Blue Lions]] squadron in [[Their Finest Hour]] (sm3-08)&lt;br /&gt;
&lt;br /&gt;
====SC &#039;&#039;Rakshasa&#039;&#039;====&lt;br /&gt;
*&#039;&#039;&#039;NOTE: inconsistency: invalid name&#039;&#039;&#039;&lt;br /&gt;
*[[SC Rakshasa]] class cruiser&lt;br /&gt;
*Attacked [[FreeSpace_2_Terran_Ship_Database#GTCv Bretagne|GTCv &#039;&#039;Bretagne&#039;&#039;]] as it was trying to escape from the [[Nebula System|nebula]] in m-06&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Terran_Ship_Database#GTCv Bretagne|GTCv &#039;&#039;Bretagne&#039;&#039;]] and two fighter wings&lt;br /&gt;
&lt;br /&gt;
====SC &#039;&#039;Rakshasa 17&#039;&#039;====&lt;br /&gt;
*&#039;&#039;&#039;NOTE: inconsistency: invalid name&#039;&#039;&#039;&lt;br /&gt;
*[[SC Rakshasa]] class cruiser&lt;br /&gt;
*Destroyed by [[99th Skulls]] squadron in [[Into the Lion&#039;s Den]] (loop2-2)&lt;br /&gt;
&lt;br /&gt;
====SC &#039;&#039;Rakshasa 19&#039;&#039;====&lt;br /&gt;
*&#039;&#039;&#039;NOTE: inconsistency: invalid name&#039;&#039;&#039;&lt;br /&gt;
*[[SC Rakshasa]] class cruiser&lt;br /&gt;
*Destroyed by [[99th Skulls]] squadron in [[Into the Lion&#039;s Den]] (loop2-2)&lt;br /&gt;
&lt;br /&gt;
====SC &#039;&#039;Rakshasa 45&#039;&#039;====&lt;br /&gt;
*&#039;&#039;&#039;NOTE: inconsistency: invalid name&#039;&#039;&#039;&lt;br /&gt;
*[[SC Rakshasa]] class cruiser&lt;br /&gt;
*Arrived from [[Nebula System|nebula]] system in [[Into the Lion&#039;s Den]] (loop2-2)&lt;br /&gt;
*Destroyed by [[99th Skulls]] squadron&lt;br /&gt;
&lt;br /&gt;
====SC &#039;&#039;Ramakara&#039;&#039;====&lt;br /&gt;
*[[SC Rakshasa]] class cruiser (simulated)&lt;br /&gt;
*Destroyed by a wing of [[GTVA]] fighters in the G-Shi simulation&lt;br /&gt;
&lt;br /&gt;
====SC &#039;&#039;Rephaim&#039;&#039;====&lt;br /&gt;
*[[SC Rakshasa]] class cruiser&lt;br /&gt;
*Sighted in the [[Nebula System|nebula]] just before [[Speaking in Tongues]] (sm2-09)&lt;br /&gt;
*Exchanged unidentified (at the time) transmissions with the [[FreeSpace_2_Rebel_Ship_Database#NTF Iceni|NTF &#039;&#039;Iceni&#039;&#039;]] using [[ETAK]] technology&lt;br /&gt;
*Destroyed by [[203rd Scorpions]] squadron&lt;br /&gt;
&lt;br /&gt;
====SC &#039;&#039;Sammael&#039;&#039;====&lt;br /&gt;
*[[SC Rakshasa]] class cruiser&lt;br /&gt;
*Destroyed by [[203rd Scorpions]] squadron in [[Return to Babel]] (sm3-03)&lt;br /&gt;
&lt;br /&gt;
====SC &#039;&#039;Sathariel&#039;&#039;====&lt;br /&gt;
*[[SC Rakshasa]] class cruiser&lt;br /&gt;
*Sent in along with the [[FreeSpace_2_Shivan_Ship_Database#SD Barqu|SD &#039;&#039;Barqu&#039;&#039;]] to reinforce [[Shivan]] positions in [[Gamma Draconis]] after the [[FreeSpace_2_Shivan_Ship_Database#SCv Nosferatu|SCv &#039;&#039;Nosferatu&#039;&#039;]] was destroyed in M-01b&lt;br /&gt;
*Destroyed by two wings of [[GTVA]] fighters in M-01b&lt;br /&gt;
&lt;br /&gt;
====SC &#039;&#039;Sephiroth&#039;&#039;====&lt;br /&gt;
*[[SC Rakshasa]] class cruiser&lt;br /&gt;
*Detected near second [[Knossos]] portal in [[Nebula System|nebula]] by [[203rd Scorpions]] squadron in [[Straight, No Chaser]] (sm3-04)&lt;br /&gt;
*Destroyed by [[203rd Scorpions]] squadron&lt;br /&gt;
&lt;br /&gt;
====SC &#039;&#039;Thanatos&#039;&#039;====&lt;br /&gt;
*[[SC Rakshasa]] class cruiser&lt;br /&gt;
*Attacked [[GTVA]] forces retreating to [[Vega]] in [[Apocalypse]] (sm3-10)&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Terran_Ship_Database#GTCv Lemnos|GTCv &#039;&#039;Lemnos&#039;&#039;]], [[FreeSpace_2_Terran_Ship_Database#GTC Sparta|GTC &#039;&#039;Sparta&#039;&#039;]], [[FreeSpace_2_Terran_Ship_Database#GTC Malta|GTC &#039;&#039;Malta&#039;&#039;]], [[FreeSpace_2_Terran_Ship_Database#GTC Ertanax|GTC &#039;&#039;Ertanax&#039;&#039;]], [[FreeSpace_2_Terran_Ship_Database#GTC Templar|GTC &#039;&#039;Templar&#039;&#039;]], [[FreeSpace_2_Vasudan_Ship_Database#GVC Ptah-Nu|GVC &#039;&#039;Ptah-Nu&#039;&#039;]] and [[70th Blue Lions]] squadron&lt;br /&gt;
&lt;br /&gt;
====SC &#039;&#039;Hela&#039;&#039;====&lt;br /&gt;
*[[SC Lilith]] class cruiser&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Vasudan_Ship_Database#GVCv Khepri|GVCv &#039;&#039;Khepri&#039;&#039;]], [[FreeSpace_2_Vasudan_Ship_Database#GVC Heket|GVC &#039;&#039;Heket&#039;&#039;]] and [[FreeSpace_2_Terran_Ship_Database#GTC Stalwart|GTC &#039;&#039;Stalwart&#039;&#039;]] and [[70th Blue Lions]] squadron in [[Their Finest Hour]] (sm3-08)&lt;br /&gt;
&lt;br /&gt;
====SCv &#039;&#039;Abaddon&#039;&#039;====&lt;br /&gt;
*[[SCv Moloch]] class corvette&lt;br /&gt;
*Attacked [[FreeSpace_2_Terran_Ship_Database#GTD Aquitaine|GTD &#039;&#039;Aquitaine&#039;&#039;]] in [[Argonautica]] (sm3-05) as it was retreating to [[Gamma Draconis]] through the [[Nebula System|nebula]]&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Terran_Ship_Database#GTD Aquitaine|GTD &#039;&#039;Aquitaine&#039;&#039;]] and [[203rd Scorpions]] squadron&lt;br /&gt;
&lt;br /&gt;
====SCv &#039;&#039;Abraxis&#039;&#039;====&lt;br /&gt;
*[[SCv Moloch]] class corvette&lt;br /&gt;
*Attacked [[FreeSpace_2_Vasudan_Ship_Database#GVCv Nebtuu|GVCv &#039;&#039;Nebtuu&#039;&#039;]] just before [[Exodus (FS2)|Exodus]] (sm3-06)&lt;br /&gt;
*Destroyed [[FreeSpace_2_Vasudan_Ship_Database#GVCv Nebtuu|GVCv &#039;&#039;Nebtuu&#039;&#039;]] with help from Shivan small craft&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Vasudan_Ship_Database#GVCv Nebtuu|GVCv &#039;&#039;Nebtuu&#039;&#039;]] and/or [[70th Blue Lions]] squadron&lt;br /&gt;
&lt;br /&gt;
====SCv &#039;&#039;Balam&#039;&#039; ====&lt;br /&gt;
* [[SCv Moloch]] class corvette&lt;br /&gt;
* Attacked GTVI convoy in [[Crisis in Capella]]&lt;br /&gt;
* Attacked by GTC &#039;&#039;Adamant&#039;&#039;&lt;br /&gt;
* Destroyed GTC &#039;&#039;Adamant&#039;&#039;&lt;br /&gt;
* Destroyed by [[GVD Psamtik|GVD &#039;&#039;Psamtik&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
====SCv &#039;&#039;Chamos&#039;&#039;====&lt;br /&gt;
*[[SCv Moloch]] class corvette&lt;br /&gt;
*Deployed to take control of the [[Epsilon Pegasi]] jump node in [[Capella]] in M-02b&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Vasudan_Ship_Database#GVD Zednanreh|GVD &#039;&#039;Zednanreh&#039;&#039;]] and two fighter wings&lt;br /&gt;
&lt;br /&gt;
====SCv &#039;&#039;Golab&#039;&#039;====&lt;br /&gt;
*[[SCv Moloch]] class corvette&lt;br /&gt;
*Attacked [[FreeSpace_2_Vasudan_Ship_Database#GVCv Thutmose|GVCv &#039;&#039;Thutmose&#039;&#039;]] in [[Speaking in Tongues]] (sm2-09)&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Vasudan_Ship_Database#GVCv Thutmose|GVCv &#039;&#039;Thutmose&#039;&#039;]] and [[203rd Scorpions]] squadron&lt;br /&gt;
&lt;br /&gt;
====SCv &#039;&#039;Nosferatu&#039;&#039;====&lt;br /&gt;
*[[SCv Moloch]] class corvette&lt;br /&gt;
*Aborted an intended subspace jump from [[Capella]] to [[Gamma Draconis]] due to a hardware failure just before M-01b&lt;br /&gt;
*Attacked and destroyed by [[GTVA]] fighter and bomber wings in M-01b&lt;br /&gt;
*[[FreeSpace_2_Shivan_Ship_Database#SD Barqu|SD &#039;&#039;Barqu&#039;&#039;]] and [[FreeSpace_2_Shivan_Ship_Database#SC Sathariel|SC &#039;&#039;Sathariel&#039;&#039;]] were sent to reinforce the position shortly after&lt;br /&gt;
&lt;br /&gt;
====SCv &#039;&#039;Rahab&#039;&#039;====&lt;br /&gt;
*[[SCv Moloch]] class corvette&lt;br /&gt;
*Deployed to take control of the [[Epsilon Pegasi]] jump node in [[Capella]] in M-02b&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Vasudan_Ship_Database#GVD Zednanreh|GVD &#039;&#039;Zednanreh&#039;&#039;]] and two fighter wings&lt;br /&gt;
&lt;br /&gt;
====SCv &#039;&#039;Sargatanas&#039;&#039;====&lt;br /&gt;
*[[SCv Moloch]] class corvette&lt;br /&gt;
*Attacked [[FreeSpace_2_Terran_Ship_Database#GTCv Bretagne|GTCv &#039;&#039;Bretagne&#039;&#039;]] as it was trying to escape from the [[Nebula System|nebula]] in M-06&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Terran_Ship_Database#GTCv Bretagne|GTCv &#039;&#039;Bretagne&#039;&#039;]] and two fighter wings&lt;br /&gt;
&lt;br /&gt;
====SCv &#039;&#039;Tiamat&#039;&#039;====&lt;br /&gt;
*[[SCv Moloch]] class corvette&lt;br /&gt;
*Attacked [[FreeSpace_2_Terran_Ship_Database#GTD Aquitaine|GTD &#039;&#039;Aquitaine&#039;&#039;]] in [[Proving Grounds]] (sm2-03)&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Terran_Ship_Database#GTD Aquitaine|GTD &#039;&#039;Aquitaine&#039;&#039;]] and [[134th Barracudas]] squadron&lt;br /&gt;
&lt;br /&gt;
====SCv &#039;&#039;Tumael&#039;&#039;====&lt;br /&gt;
*[[SCv Moloch]] class corvette&lt;br /&gt;
*Attempted to reinforce a [[Shivan]] position in [[Gamma Draconis]] when the [[FreeSpace_2_Shivan_Ship_Database#SC Belphegor|SC &#039;&#039;Belphegor&#039;&#039;]] was critically damaged in M-05&lt;br /&gt;
*Attacked and destroyed by [[FreeSpace_2_Vasudan_Ship_Database#GVCv Pstotle|GVCv &#039;&#039;Pstotle&#039;&#039;]] and two wings of the 77th Deadly Sevens squadron&lt;br /&gt;
&lt;br /&gt;
====SD &#039;&#039;Barqu&#039;&#039;====&lt;br /&gt;
*[[SD Demon]] class destroyer&lt;br /&gt;
*Sent in along with the [[FreeSpace_2_Shivan_Ship_Database#SC Sathariel|SC &#039;&#039;Sathariel&#039;&#039;]] to reinforce [[Shivan]] positions in [[Gamma Draconis]] after the [[FreeSpace_2_Shivan_Ship_Database#SCv Nosferatu|SCv &#039;&#039;Nosferatu&#039;&#039;]] was destroyed in M-01b&lt;br /&gt;
*Destroyed by two wings of [[GTVA]] fighters&lt;br /&gt;
&lt;br /&gt;
====SD &#039;&#039;Beleth&#039;&#039;====&lt;br /&gt;
*[[SD Demon]] class destroyer&lt;br /&gt;
*Attempted to follow [[FreeSpace_2_Shivan_Ship_Database#SJ Sathanas 01|SJ &#039;&#039;Sathanas&#039;&#039;]] into [[Capella]] in [[Bearbaiting]] (sm3-01)&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Vasudan_Ship_Database#GVCv Thebes|GVCv &#039;&#039;Thebes&#039;&#039;]] and [[203rd Scorpions]] squadron&lt;br /&gt;
&lt;br /&gt;
====SD &#039;&#039;Beast&#039;&#039;====&lt;br /&gt;
*[[SD Ravana]] class destroyer&lt;br /&gt;
*Attacked [[FreeSpace_2_Terran_Ship_Database#GTVA Colossus|GTVA &#039;&#039;Colossus&#039;&#039;]] in [[Capella]] in [[Their Finest Hour]] (sm3-08)&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Terran_Ship_Database#GTVA Colossus|GTVA &#039;&#039;Colossus&#039;&#039;]]&lt;br /&gt;
*The Devil is often called &amp;quot;Beast&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====SD &#039;&#039;Chemosh&#039;&#039;====&lt;br /&gt;
*[[SD Ravana]] class destroyer&lt;br /&gt;
*Deployed to take control of the [[Epsilon Pegasi]] jump node in [[Capella]] in M-02b&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Vasudan_Ship_Database#GVD Zednanreh|GVD &#039;&#039;Zednanreh&#039;&#039;]] and two fighter wings&lt;br /&gt;
*Inflicted moderate damage upon the [[FreeSpace_2_Vasudan_Ship_Database#GVD Zednanreh|GVD &#039;&#039;Zednanreh&#039;&#039;]] before going down&lt;br /&gt;
&lt;br /&gt;
====SD &#039;&#039;Nebiros&#039;&#039;====&lt;br /&gt;
*[[SD Ravana]] class destroyer&lt;br /&gt;
*First sighted by a wing of SOC fighters beyond the second [[Knossos]] portal&lt;br /&gt;
*Led the attack on [[FreeSpace_2_Terran_Ship_Database#GTI 3rd Fleet HQ|GTI &#039;&#039;3rd Fleet HQ&#039;&#039;]] before and during [[Dunkerque]] (sm3-07)&lt;br /&gt;
&lt;br /&gt;
====SD &#039;&#039;Ravana&#039;&#039;====&lt;br /&gt;
*[[SD Ravana]] class destroyer&lt;br /&gt;
*First sighted in [[Nebula System|nebula]] in [[The Great Hunt (FS2)|The Great Hunt]] (sm1-06)&lt;br /&gt;
*Destroyed [[FreeSpace_2_Terran_Ship_Database#GTCv Lysander|GTCv &#039;&#039;Lysander&#039;&#039;]] and quickly departed&lt;br /&gt;
*Destroyed [[FreeSpace_2_Terran_Ship_Database#GTD Delacroix|GTD &#039;&#039;Delacroix&#039;&#039;]] between [[The Great Hunt (FS2)|The Great Hunt]] (sm1-06) and [[Slaying Ravana]] (sm1-07)&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Vasudan_Ship_Database#GVCv Khenmu|GVCv &#039;&#039;Khenmu&#039;&#039;]], [[FreeSpace_2_Terran_Ship_Database#GTCv Yakiba|GTCv &#039;&#039;Yakiba&#039;&#039;]], [[FreeSpace_2_Terran_Ship_Database#GTC Heisenberg|GTC &#039;&#039;Heisenberg&#039;&#039;]], [[FreeSpace_2_Vasudan_Ship_Database#GVC Somtus|GVC &#039;&#039;Somtus&#039;&#039;]] and [[107th Ravens]] squadron in [[Slaying Ravana]] (sm1-07)&lt;br /&gt;
&lt;br /&gt;
====SJ &#039;&#039;Sathanas 01&#039;&#039;====&lt;br /&gt;
*[[SJ Sathanas]] class juggernaut&lt;br /&gt;
*First sighted in the [[Nebula System|nebula]] in [[The Fog of War]] (sm2-07)&lt;br /&gt;
*Destroyed [[FreeSpace_2_Vasudan_Ship_Database#GVCv Tatenen|GVCv &#039;&#039;Tatenen&#039;&#039;]] and immediately departed&lt;br /&gt;
*Sighted again in [[A Monster in the Mist]] (sm2-08)&lt;br /&gt;
*Attacked by [[FreeSpace_2_Vasudan_Ship_Database#GVCv Maahes|GVCv &#039;&#039;Maahes&#039;&#039;]]&lt;br /&gt;
*Subsystems scanned by [[Alpha 1]] from the [[203rd Scorpions]] squadron (player)&lt;br /&gt;
*Detected near the jump node to [[Gamma Draconis]] in the [[Nebula System|nebula]] during [[Speaking in Tongues]] (sm2-09)&lt;br /&gt;
*Evaded [[GTVA]] destroyers at the [[Gamma Draconis]] jump node*&lt;br /&gt;
*Arrived in [[Gamma Draconis]] despite the destruction of the [[Knossos]] portal in [[A Flaming Sword]] (sm2-10)&lt;br /&gt;
*Destroyed most of the [[GTVA]] fleet at the [[Capella]] jump node in [[Gamma Draconis]] between [[A Flaming Sword]] (sm2-10) and [[Bearbaiting]] (sm3-01)&lt;br /&gt;
*Destroyed or severely damaged [[FreeSpace_2_Terran_Ship_Database#GTD Phoenicia|GTD &#039;&#039;Phoenicia&#039;&#039;]] in [[Bearbaiting]] (sm3-01)&lt;br /&gt;
*Front beam cannons were disabled by [[203rd Scorpions]] squadron&lt;br /&gt;
*Entered the [[Capella]] jump node&lt;br /&gt;
*Arrived in [[Capella]] through [[Gamma Draconis]] jump node between [[Bearbaiting]] (sm3-01) and [[High Noon]] (sm3-02)&lt;br /&gt;
*Destroyed [[GTVA]] forces at [[Gamma Draconis]] jump node&lt;br /&gt;
*Engaged [[FreeSpace_2_Terran_Ship_Database#GTVA Colossus|GTVA &#039;&#039;Colossus&#039;&#039;]] in [[Capella]] in [[High Noon]] (sm3-02)&lt;br /&gt;
*Destroyed by [[FreeSpace_2_Terran_Ship_Database#GTVA Colossus|GTVA &#039;&#039;Colossus&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
====SJ &#039;&#039;Sathanas 02&#039;&#039;====&lt;br /&gt;
*[[SJ Sathanas]] class juggernaut&lt;br /&gt;
*Arrived from [[Knossos]] portal in the [[Nebula System|nebula]] in [[Straight, No Chaser]] (sm3-04)&lt;br /&gt;
*Destroyed [[FreeSpace_2_Vasudan_Ship_Database#GVD Psamtik|GVD &#039;&#039;Psamtik&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
====SJ &#039;&#039;Sathanas 03&#039;&#039;====&lt;br /&gt;
*[[SJ Sathanas]] class juggernaut&lt;br /&gt;
*Jumped out in the path of an [[SOC]] wing at the start of [[Into the Lion&#039;s Den]] (loop2-2)&lt;br /&gt;
&lt;br /&gt;
====SJ &#039;&#039;Sathanas 04&#039;&#039; - &#039;&#039;09&#039;&#039;====&lt;br /&gt;
*[[SJ Sathanas]] class juggernauts&lt;br /&gt;
*All spotted by an [[SOC]] wing while coming through [[Knossos]] 3 in [[Into the Lion&#039;s Den]] (loop2-2)&lt;br /&gt;
&lt;br /&gt;
====SJ &#039;&#039;Sathanas 17&#039;&#039;====&lt;br /&gt;
*[[SJ Sathanas]] class juggernaut&lt;br /&gt;
*Departed from [[Capella]] star and made an intrasystem jump near [[FreeSpace_2_Terran_Ship_Database#GTVA Colossus|GTVA &#039;&#039;Colossus&#039;&#039;]] in [[Their Finest Hour]] (sm3-08)&lt;br /&gt;
*Destroyed [[FreeSpace_2_Terran_Ship_Database#GTVA Colossus|GTVA &#039;&#039;Colossus&#039;&#039;]]&lt;br /&gt;
*In Ancient Rome and present-day Italy, the number 17 is linked to bad luck&lt;br /&gt;
&lt;br /&gt;
[[FreeSpace_2_Ship_Database|FreeSpace 2 Ship Database]]&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Their_Finest_Hour&amp;diff=65747</id>
		<title>Their Finest Hour</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Their_Finest_Hour&amp;diff=65747"/>
		<updated>2024-08-04T10:34:21Z</updated>

		<summary type="html">&lt;p&gt;Mobius: More trivia on 17&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=Clash of the Titans II|previous=Dunkerque|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 3, MISSION 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[70th Blue Lions]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The 70th Blue Lions participate in a feint at the Gamma Draconis jump node.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
The [[70th Blue Lions]] are, along with the [[GTVA Colossus|GTVA &#039;&#039;Colossus&#039;&#039;]] and a small contingent of warships, to create a diversion while the Meson Bomb-laden [[GTD Bastion|GTD &#039;&#039;Bastion&#039;&#039;]] collapses the [[Capella]]-[[Epsilon Pegasi]] jump node.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
A recommended loadout is the [[GTF Ares|GTF &#039;&#039;Ares&#039;&#039;]], armed with a [[GTW Maxim]] on the quad mount and a bank of [[GTM Trebuchet]]s. Alternatively, you can use a [[GTF Erinyes|GTF &#039;&#039;Erinyes&#039;&#039;]], armed with a [[GTW UD-8 Kayser]], GTW Maxim and two banks of [[GTM Tempest|Tempest dumbfire missiles]].&lt;br /&gt;
&lt;br /&gt;
Your objective in this mission is extremely simple: survive, and get as many kills as possible. You will face off against multiple Shivan fighters and cruisers. If you want some extra protection from the enemy fighters, stay near the [[GVCv Sobek|&#039;&#039;Sobek&#039;&#039;-class]] &#039;&#039;Khepri&#039;&#039;. If you have loaded your ship with a Maxim cannon and a bank of Trebuchet missiles, use both to destroy the Shivan warships at long range.&lt;br /&gt;
&lt;br /&gt;
If Beta wing gets destroyed, the &#039;&#039;Colossus&#039;&#039; will send out Gamma and Delta wing. Gamma comprises four [[GTF Perseus|&#039;&#039;Perseus&#039;&#039; interceptor]]s by default, while Delta wing consists of four [[GTB Boanerges|&#039;&#039;Boanerges&#039;&#039; bombers]]. If Gamma is destroyed, the &#039;&#039;Colossus&#039;&#039; will deploy Kappa wing, comprising four [[GTF Myrmidon|&#039;&#039;Myrmidon&#039;&#039; fighters]]. Should Delta be destroyed, the &#039;&#039;Colossus&#039;&#039; will send out Iota wing, consisting of four &#039;&#039;Boanerges&#039;&#039; bombers.&lt;br /&gt;
&lt;br /&gt;
Near the end, a [[SD Ravana|Ravana-class destroyer]], the &#039;&#039;Beast&#039;&#039;, jumps in to attack the &#039;&#039;Colossus&#039;&#039;. The &#039;&#039;Colossus&#039;&#039; destroys it, but sustains moderate damage. When the &#039;&#039;Ravana&#039;&#039; has been destroyed, a [[SJ Sathanas|&#039;&#039;Sathanas&#039;&#039;-class juggernaut]] jumps in. As the &#039;&#039;Colossus&#039;&#039; takes heavy damage from the &#039;&#039;Sathanas&#039;&#039;&#039; main guns, Command orders the warship to jump out. The &#039;&#039;Colossus&#039;&#039;, however, defies Command&#039;s order, and instead chooses to hold off the &#039;&#039;Sathanas&#039;&#039; to buy some extra time for the &#039;&#039;Bastion&#039;&#039;. In the ensuing engagement, the &#039;&#039;Colossus&#039;&#039; is destroyed.&lt;br /&gt;
&lt;br /&gt;
You will be ordered to return to base when the &#039;&#039;Colossus&#039;&#039; goes down; all surviving Alliance fighters and warships will also jump out automatically at this point.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Destroy targets of opportunity *&lt;br /&gt;
** &amp;lt;s&amp;gt;Defend allied warships&amp;lt;/s&amp;gt;&lt;br /&gt;
* Secondary Objectives:&lt;br /&gt;
** Neutralize enemy fighters that enter the field of engagement *&lt;br /&gt;
&lt;br /&gt;
 * = Not marked as complete by the end of mission&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
===Allied Warships===&lt;br /&gt;
The event that allows the Allied fleet to fire its beam cannons triggers &#039;&#039;before&#039;&#039; the bulk of the fleet arrives. The [[FreeSpace 2 Vasudan Ship Database#GVC_Heket|&#039;&#039;Heket&#039;&#039;]], [[FreeSpace 2 Vasudan Ship Database#GVCv_Khepri|&#039;&#039;Khepri&#039;&#039;]], and [[FreeSpace 2 Terran Ship Database#GTC_Stalwart|&#039;&#039;Stalwart&#039;&#039;]] begin to arrive just over twenty seconds into the mission, moments after the [[beam-free-all]] event is triggered. The warships are then limited to firing [[Terran Turret|turret lasers]] and [[Standard Flak|flak]], since beams can only be freed for ships already in play.&lt;br /&gt;
&lt;br /&gt;
===Actions of the &#039;&#039;Colossus&#039;&#039;===&lt;br /&gt;
Many community members have noted that the &#039;&#039;Colossus&#039;&#039;&#039; last stand, although bold, was rather illogical as she was destroyed in just a few seconds by &#039;&#039;Sathanas 17&#039;&#039;, which never jumped to attack the &#039;&#039;Bastion&#039;&#039;, as mission dialogue would suggest they were trying to prevent. The &#039;&#039;Colossus&#039;&#039; may not have been able to escape because she begins the mission moderately damaged and with engines disabled, but this is never mentioned in the briefing or messages even when Command orders the ship to jump out.&lt;br /&gt;
&lt;br /&gt;
However, examination of the mission file shows that the &#039;&#039;Colossus&#039;&#039; was intended to have a much longer and more dramatic battle with the &#039;&#039;Sathanas&#039;&#039;, but this was scrapped.  The scripting and waypoints for much of this battle still exist, but the Colossus&#039; engines were disabled, rendering it largely irrelevant. However, modding the mission itself or using cheats to send a support ship to &amp;quot;repair&amp;quot; the &#039;&#039;Colossus&#039;&#039; will cause it to go on its programmed waypoints, but won&#039;t save it from the &#039;&#039;Sathanas&#039;&#039; as the latter has a simple ai-chase goal to attack the &#039;&#039;Colossus&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===SJ &#039;&#039;Sathanas&#039;&#039;===&lt;br /&gt;
The number that is sometimes associated with the SJ &#039;&#039;Sathanas&#039;&#039; that destroys the GTVA &#039;&#039;Colossus&#039;&#039;&amp;amp;mdash;17&amp;amp;mdash;is taken from events logged by the game&#039;s Event Viewer (F4, Events tab). At around the same time the SD &#039;&#039;Beast&#039;&#039; is destroyed, the Event Viewer logs [[SJD Sathanas|SJD &#039;&#039;Sathanas&#039;&#039;]] &#039;&#039;17&#039;&#039;, one of the many Sathanas juggernauts at the Capella sun, departing. Moments later, an actual &#039;&#039;Sathanas&#039;&#039; juggernaut jumps in near the Colossus and proceeds to destroy it. This &#039;&#039;Sathanas&#039;&#039; is hence occasionally referred to as &#039;&#039;Sathanas 17&#039;&#039;, even though it is only named &#039;&#039;Sathanas&#039;&#039; in the player&#039;s escort list.&lt;br /&gt;
&lt;br /&gt;
The number 17 chosen by campaign developers for this Sathanas may not be a coincidence. In fact, in Ancient Rome and present-day Italy, 17 as a number is linked to bad luck and superstition (it&#039;s the equivalent of 13 for English-speaking countries). The leading explanation for this is that in Roman numbers, 17 is written as XVII, and the anagram of XVII is &amp;quot;VIXI&amp;quot; which literally means &amp;quot;I lived&amp;quot; (I&#039;m now dead). Another common interpretation refers to the universal flood in the Old Testament, which supposedly started on the [https://www.biblegateway.com/passage/?search=Genesis+7%3A11&amp;amp;version=KJV 17th day of the second month]. The fear of the number 17, which is an actual phobia in greco-latin countries, is called [https://en.wikipedia.org/wiki/Heptadecaphobia Heptadecaphobia].&lt;br /&gt;
&lt;br /&gt;
===Real-life Reference===&lt;br /&gt;
&amp;quot;This was their finest hour&amp;quot; was a speech made by Winston Churchill in 1940 during World War II, referring to the [http://en.wikipedia.org/wiki/Battle_of_France &#039;&#039;Battle of France&#039;&#039;]. The name of the mission [[Dunkerque]] (SM3-07), another mission in Act III, was also reference to World War II. Here is an excerpt from the speech:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Let us therefore brace ourselves to our duties, and so bear ourselves that, if the British Empire and its Commonwealth last for a thousand years, men will still say, &amp;quot;&#039;&#039;&#039;This was their finest hour.&#039;&#039;&#039;&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
*[[GTVA Colossus]]&lt;br /&gt;
*[[FreeSpace_2_Shivan_Ship_Database#SD Beast|SD Beast]]&lt;br /&gt;
*[[FreeSpace_2_Shivan_Ship_Database#SJ_Sathanas_17|SJ Sathanas 17]]&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM3-08.fs2|82.0 KB|James Agay|56 (+11 waypoints)|10|48|27|2: Exodus|Brief2}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;9ftWQlXi-ao&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;zJBDr7G5LxU&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Their_Finest_Hour&amp;diff=65746</id>
		<title>Their Finest Hour</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Their_Finest_Hour&amp;diff=65746"/>
		<updated>2024-08-04T10:12:42Z</updated>

		<summary type="html">&lt;p&gt;Mobius: Some trivia on the number 17&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=Clash of the Titans II|previous=Dunkerque|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 3, MISSION 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[70th Blue Lions]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The 70th Blue Lions participate in a feint at the Gamma Draconis jump node.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
The [[70th Blue Lions]] are, along with the [[GTVA Colossus|GTVA &#039;&#039;Colossus&#039;&#039;]] and a small contingent of warships, to create a diversion while the Meson Bomb-laden [[GTD Bastion|GTD &#039;&#039;Bastion&#039;&#039;]] collapses the [[Capella]]-[[Epsilon Pegasi]] jump node.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
A recommended loadout is the [[GTF Ares|GTF &#039;&#039;Ares&#039;&#039;]], armed with a [[GTW Maxim]] on the quad mount and a bank of [[GTM Trebuchet]]s. Alternatively, you can use a [[GTF Erinyes|GTF &#039;&#039;Erinyes&#039;&#039;]], armed with a [[GTW UD-8 Kayser]], GTW Maxim and two banks of [[GTM Tempest|Tempest dumbfire missiles]].&lt;br /&gt;
&lt;br /&gt;
Your objective in this mission is extremely simple: survive, and get as many kills as possible. You will face off against multiple Shivan fighters and cruisers. If you want some extra protection from the enemy fighters, stay near the [[GVCv Sobek|&#039;&#039;Sobek&#039;&#039;-class]] &#039;&#039;Khepri&#039;&#039;. If you have loaded your ship with a Maxim cannon and a bank of Trebuchet missiles, use both to destroy the Shivan warships at long range.&lt;br /&gt;
&lt;br /&gt;
If Beta wing gets destroyed, the &#039;&#039;Colossus&#039;&#039; will send out Gamma and Delta wing. Gamma comprises four [[GTF Perseus|&#039;&#039;Perseus&#039;&#039; interceptor]]s by default, while Delta wing consists of four [[GTB Boanerges|&#039;&#039;Boanerges&#039;&#039; bombers]]. If Gamma is destroyed, the &#039;&#039;Colossus&#039;&#039; will deploy Kappa wing, comprising four [[GTF Myrmidon|&#039;&#039;Myrmidon&#039;&#039; fighters]]. Should Delta be destroyed, the &#039;&#039;Colossus&#039;&#039; will send out Iota wing, consisting of four &#039;&#039;Boanerges&#039;&#039; bombers.&lt;br /&gt;
&lt;br /&gt;
Near the end, a [[SD Ravana|Ravana-class destroyer]], the &#039;&#039;Beast&#039;&#039;, jumps in to attack the &#039;&#039;Colossus&#039;&#039;. The &#039;&#039;Colossus&#039;&#039; destroys it, but sustains moderate damage. When the &#039;&#039;Ravana&#039;&#039; has been destroyed, a [[SJ Sathanas|&#039;&#039;Sathanas&#039;&#039;-class juggernaut]] jumps in. As the &#039;&#039;Colossus&#039;&#039; takes heavy damage from the &#039;&#039;Sathanas&#039;&#039;&#039; main guns, Command orders the warship to jump out. The &#039;&#039;Colossus&#039;&#039;, however, defies Command&#039;s order, and instead chooses to hold off the &#039;&#039;Sathanas&#039;&#039; to buy some extra time for the &#039;&#039;Bastion&#039;&#039;. In the ensuing engagement, the &#039;&#039;Colossus&#039;&#039; is destroyed.&lt;br /&gt;
&lt;br /&gt;
You will be ordered to return to base when the &#039;&#039;Colossus&#039;&#039; goes down; all surviving Alliance fighters and warships will also jump out automatically at this point.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Destroy targets of opportunity *&lt;br /&gt;
** &amp;lt;s&amp;gt;Defend allied warships&amp;lt;/s&amp;gt;&lt;br /&gt;
* Secondary Objectives:&lt;br /&gt;
** Neutralize enemy fighters that enter the field of engagement *&lt;br /&gt;
&lt;br /&gt;
 * = Not marked as complete by the end of mission&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
===Allied Warships===&lt;br /&gt;
The event that allows the Allied fleet to fire its beam cannons triggers &#039;&#039;before&#039;&#039; the bulk of the fleet arrives. The [[FreeSpace 2 Vasudan Ship Database#GVC_Heket|&#039;&#039;Heket&#039;&#039;]], [[FreeSpace 2 Vasudan Ship Database#GVCv_Khepri|&#039;&#039;Khepri&#039;&#039;]], and [[FreeSpace 2 Terran Ship Database#GTC_Stalwart|&#039;&#039;Stalwart&#039;&#039;]] begin to arrive just over twenty seconds into the mission, moments after the [[beam-free-all]] event is triggered. The warships are then limited to firing [[Terran Turret|turret lasers]] and [[Standard Flak|flak]], since beams can only be freed for ships already in play.&lt;br /&gt;
&lt;br /&gt;
===Actions of the &#039;&#039;Colossus&#039;&#039;===&lt;br /&gt;
Many community members have noted that the &#039;&#039;Colossus&#039;&#039;&#039; last stand, although bold, was rather illogical as she was destroyed in just a few seconds by &#039;&#039;Sathanas 17&#039;&#039;, which never jumped to attack the &#039;&#039;Bastion&#039;&#039;, as mission dialogue would suggest they were trying to prevent. The &#039;&#039;Colossus&#039;&#039; may not have been able to escape because she begins the mission moderately damaged and with engines disabled, but this is never mentioned in the briefing or messages even when Command orders the ship to jump out.&lt;br /&gt;
&lt;br /&gt;
However, examination of the mission file shows that the &#039;&#039;Colossus&#039;&#039; was intended to have a much longer and more dramatic battle with the &#039;&#039;Sathanas&#039;&#039;, but this was scrapped.  The scripting and waypoints for much of this battle still exist, but the Colossus&#039; engines were disabled, rendering it largely irrelevant. However, modding the mission itself or using cheats to send a support ship to &amp;quot;repair&amp;quot; the &#039;&#039;Colossus&#039;&#039; will cause it to go on its programmed waypoints, but won&#039;t save it from the &#039;&#039;Sathanas&#039;&#039; as the latter has a simple ai-chase goal to attack the &#039;&#039;Colossus&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===SJ &#039;&#039;Sathanas&#039;&#039;===&lt;br /&gt;
The number that is sometimes associated with the SJ &#039;&#039;Sathanas&#039;&#039; that destroys the GTVA &#039;&#039;Colossus&#039;&#039;&amp;amp;mdash;17&amp;amp;mdash;is taken from events logged by the game&#039;s Event Viewer (F4, Events tab). At around the same time the SD &#039;&#039;Beast&#039;&#039; is destroyed, the Event Viewer logs [[SJD Sathanas|SJD &#039;&#039;Sathanas&#039;&#039;]] &#039;&#039;17&#039;&#039;, one of the many Sathanas juggernauts at the Capella sun, departing. Moments later, an actual &#039;&#039;Sathanas&#039;&#039; juggernaut jumps in near the Colossus and proceeds to destroy it. This &#039;&#039;Sathanas&#039;&#039; is hence occasionally referred to as &#039;&#039;Sathanas 17&#039;&#039;, even though it is only named &#039;&#039;Sathanas&#039;&#039; in the player&#039;s escort list.&lt;br /&gt;
&lt;br /&gt;
The number 17 chosen by campaign developers for this Sathanas may not be a coincidence. In fact, in Ancient Rome and present-day Italy, 17 as a number is linked to bad luck and superstition (it&#039;s the equivalent of 13 for English-speaking countries). The leading explanation for this is that in Roman numbers, 17 is written as XVII. The anagram of XVII is &amp;quot;VIXI&amp;quot;, which literally means &amp;quot;I lived&amp;quot; (I&#039;m now dead).&lt;br /&gt;
&lt;br /&gt;
===Real-life Reference===&lt;br /&gt;
&amp;quot;This was their finest hour&amp;quot; was a speech made by Winston Churchill in 1940 during World War II, referring to the [http://en.wikipedia.org/wiki/Battle_of_France &#039;&#039;Battle of France&#039;&#039;]. The name of the mission [[Dunkerque]] (SM3-07), another mission in Act III, was also reference to World War II. Here is an excerpt from the speech:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Let us therefore brace ourselves to our duties, and so bear ourselves that, if the British Empire and its Commonwealth last for a thousand years, men will still say, &amp;quot;&#039;&#039;&#039;This was their finest hour.&#039;&#039;&#039;&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
*[[GTVA Colossus]]&lt;br /&gt;
*[[FreeSpace_2_Shivan_Ship_Database#SD Beast|SD Beast]]&lt;br /&gt;
*[[FreeSpace_2_Shivan_Ship_Database#SJ_Sathanas_17|SJ Sathanas 17]]&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM3-08.fs2|82.0 KB|James Agay|56 (+11 waypoints)|10|48|27|2: Exodus|Brief2}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;9ftWQlXi-ao&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;zJBDr7G5LxU&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Cold_Element&amp;diff=65745</id>
		<title>Cold Element</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Cold_Element&amp;diff=65745"/>
		<updated>2024-08-03T13:18:57Z</updated>

		<summary type="html">&lt;p&gt;Mobius: More general details. It&amp;#039;s still a stub that has to be expanded.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Cold Element&#039;&#039;&#039;&#039;&#039; is the name of the over-arching continuity covering the campaigns &#039;&#039;[[Aftermath (CE)|Aftermath]]&#039;&#039;, &#039;&#039;[[Derelict]]&#039;&#039;, &#039;&#039;[[Warzone]]&#039;&#039;, &#039;&#039;[[Twilight]]&#039;&#039;, and &#039;&#039;[[Blackwater Operations]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Aftermath, Derelict, Warzone and Twilight are fully released campaigns, frequently subject to upgrades, bugfixes and improvements by various members of the community. Some of the upgrades included voice acting.&lt;br /&gt;
&lt;br /&gt;
Blackwater Operations remained in a limbo phase for years, up until the unofficial release of a dump pack.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://ce.hard-light.net/ Cold Element website]&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cold Element|*]]&lt;br /&gt;
[[Category:User-made Campaigns]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Cold_Element&amp;diff=65739</id>
		<title>Cold Element</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Cold_Element&amp;diff=65739"/>
		<updated>2024-07-30T08:38:39Z</updated>

		<summary type="html">&lt;p&gt;Mobius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Cold Element&#039;&#039;&#039;&#039;&#039; is the name of the over-arching continuity covering the campaigns &#039;&#039;[[Aftermath (CE)|Aftermath]]&#039;&#039;, &#039;&#039;[[Derelict]]&#039;&#039;, &#039;&#039;[[Warzone]]&#039;&#039;, &#039;&#039;[[Twilight]]&#039;&#039;, and &#039;&#039;[[Blackwater Operations]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://ce.hard-light.net/ Cold Element website]&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cold Element|*]]&lt;br /&gt;
[[Category:User-made Campaigns]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=65738</id>
		<title>Ai profiles.tbl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Ai_profiles.tbl&amp;diff=65738"/>
		<updated>2024-07-29T08:17:05Z</updated>

		<summary type="html">&lt;p&gt;Mobius: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SCP_table}}&lt;br /&gt;
{{TableVersionGit|2020-10-09|465af93dc}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ai_profiles.tbl&#039;&#039;&#039; allows the creation and management of different patterns of AI behavior, called profiles.  Profiles consist of various statistics and flags that provide some control over AI behavior.  All options within a profile are optional; if an option is not specified it will follow the original FreeSpace 2 retail behavior.  Different missions can specify different profiles.&lt;br /&gt;
&lt;br /&gt;
The default ai_profiles.tbl is hardcoded into the FSO executable, and defines the &amp;quot;FS2 RETAIL&amp;quot; AI profile. It&#039;s usually recommended not to modify this profile, but to create a new AI profile in a modular table instead, which will then inherit its defaults from the FS2 RETAIL profile.&lt;br /&gt;
&lt;br /&gt;
{{Table232| This table can also be called &#039;&#039;&#039;mission_profiles.tbl&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-aip.tbm&lt;br /&gt;
{{Table232| Can also be extended with &#039;&#039;&#039;xxx-msp.tbm&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the version targeted in [[game_settings.tbl]] is equal to or later than these listed, the following options are enabled by default:&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;reset last_hit_target_time for player hits&#039;&#039;&#039;}}&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;fix ramming stationary targets bug&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;huge turret weapons ignore bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix linked primary weapon decision bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent turrets targeting too distant bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix heat seekers homing on stealth ships bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;allow vertical dodge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai class bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ai guards specific ship in wing&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix ai path order bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;aspect bomb invulnerability fix&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;use actual primary range&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fighters/bombers with no shields can manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;fixed ship-weapon collisions&#039;&#039;&#039;}}&lt;br /&gt;
{{Table220|&lt;br /&gt;
*&#039;&#039;&#039;fighterbay arrivals use carrier orientation&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;prevent negative turret ammo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;fix keep-safe-distance&#039;&#039;&#039;}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;fix good-rearm-time bug&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;no continuous turn on attack&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;remove-goal properly removes play-dead order&#039;&#039;&#039;}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;ships playing dead don&#039;t manage ETS&#039;&#039;&#039;}}&lt;br /&gt;
{{Table234|&lt;br /&gt;
*&#039;&#039;&#039;hud squad messages use tactical disarm/disable&#039;&#039;&#039;}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;debris damage respects &#039;big damage&#039; flag&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
&#039;&#039;&#039;#AI Profiles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$Default Profile:&#039;&#039;&#039; &#039;&#039;a profile name&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Up to 9 different AI profiles&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;#End&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==#AI Profiles==&lt;br /&gt;
*Indicates to the parser that this is an ai_profiles table file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Default Profile:===&lt;br /&gt;
*Defines the profile that each mission will use if no profile is specified in FRED.  In addition, this profile will be selected automatically in FRED when you create a new mission.  If this line is not specified, the default profile will be &#039;&#039;&#039;FS2 Retail&#039;&#039;&#039;, the FreeSpace 2 retail behavior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Profile Name:===&lt;br /&gt;
*The name of the profile, naturally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries accept &#039;&#039;&#039;float list&#039;&#039;&#039; of five comma-separated values. One value for each of the difficulty levels (Very Easy, Easy, Medium, Hard, Insane).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Afterburner Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed of afterburner recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 3, 2, 1.5, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Beam Friendly Fire Damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum damage inflicted by friendly beam fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  0, 5, 10, 20, 30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Countermeasure Life Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to player launched countermeasure lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  3, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Countermeasure Firing Chance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.3, 0.5, 0.9, 1.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI In Range Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*The delay (in seconds) for the AI to fire its weapons after getting in range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  2, 1.4, 0.75, 0, -1}}&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link ballistic primaries if ammo levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 95, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Ammo Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Ammo Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Primary Ammo Burst Multiplier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows the AI to fire primary weapons in bursts. How long the bursts are (and how much time between them) is a function of ammo remaining, distance to target, angle to target, and this multiplier. A value of 0 turns this feature off (AI fires normally, without bursts). A value &amp;lt; 1 will make for shorter bursts with larger gaps, and a value &amp;gt; 1 will give longer bursts with shorter gaps.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Always Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*AI ships will link energy primaries if energy levels are greater than these percents.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 100, 80, 60, 40, 20}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Maybe Links Energy Weapons:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the same as &#039;&#039;&#039;$AI Always Links Energy Weapons:&#039;&#039;&#039; but in situations when its hull is below 33 % of maximum hitpoints.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 90, 60, 40, 20, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Missiles Locked on Player:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum number of missiles allowed to be homing in on a player at any given time&lt;br /&gt;
*Note: Single-player only, no restriction in multiplayer&lt;br /&gt;
*Note: The alternative spelling &amp;quot;Missles&amp;quot; is also accepted for backwards compatibility reasons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 7, 99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Player Attackers:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of ships allowed to be attacking the player at any given time&lt;br /&gt;
*This number is also checked when a ship checks for a new target, such as using the goal attack-any. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 3, 4, 5, 99}}&lt;br /&gt;
&lt;br /&gt;
===$Max Incoming Asteroids:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of active (i.e. &amp;quot;thrown&amp;quot;) asteroids that can be heading toward a friendly ship at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 5, 7, 10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Damage Factor: or $AI Damage Reduction to Player Hull:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to damage suffered by the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.25, 0.5, 0.65, 0.85, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Subsys Damage Factor: or $AI Damage Reduction to Player Subsys:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the &#039;&#039;&#039;$Player Damage Factor:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.2, 0.4, 0.6, 0.8, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Predict Position Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the time after which the AI will recalculate the position of its target.  &lt;br /&gt;
*It does not apply to the AI&#039;s aim, it only applies to things like avoiding collisions and maneuvering at close range. Generally, anything other than a 0 just allows the AI to do monumentally stupid things like try to turn to avoid ramming where it thought you were 2 seconds ago.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 2, 1.5, 1.333, 0.5, 0}}&lt;br /&gt;
&lt;br /&gt;
===$AI Shield Manage Delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Also &#039;&#039;&#039;$AI Shield Manage Delays:&#039;&#039;&#039;&lt;br /&gt;
*Sets the time in seconds between each instance of an AI ship managing its shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 5, 4, 2.5, 1.2, 0.1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for friendly ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 2, 1.4, 1.25, 1.1, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Fire Delay Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 4, 2.5, 1.75, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Friendly AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for friendly ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.4, 0.6, 0.8, 1.0, 1.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hostile AI Secondary Fire Delay Scale:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Sets the factor applied to &amp;quot;fire wait&amp;quot; for hostile ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.4, 1.2, 1.0, 0.8, 0.6}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Turn Time Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to time it takes for enemy ships to turn. A value of 1.0 means the ship turns at normal speed, 2.0 means half speed (takes twice as long), etc. Note that this value ONLY affects ships hostile to the player (always 1.0 for friendly ships). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 2.2, 1.6, 1.3, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Attack Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide attack&amp;quot; move when it has the opportunity. Glide attack means using glide to maintain course while aiming and firing at the current target. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Circle Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;circle strafe&amp;quot; move when it has the opportunity. Circle strafe means that the ship will attempt &amp;quot;Descent-like&amp;quot; combat, trying to maintain distance while circling around the target using sidethrusters. Ships will only attempt this when sidethrust top speed is at least 2/3 of target&#039;s current velocity.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Glide Strafe Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*How often the AI will use the &amp;quot;glide strafe&amp;quot; move when it has the opportunity. Glide strafe means using glide to attack capships by flying past and shooting at them. Only affects ships capable of glide.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Random Sidethrust Percent:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Percentage of the time where AI ships will randomly sidethrust in a dogfight.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Time Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The minimum amount of time required for the AI to detect a &amp;quot;stalemate&amp;quot; situation. If a ship and its target have been within a certain distance of each other (defined by &#039;&#039;$Stalemate Distance Threshold&#039;&#039;) for this amount of time without either of them scoring a hit on the other, the AI will do something to break the stalemate. Only applies to small ships. If this value is 0 or less, no stalemate detection is performed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Stalemate Distance Threshold:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The maximum distance that an AI ship must remain from its target for a &amp;quot;stalemate&amp;quot; to occur (see &#039;&#039;$Stalemate Time Threshold&#039;&#039;). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Shield Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s shields recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  4, 2, 1.5, 1.25, 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Weapon Recharge Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the factor applied to the speed at which the player&#039;s weapons recharge&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default:  10, 4, 2.5, 2, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Target Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Turret Player Ownage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the maximum number of turrets on a particular ship allowed to be attacking the player at any given time&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 3, 4, 7, 12, 19}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Kill Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.30, 0.30, 0.30, 0.30, 0.30}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Required For Assist Scale:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded an assist (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.15, 0.15, 0.15, 0.15, 0.15}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Percentage Awarded For Capship Assist:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In TvT and Coop missions all teammates will be granted this percentage of the capships score when someone scores a kill (3.6.10 and on)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.5, 0.5, 0.5, 0.5, 0.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Repair Penalty:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*The amount to subtract from the player&#039;s score if they are repaired by a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 10, 20, 35, 50, 60}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Delay Before Allowing Bombs to Be Shot Down:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Time after bombs are fired during which the bombs are invulnerable to weapon hits&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.5, 1.5, 1.5, 1.5, 1.5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Chance AI Has to Fire Missiles at Player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
* Chance for an AI to hesitate about firing a secondary or homing turret weapon at the player. Values range from 0-6, at 0 they will frequently hesitate, at 6 they will never hesitate.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Integer list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 1, 2, 3, 4&lt;br /&gt;
* Mechanic details: AIs are only allowed to fire homing secondaries or turrets with homing weapons at the player in a limited window of time. The window starts every ten seconds, and lasts (&#039;&#039;&#039;value&#039;&#039;&#039; + 1) 7ths of that ten second cycle. Each ship has it&#039;s own cycle, so their windows are not all synchronized.&lt;br /&gt;
* Example: a value of 1 becomes 2/7ths, so ships can fire homing weapons at the player for roughly 2.85 seconds at a time, then are unable to fire them for 7.15 seconds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Maximum amount of delay allowed before the AI will update its aim. Until the next update, the AI will project the target forward based on last checked position and velocity. Applies to small ships vs small ships (dogfights). The actual delay is randomly selected between 0 and the maximum (so setting a value of 2 will result in an average of 1 second delay).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Turret Max Aim Update Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*As $Max Aim Update Delay, but affecting turrets instead&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
===$Player Autoaim FOV:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Gives the player autoaim within the specified number of degrees from the target (FOV). &lt;br /&gt;
*Unlike the ships.tbl settings for autoaim, this only affects the player (and, of course, only if there is a nonzero value for the difficulty level.)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0, 0, 0, 0, 0}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Affects how the &amp;quot;model detail level&amp;quot; setting in Options switches between LOD levels. &lt;br /&gt;
*This number acts as a multiplier on the LOD distances specified in ships.tbl.&lt;br /&gt;
*NOTE THAT THIS IS PER DETAIL LEVEL, NOT PER DIFFICULTY LEVEL.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;Float list&#039;&#039;&#039;&lt;br /&gt;
**Default: 0.125, 0.25, 1.0, 4.0, 8.0}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following entries are boolean flags.  They can be set to &#039;&#039;YES&#039;&#039; or &#039;&#039;NO&#039;&#039;, &#039;&#039;TRUE&#039;&#039; or &#039;&#039;FALSE&#039;&#039;, &#039;&#039;OUI&#039;&#039; or &#039;&#039;NON&#039;&#039;, &#039;&#039;HIja&amp;amp;prime;&#039;&#039; or &#039;&#039;ghobe&amp;amp;prime;&#039;&#039;, etc.  The default is &#039;&#039;NO&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===$big ships can attack beam turrets on untargeted ships:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, big ships can attack a beam turret that&#039;s firing on them from a ship that they don&#039;t currently have targeted.}}&lt;br /&gt;
&lt;br /&gt;
===$smart primary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new primary weapon selection method}}&lt;br /&gt;
&lt;br /&gt;
===$smart secondary weapon selection:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)}}&lt;br /&gt;
&lt;br /&gt;
===$smart shield management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shields will devote all their charging energy to the weakest quadrant(s) and not waste energy on fully-charged quadrants (previously was -smart_shields on the command line)}}&lt;br /&gt;
&lt;br /&gt;
===$smart afterburner management:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly use brief pulses of afterburner power instead of afterburning until fuel is exhausted}}&lt;br /&gt;
&lt;br /&gt;
===$free afterburner use:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*If set, the AI will use afterburners in more situations.}}&lt;br /&gt;
&lt;br /&gt;
===$allow rapid secondary dumbfire:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows an AI ship to switch to rapid fire for dumbfire missiles}}&lt;br /&gt;
&lt;br /&gt;
===$huge turret weapons ignore bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, causes huge turret weapons (including anti-capship beams) to not target bombs}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t insert random turret fire delay:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, removes the random turret fire delay (from .1 to .9 seconds) inserted in addition to AI Fire Delay Scale}}&lt;br /&gt;
&lt;br /&gt;
===$hack improve non-homing swarm turret fire accuracy:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, triggers a hack to improves the accuracy of non-homing swarm missiles by firing them along the turret&#039;s last fire direction rather than the direction it currently faces&lt;br /&gt;
*Also disables swarm weapons ability to fire only on the &#039;turrets barrel line&#039;.}}&lt;br /&gt;
&lt;br /&gt;
===$shockwaves damage small ship subsystems:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, shockwaves will cause damage to small ship subsystems (like in FS1)}}&lt;br /&gt;
&lt;br /&gt;
===$navigation subsystem governs warpout capability:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}}&lt;br /&gt;
&lt;br /&gt;
===$check communications for non-player ships:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, every ship will have the same communications subsystem restrictions as the player, including minimum strength to send messages and EMP scramble status.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ignore lower bound for minimum speed of docked ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no lower bound for the speed at which docked ships move (like in FS1).&lt;br /&gt;
*When a ship is towing another ship or ships, the towing ship will be slowed down to a degree depending on the total mass of all docked ships.  In FS1, the ships could slow down to an arbitrarily slow speed, even a fraction of a m/s above zero.  In FS2, there is a lower bound on this behavior so that all ships are guaranteed to move at a minimum docked speed.  When set, this flag removes the lower bound and restores FS1 behavior.}}&lt;br /&gt;
&lt;br /&gt;
===$disable linked fire penalty:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, there will be no penalty for linking primaries. Normally, the rate of fire is *1 for a single bank, *0.66 for two banks and *0.5 for three banks (the fire delay is increased according to the formula 1+([nb of banks]-1)*0.5 ).}}&lt;br /&gt;
&lt;br /&gt;
===$disable player secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, players are not allowed to dual-fire their secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$disable ai secondary doublefire:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set, AIs are not allowed to dual-fire their secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will do the same damage to a ship regardless of &amp;quot;big damage&amp;quot;, &amp;quot;supercap&amp;quot;, etc. ship types.}}&lt;br /&gt;
&lt;br /&gt;
===$use additive weapon velocity:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, weapons will inherit their firing ship&#039;s velocity.  A ship traveling quickly will fire weapons faster than a ship traveling slowly.  This also improves the accuracy of weapons fired while gliding.}}&lt;br /&gt;
&lt;br /&gt;
===$use newtonian dampening:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Newtonian Dampening changes turning and acceleration behavior. By default, there&#039;s quite a bit of slide when you turn, and when combined with high damp values (such as in BtRL), you can actually push your speed up beyond the max. Newtonian Dampening is the more realistic turns, where too much turning will lower your speed. Forward momentum is also affected. Backslash can explain it in more detail. [http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741] }}&lt;br /&gt;
&lt;br /&gt;
===$include beams for kills and assists:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, beam damage is counted when calculating kills and assists.}}&lt;br /&gt;
&lt;br /&gt;
===$score kills based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the killer inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
===$score assists based on damage caused:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, kills gain score based on the percentage damage the player gaining the assist inflicted on the dead ship.}}&lt;br /&gt;
&lt;br /&gt;
===$allow event and goal scoring in multiplayer:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, players (rather than just their team) can gain score from events in multiplayer.}}&lt;br /&gt;
&lt;br /&gt;
===$fix linked primary weapon decision bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, the AI will properly link primaries according to specified percentages of energy levels instead of retail behavior where it mistakenly linked according to absolute energy levels.}}&lt;br /&gt;
&lt;br /&gt;
===$fix ramming stationary targets bug:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, AI ships will try not to crash into stationary targets.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3147 Mantis #3147].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$prevent turrets targeting too distant bombs:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from targeting bombs beyond maximum range of the weapons of the turret.}}&lt;br /&gt;
&lt;br /&gt;
===$smart subsystem targeting for turrets:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, prevents turrets from trying to target subsystems beyond their fov limits, also keeps the turret subsystem targeting preference order intact regardless of the angle to the target.}}&lt;br /&gt;
&lt;br /&gt;
===$fix heat seekers homing on stealth ships bug:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, heat-seeking missiles will not home in on stealth ships (this mirrors the established behavior where heat-seeking missiles do not home in on ships that are hidden from sensors).}}&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty primaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without primaries.}}&lt;br /&gt;
&lt;br /&gt;
===$multi allow empty secondaries:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*If set, allows a player to commit into a multiplayer game without secondaries.}}&lt;br /&gt;
&lt;br /&gt;
===$allow turrets target weapons freely:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to target any weapons instead of just targeting bombs, to be used in conjunction with target priorities setup.}}&lt;br /&gt;
&lt;br /&gt;
===$use only single fov for turrets:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows turrets to fire outside some hardcoded FOV set for certain missile types limits, and rely only on the user defined FOV.}}&lt;br /&gt;
&lt;br /&gt;
===$allow vertical dodge:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, allows ships to dodge weapons fire vertically as well as horizontally.}}&lt;br /&gt;
&lt;br /&gt;
===$force beam turrets to use normal fov:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set makes beam turrets use same FOV rules as other weapons do. Prevents beam from a turret from following the target beyond the turret&#039;s FOV}}&lt;br /&gt;
&lt;br /&gt;
===$fix AI class bug:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Fixes a bug where AI class attributes are not set properly on ships if the AI class is set in the mission to something other than the default for the ship type. Set this to YES if you want attributes in [[Ai.tbl]] to mean anything at all.}}&lt;br /&gt;
&lt;br /&gt;
===$turrets ignore targets radius in range checks:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*TBD.}}&lt;br /&gt;
&lt;br /&gt;
===$no extra collision avoidance vs player:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Disables the extra collision avoidance that AI normally uses against the player. Makes the AI more aggressive vs the player at close range (same treatment as vs other AI), although ship-ship collisions are slightly more likely.}}&lt;br /&gt;
&lt;br /&gt;
===$perform fewer checks for death screams:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*If set, ships that are on different teams and ships that are outside the player&#039;s squadron will be allowed to send death screams.  Additionally, the game will no longer cap a maximum number of screams per mission.  (This flag originated as a customization of message behavior for the Wing Commander Saga mod.)&lt;br /&gt;
Prior to revision 9119, this was &amp;quot;$perform less checks for death screams:&amp;quot;, but the old version will still parse correctly.}}&lt;br /&gt;
&lt;br /&gt;
===$advanced turret fov edge checks:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22fov_edge_checks.22|&amp;quot;fov edge checks&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$require turrets to have target in fov:===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Forces all turrets to use [[Subsystem#.22target_requires_fov.22|&amp;quot;target requires fov&amp;quot;]].}}&lt;br /&gt;
&lt;br /&gt;
===$all ships manage shields:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows AI to manage shields on big ships}}&lt;br /&gt;
&lt;br /&gt;
===$ai aims from ship center:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*AI aims weapons using the center of the ship instead of the first gunpoint. If a convergence offset is specified for this ship in ships.tbl, AI aims using that as a reference point.}}&lt;br /&gt;
&lt;br /&gt;
===$allow primary link at mission start:===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Normally, no ships will link primaries for the first 30 seconds of a mission. In addition, ships will randomly not link for the first two minutes of a mission. Set this flag to YES to get rid of this often-problematic retail behavior. (Prior to revision 9119, this was called $allow primary link delay and defaulted to YES; to get rid of retail behavior you would specify NO. The old method is still supported for compatibility.)}}&lt;br /&gt;
&lt;br /&gt;
===$allow beams to damage bombs:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
* Default: NO.&lt;br /&gt;
* When no, when any secondary encounters any beam it is instantly destroyed regardless of if it is marked as interceptable, has a health value, or any other circumstance that would normally apply to interception by other weapons.&lt;br /&gt;
* When true, damage and health values are respected in these circumstances. Secondaries without hitpoints are still destroyed, however.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$disable weapon damage scaling for player:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*When set, Player weapon damage will no longer be scaled down when firing a non-huge primary against a ship with the &amp;quot;big damage&amp;quot; flag. Use with caution, as this may severely impact mission balance.}}&lt;br /&gt;
&lt;br /&gt;
===$countermeasures affect aspect seekers:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*By default, an aspect seeker that&#039;s been decoyed by a CM just flies straight forward, while a heatseeker in the same position will actively home in on the CM.  This flag makes aspect seekers match heatseeker behavior in this regard.}}&lt;br /&gt;
&lt;br /&gt;
===$ai guards specific ship in wing:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If ordered to guard a ship in a wing (of which it is not a member), the AI will guard that specific ship instead of the entire wing (resulting in guarding the wing leader).}}&lt;br /&gt;
&lt;br /&gt;
===$support don&#039;t add primaries:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, the support ship will not equip a new primary weapon into an empty bank.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay arrivals use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships arriving via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they exit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighterbay departures use carrier orientation:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Causes all ships departing via a ship&#039;s fighterbay to attempt to align their right vector with their carrier&#039;s right vector as they enter.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris damage respects &#039;big damage&#039; flag:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Causes damage inflicted by debris to be limited by the &#039;big damage&#039; flag in the same way as damage inflicted by weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$don&#039;t limit change in speed due to physics whack:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*With this flag, the speed change due to physics whacks (collision, shockwave, etc.) is unlimited.  Without this flag, the speed change will be capped at 440 m/s if it exceeds 500 m/s.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ai path mode:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Possible options are &amp;quot;normal&amp;quot; and &amp;quot;alt1&amp;quot;. The alt1 mode differs from the normal behaviour in the following ways:&lt;br /&gt;
**1. No path shortcutting. Normal pathing AI will skip forward along a path to the furthest point it can reach. This is sometimes desirable, but makes it a lot harder to predict how the AI is going to behave at various points along a path. Turning this off also allows us to force the AI to straighten out, by giving it several waypoints in a more-or-less straight line. This is useful for such things as lining up a landing. &lt;br /&gt;
**2. No sliding when following paths. Docking still works, but there is some code that causes the AI to lose its mind if it just misses a point: it turns towards the point in big, looping circles. This is apparently caused by passing a slide_vec value into ai_turn_towards_vector, which doesn&#039;t even seem to do what you&#039;d expect it to do. Passing a null value instead turns off the stupid. (The behavior is fixed in alt1).&lt;br /&gt;
**3. Momentum taken into account when following paths. Path points will trigger sooner, proportional to the ship&#039;s speed and momentum. This prevents the AI from massively overshooting a waypoint, especially with high-damp ships.&lt;br /&gt;
**4. AI tries to follow the line between waypoints. Instead of just pointing at the next waypoint, the AI will fly a bit towards the line. This helps keep the AI actually on the path it claims to be following. See picture:[[Image:Altpaths.png]]&lt;br /&gt;
Blue is what happens with regular pathing. Red is the modified pathing: as you can see, it actively moves back towards the line.&lt;br /&gt;
**5. AI will respect &amp;quot;cap-waypoint-speed&amp;quot; when following paths (such as when docking or departing via bay).}}&lt;br /&gt;
&lt;br /&gt;
===$default weapon select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This specifies which effect to use for weapon select animations when no .ani can be found, or the -weapon_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$default ship select effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This specifies which effect to use for ship select animations when no .ani can be found, or the -ship_choice_3d commandline flag is active. This will default to the FS2 effect.&lt;br /&gt;
*Possible options are &amp;quot;FS1&amp;quot; and &amp;quot;off&amp;quot;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This flag has been moved to [[Game_settings.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$no warp camera:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, prevents the view from switching to the external camera when the player warps out.&lt;br /&gt;
*Note: this flag is deprecated and may get moved to another table without further notice.}}&lt;br /&gt;
&lt;br /&gt;
===$fix ai path order bug:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*When set, ship will follow its own waypoint path unless the wingleader has the same waypoint path and order.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$strict turret-tagged-only targeting:===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*When set, newer turret-tagged-only behavior will be enabled.  See [http://scp.indiegames.us/mantis/view.php?id&amp;amp;#61;3114 Mantis #3114].&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$aspect bomb invulnerability fix:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, the code that makes bombs invulnerable for the first 1.5 seconds of life will use the correct lifetime calculation for aspect bombs.  Without this fix, the invulnerability time will be extended by 20% of the total lifetime of the bomb.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$glide decay requires thrust:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*When set, gliding ships will maintain their current speed without decay as long as they aren&#039;t actively thrusting.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ai can slow down when attacking big ships:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*When set, fighters attacking big ships will slow down depending on how long they&#039;ve been attacking (80% speed after 5 seconds, 60% after 8 seconds, 40% after 10 seconds, and 20% after 15 seconds), how long it&#039;s been since they were last shot (full throttle if it was within the past 6 seconds), and how close they are (full throttle if the target is more than 1200 meters away).&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use actual primary range:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*When set, fighters will no longer fire primary weapons at targets outside their range just because weapon travel time would be sufficiently short.&lt;br /&gt;
*Off by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$override radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, this value overrides the default distance for determining if a ship had reached a point in a model subsystem path. Useful to allow ships with high damp values to navigate subsystem paths when attacking a subsystem. Must be greater than or equal to 1. If &#039;&#039;&#039;&#039;&#039;$use POF radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set than this override value will only be used if the point in the subsystem path is less than 1 or invalid. &lt;br /&gt;
*5 by default.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use POF radius for subsystem path points:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When set, the distance for determining if a ship had reached a point in a model subsystem path will be the radius of that path point, not the default distance of 5.  &lt;br /&gt;
*Off by default. If this is set to YES and &#039;&#039;&#039;&#039;&#039;&#039;$override radius for subsystem path points:&#039;&#039;&#039;&#039;&#039; is set to greater than or equal to 1, then the path point radius will be used. If the path point radius cannot be found or is less than 1 then override radius will be used if it is set to greater than or equal to 1.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrive speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Causes all AI ships arriving from fighterbays (following a fighterbay path) to gradually accelerate, instead of immediately attempting to attain maximum speed. This can be used to prevent fighters from overshooting the fighterbay paths. The initial target speed is the maximum speed multiplied by the given value, with the multiplier gradually approaching 1.0 as the distance to the end of the path decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Barrive_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$bay depart speed multiplier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Same as above, except for departures into fighterbays. The initial target speed is the maximum speed, with the target speed gradually approaching maximum speed multiplied by the given value as the distance to the fighterbay decreases.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|Will be overridden by path-specific multipliers, see [[Ships.tbl#.2Bdepart_speed_multiplier:]].}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$lead indicator second-order prediction factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*This is a 0 to 1 multiplier of a factor to adjust the lead indicator to take into account a ship&#039;s rotational velocity as well as its velocity. This will directly affect autoaim, making it more accurate for turning enemies.&lt;br /&gt;
*This &#039;&#039;will&#039;&#039; make the lead indicator slightly jitterier in general, and does not properly take into account gliding. It is recommended to adjust the value to fit your situation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
===$no directional bias for missile and ship turning:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*When enabled, this will cause ships and missiles to take direct turning paths to point at their target. This does not directly affect their turning time, but in many situations will result in more efficient paths and a better time-to-target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$respect ship axial turnrate differences:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will use the average of their pitch and heading turn times for their turn time on all axes. If this is enabled the ship will actually use the tabled values for each axis.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;NOTE&#039;&#039;&#039;&#039;&#039;:The AI will &#039;&#039;&#039;&#039;&#039;NOT&#039;&#039;&#039;&#039;&#039; take this into account when turning, it will always turn directly towards its target, even if it could bank and use a faster axis instead. Use this flag carefully, and make sure that their your ships have exactly the turn times you want for each axis.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$any ship with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on any ship to manage ETS for weapons and engines even if they do not have shields set to on. Do note that in Vanilla FS2, some capital ships can go much faster with this enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fighters/bombers with no shields can manage ETS:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Normally AI ships will not manage ETS if they do not have shields set to be on. When enabled, this flag allows the AI on fighters and bombers to manage ETS for weapons and engines even if they do have shields set to on.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$ships playing dead don&#039;t manage ETS:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Prevents ships from managing their ETS is they are currently playing dead.  Managing ETS could lead to unexpected speed changes in ship-maneuver.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$better combat collision avoidance for fightercraft:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause small ships to be much better at avoiding colliding with large ships while fighting, and will not spend as long recovering from a collision if one does occur.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$firing requires exact los:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*If set will cause turrets and AI weapons to only fire if they have a clear line of sight from their firing point to their target&#039;s ship&#039;s center.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved missile avoidance for fightercraft:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fighters/bombers will be much more effective at dodging missiles in general. Of note is that AI do not normally care about countermeasure effect range before dropping them (only distance less than 200m), with this flag, they will only drop them if within countermeasure range.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$friendly ships use AI profile countermeasure chance:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Specifies Friendly ships to use their specific AI class profile countermeasure firing chance. By default Friendly ships always use the second value in &#039;&#039;&#039;$AI Countermeasure Firing Chance:&#039;&#039;&#039; from default AI profile.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$improved subsystem attack pathing:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Fightercraft will use a somewhat more efficient and faster subsystem attack pathing method.&lt;br /&gt;
*Notably, this method &#039;&#039;does not&#039;&#039; use the path system. Using this flag, aside from docking and fighter bay paths, &#039;&#039;all other&#039;&#039; paths will be ignored and are no longer necessary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fixed ship-weapon collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Fixes an error in ship-weapon collisions which would occasionally cause them to not trigger when they should.&lt;br /&gt;
*Most obvious when projectiles would erroneously bypass a full shield quadrant and damage the hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI secondary range awareness:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Controls if the AI considers weapon range at all when selecting a secondary weapon to attempt to use. Currently available options are:&lt;br /&gt;
*&#039;RETAIL&#039;: The default. After performing filtering logic based on the target types and weapon flags, the AI will select the first valid secondary bank as its active one, regardless of range.&lt;br /&gt;
*&#039;AWARE&#039;: As retail, except that if a weapon is out of range it the AI will keep looking down the list to see if it has a weapon that is in range, and use that instead if it does. All other weapon selection and restriction logic still applies.}}&lt;br /&gt;
&lt;br /&gt;
===$no shield damage from ship collisions:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*Normally, the heavier ship in a collision will receive shield damage from the collision if it has one.&lt;br /&gt;
*This disables that, and causes all involved ships to only take hull damage.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$turret target recheck time:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Defines the amount of time between target recalculation for turrets.&lt;br /&gt;
*Affects turret reaction time in all scenarios, acquiring a target from idle, re-affirming the current target, switching to a new target or even a new subsystem on the same target.&lt;br /&gt;
*Be aware setting this value too low can have an extreme performance impact. It is recommended to not set this below 30 ms.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*Default: 2000}}&lt;br /&gt;
&lt;br /&gt;
===$prevent negative turret ammo:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*By default, turrets with ammo would end up firing one extra shot, resulting in a -1 ammo. This flag corrects that behavior, so the ammo count is properly used. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$fix keep-safe-distance:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*Allows any ship flying the keep-safe-distance behavior to turn toward its goal point. Without this flag, ships will fly into the distance in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$AI ignores aspect lock for leading:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*When off, AI fighters follows retail behavior of aiming directly at a target when using aspect lock missiles. When on AIs ignore this consideration and always lead their targets when attempting to aim at them.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: on}}&lt;br /&gt;
&lt;br /&gt;
===$fix good-rearm-time bug:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes the &amp;quot;good rearm time&amp;quot; SEXP to correctly expire (revert to being a &amp;quot;bad rearm time&amp;quot;) at the end of the specified time.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$no continuous turn on attack:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Prevents an AI behavior where fighters/bombers will spin around for a second or two when they acquire a target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$remove-goal properly removes play-dead order:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes remove-goal to take the ship out of the play-dead AI mode when removing the play-dead goal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$bay arrivals not time limited:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes AI to always complete a bay arrival path, even if it takes longer than 10 seconds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$use adjusted AI class autoscale:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Causes autoscaled AI classes to scale only based on the collection of autoscaled AI classes, not all AI classes.  This prevents autoscaled calculations from being skewed by the presence of non-autoscaled classes in the list.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$carry shield difficulty scaling bug:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Enables an erroneous behavior where player damage difficulty scaling is applied twice to damage from area blasts and shockwaves, greatly changing the effective difficulty scaling. This is a &#039;&#039;bug&#039;&#039; that should not be enabled, unless the mod was balanced during the time between 3.6.14 and 23.1 (mods [[Game_settings.tbl#.24Target_Version:|targeting within those versions]] automatically have this flag enabled).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$debris affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows debris to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$asteroids affected by physics whacks:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Allows asteroids to be affected by physics whacks from weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$dynamic goals afterburn hard:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Will cause all dynamic goals (such as a fighter defending itself, or a fighter chasing an attacker as part of a guard order) to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$player orders afterburn hard:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause all player orders to &#039;afterburn hard&#039; as the optional argument on ai-goals do.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$hud squad messages use tactical disarm/disable:===&lt;br /&gt;
{{Table234|&lt;br /&gt;
*Will cause disarm or disable orders issued by the hud squadmsg menu (i.e. player orders) to be &#039;tactical&#039; goals that do not cause the target to be protected from attack.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$align to target when guarding stationary ship:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Will cause ships to match the target&#039;s orientation when following a guard order, rather than facing directly away from the target which is the normal behavior.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$rotation factor multiplier for player collisions:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Allows modders to have players experience rotational effects from collisions. This value is multiplied by the value of [https://wiki.hard-light.net/index.php/Ships.tbl#.2BRotation_Factor: $Collision Physics: +Rotation Factor:] in the ships table (which is specified for the ship class).&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 0.0)}}&lt;br /&gt;
&lt;br /&gt;
==Sample Entry==&lt;br /&gt;
*Retail FS2 behaviour&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#AI Profiles&lt;br /&gt;
&lt;br /&gt;
$Default Profile:                              FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Profile Name:                                 FS2 RETAIL&lt;br /&gt;
&lt;br /&gt;
$Player Afterburner Recharge Scale:            5,    3,    2,    1.5,  1&lt;br /&gt;
$Max Beam Friendly Fire Damage:                0,    5,    10,   20,   30&lt;br /&gt;
$Player Countermeasure Life Scale:             3,    2,    1.5,  1.25, 1&lt;br /&gt;
$AI Countermeasure Firing Chance:              0.2,  0.3,  0.5,  0.9,  1.1&lt;br /&gt;
$AI In Range Time:                             2,    1.4,  0.75, 0,    -1&lt;br /&gt;
$AI Always Links Ammo Weapons:                 95,   80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Ammo Weapons:                  90,   60,   40,   20,   10&lt;br /&gt;
$Primary Ammo Burst Multiplier:                0,    0,    0,    0,    0&lt;br /&gt;
$AI Always Links Energy Weapons:               100,  80,   60,   40,   20&lt;br /&gt;
$AI Maybe Links Energy Weapons:                90,   60,   40,   20,   10&lt;br /&gt;
$Max Missiles Locked on Player:                2,    3,    4,    7,    99&lt;br /&gt;
$Max Player Attackers:                         2,    3,    4,    5,    99&lt;br /&gt;
$Max Incoming Asteroids:                       3,    4,    5,    7,    10&lt;br /&gt;
$Player Damage Factor:                         0.25, 0.5,  0.65, 0.85, 1&lt;br /&gt;
$Player Subsys Damage Factor:                  0.2,  0.4,  0.6,  0.8,  1&lt;br /&gt;
$Predict Position Delay:                       2,    1.5,  1.333,0.5,  0&lt;br /&gt;
$AI Shield Manage Delay:                       5,    4,    2.5,  1.2,  0.1&lt;br /&gt;
$Friendly AI Fire Delay Scale:                 2,    1.4,  1.25, 1.1,  1&lt;br /&gt;
$Hostile AI Fire Delay Scale:                  4,    2.5,  1.75, 1.25, 1&lt;br /&gt;
$Friendly AI Secondary Fire Delay Scale:       0.4,  0.6,  0.8,  1.0,  1.2&lt;br /&gt;
$Hostile AI Secondary Fire Delay Scale:        1.4,  1.2,  1.0,  0.8,  0.6&lt;br /&gt;
$AI Turn Time Scale:                           3,    2.2,  1.6,  1.3,  1&lt;br /&gt;
$Glide Attack Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Circle Strafe Percent:                        0,    0,    0,    0,    0&lt;br /&gt;
$Glide Strafe Percent:                         0,    0,    0,    0,    0&lt;br /&gt;
$Random Sidethrust Percent:                    0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Time Threshold:                     0,    0,    0,    0,    0&lt;br /&gt;
$Stalemate Distance Threshold:                 0,    0,    0,    0,    0&lt;br /&gt;
$Player Shield Recharge Scale:                 4,    2,    1.5,  1.25, 1&lt;br /&gt;
$Player Weapon Recharge Scale:                 10,   4,    2.5,  2,    1.5&lt;br /&gt;
$Max Turret Target Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Max Turret Player Ownage:                     3,    4,    7,    12,   19&lt;br /&gt;
$Percentage Required For Kill Scale:           0.30, 0.30, 0.30, 0.30, 0.30&lt;br /&gt;
$Percentage Required For Assist Scale:         0.15, 0.15, 0.15, 0.15, 0.15&lt;br /&gt;
$Percentage Awarded For Capship Assist:        0.1,  0.2,  0.35, 0.5,  0.6&lt;br /&gt;
$Repair Penalty:                               10,   20,   35,   50,   60&lt;br /&gt;
$Delay Before Allowing Bombs to Be Shot Down:  1.5,  1.5,  1.5,  1.5,  1.5&lt;br /&gt;
$Chance AI Has to Fire Missiles at Player:     0,    1,    2,    3,    4&lt;br /&gt;
$Max Aim Update Delay:                         0,    0,    0,    0,    0&lt;br /&gt;
$Turret Max Aim Update Delay:                  0,    0,    0,    0,    0&lt;br /&gt;
$Player Autoaim FOV:                           0,    0,    0,    0,    0&lt;br /&gt;
$Detail Distance Multiplier:                   0.125,0.25, 1.0,  4.0,  8.0&lt;br /&gt;
&lt;br /&gt;
$big ships can attack beam turrets on untargeted ships:  NO&lt;br /&gt;
$smart primary weapon selection:                         NO&lt;br /&gt;
$smart secondary weapon selection:                       NO&lt;br /&gt;
$smart shield management:                                NO&lt;br /&gt;
$smart afterburner management:                           NO&lt;br /&gt;
$allow rapid secondary dumbfire:                         NO&lt;br /&gt;
$huge turret weapons ignore bombs:                       NO&lt;br /&gt;
$don&#039;t insert random turret fire delay:                  NO&lt;br /&gt;
$hack improve non-homing swarm turret fire accuracy:     NO&lt;br /&gt;
$shockwaves damage small ship subsystems:                NO&lt;br /&gt;
$navigation subsystem governs warpout capability:        NO&lt;br /&gt;
$ignore lower bound for minimum speed of docked ship:    NO&lt;br /&gt;
$disable linked fire penalty:                            NO&lt;br /&gt;
$disable weapon damage scaling:                          NO&lt;br /&gt;
$use additive weapon velocity:                           NO&lt;br /&gt;
$use newtonian dampening:                                NO&lt;br /&gt;
$include beams for kills and assists:                    NO&lt;br /&gt;
$score kills based on damage caused:                     NO&lt;br /&gt;
$score assists based on damage caused:                   NO&lt;br /&gt;
$allow event and goal scoring in multiplayer:            NO&lt;br /&gt;
$fix linked primary weapon decision bug:                 NO&lt;br /&gt;
$prevent turrets targeting too distant bombs:            NO&lt;br /&gt;
$smart subsystem targeting for turrets:                  NO&lt;br /&gt;
$fix heat seekers homing on stealth ships bug:           NO&lt;br /&gt;
$multi allow empty primaries:                            NO&lt;br /&gt;
$multi allow empty secondaries:                          NO&lt;br /&gt;
$allow turrets target weapons freely:                    NO&lt;br /&gt;
$use only single fov for turrets:                        NO&lt;br /&gt;
$allow vertical dodge:                                   NO&lt;br /&gt;
$force beam turrets to use normal fov:                   NO&lt;br /&gt;
$fix AI class bug:                                       NO&lt;br /&gt;
$turrets ignore targets radius in range checks:          NO&lt;br /&gt;
$no extra collision avoidance vs player:                 NO&lt;br /&gt;
$perform fewer checks for death screams:                 NO&lt;br /&gt;
$advanced turret fov edge checks:                        NO&lt;br /&gt;
$require turrets to have target in fov:                  NO&lt;br /&gt;
$all ships manage shields:                               NO&lt;br /&gt;
$ai aims from ship center:                               NO&lt;br /&gt;
$allow primary link at mission start:                    NO&lt;br /&gt;
$allow beams to damage bombs:                            NO&lt;br /&gt;
$disable weapon damage scaling for player:               NO&lt;br /&gt;
$countermeasures affect aspect seekers:                  NO&lt;br /&gt;
$ai path mode:                                           normal&lt;br /&gt;
$no warp camera:                                         NO&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# &amp;quot;[http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741 Re: New difficulty? - Feature request!]&amp;quot;, &#039;&#039;Hard Light Productions Forums&#039;&#039;, Hard Light Productions, 2007-12-15. Retrieved on [[December_27]], [[2007]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=List_of_Sol_jump_node_devices&amp;diff=65736</id>
		<title>List of Sol jump node devices</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=List_of_Sol_jump_node_devices&amp;diff=65736"/>
		<updated>2024-07-28T10:36:23Z</updated>

		<summary type="html">&lt;p&gt;Mobius: Created page with &amp;quot;{{non-canon}}  The reverse engineering of the Knossos portal, manufactured by the Ancients, is implied at the end of FreeSpace 2. A broad reference to the capacity...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{non-canon}}&lt;br /&gt;
&lt;br /&gt;
The reverse engineering of the [[Knossos]] portal, manufactured by the [[Ancients]], is implied at the end of [[FreeSpace 2]]. A broad reference to the capacity to restore collapsed [[jump node|jump nodes]] is also present in [[FS1]]. Therefore, the concept of devices and installations capable of reopening the [[Sol]] jump node in [[Delta Serpentis]] after the [[Capella]] crisis has sparked many ideas among FS fans and campaign developers. The Sol-DS node [[Great War|collapsed on March 29th, 2335]], following the destruction of the [[SD Lucifer|SD &#039;&#039;Lucifer&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
Several fan-made devices/installations have been designed and released, all fulfilling the exact same purpose. Please note that, due to the specific setting of each fan-made campaign, the dates of reopening may not be clearly specified, or differ substantially. The size of these devices also varies considerably between campaigns. References to such assets are hereby listed by order of release of their respective campaign(s):&lt;br /&gt;
&lt;br /&gt;
[[Inferno]]&lt;br /&gt;
*[[GTI Melia|GTI &#039;&#039;Melia&#039;&#039;]] ([[INFR1]]). Also known as Sol Gate. Node restored in circa June 2400.&lt;br /&gt;
*[[GTI Ishtar|GTI &#039;&#039;Ishtar&#039;&#039;]] ([[Inferno Nostos|Nostos]]). Also known as Sol Gate. Node restored on March 30th, 2399, one day after the anniversary of its destruction.&lt;br /&gt;
&lt;br /&gt;
[[Blue Planet]]&lt;br /&gt;
*[[Alliance Jump Gate]]. Node restored in TBFIL.&lt;br /&gt;
&lt;br /&gt;
[[Cold Element]]&lt;br /&gt;
*[[GTI Charon|GTI &#039;&#039;Charon&#039;&#039;]]. Node restored in TBFIL.&lt;br /&gt;
&lt;br /&gt;
[[Category: User-made Ships]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Alliance_Jump_Gate&amp;diff=65735</id>
		<title>Alliance Jump Gate</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Alliance_Jump_Gate&amp;diff=65735"/>
		<updated>2024-07-28T10:33:29Z</updated>

		<summary type="html">&lt;p&gt;Mobius: Genering initial description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|&#039;&#039;Alliance &#039;&#039;&#039;Jumpgate&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
This device, lacking a proper name, is one of the many fan-made installations serving the purpose of [[List of Sol jump node devices|restoring Sol&#039;s jump node]] in [[Delta Serpentis]]. It became popular among fans after its use in the first [[Blue Planet]] campaign, [[Age of Aquarius]].&lt;br /&gt;
&lt;br /&gt;
{{shipimage|image=[[Image:alliancejumpgate.jpg]]|caption=Alliance Jumpgate}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===Tech Room Description===&lt;br /&gt;
The prototype Jump Gate using Knossos technology connects Delta Serpentis to Sol along the severed jump node. Requiring eight years of planning and a decade to build, the Sol Jump Gate is the largest project undertaken by the GTVA since the Colossus project.&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
*Model by &#039;&#039;&#039;Trashman&#039;&#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; | Knossos&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#Maneuverablity|Maneuverability]]&#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;
| N/A&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;
| N/A&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;
| 1 000 000&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Width|Width]]&#039;&#039;&#039;&lt;br /&gt;
| 6717 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Height|Height]]&#039;&#039;&#039;&lt;br /&gt;
| 5616 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 1948 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Turrets|Turrets]]&#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=2 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Default Statistics&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[AAAf]]&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Standard Flak]]&lt;br /&gt;
| 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Terran Turret]]&lt;br /&gt;
| 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|}}&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
*Blue Planet: AoA: http://www.freespacemods.net/download.php?view.42&lt;br /&gt;
*http://www.freespacemods.net/download.php?view.270&lt;br /&gt;
&lt;br /&gt;
[[Category:Installation]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTI_Melia&amp;diff=65734</id>
		<title>GTI Melia</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTI_Melia&amp;diff=65734"/>
		<updated>2024-07-28T10:31:02Z</updated>

		<summary type="html">&lt;p&gt;Mobius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Inferno_Ships}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Ishtar.jpg|thumb|right|650px|The GTI Ishtar in Nostos]]&lt;br /&gt;
[[Image:Gtimelia.jpg|thumb|right|600px|The GTI Melia in INFR1]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Ishtar&#039;&#039; is the massive installation featured in [[Inferno: Nostos]] that enabled the [[GTVA]] to [[List of Sol jump node devices|reopen]] the [[Sol]] lump node in [[Delta Serpentis]]. Also known as Sol Gate, its designation in the original [[INFR1]] campaign was GTI &#039;&#039;Melia&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===Inferno R1 Description===&lt;br /&gt;
More famously known as the Sol Gate, the Melia connects Delta Serpentis to the Sol system by stabilising the collapsed jump node to the extent that all Allied ships can once again travel back to the birthplace of humanity. The Earth Alliance stormed the huge structure shortly after the first GTVA ships passed through the revitalised node.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Inferno: Nostos Description===&lt;br /&gt;
More famously known as the Sol Gate, the massive Ishtar installation connects Delta Serpentis to the Sol system by stabilising the collapsed jump node to the extent that all Allied ships can once again travel back to the birthplace of humanity. The events of the Great War also prompted the Ishtar&#039;s designers to heavily arm the Gate with a multitude of heavy weapons, allowing it to destroy virtually any hostile capital ship trying to get into (or out of) Sol. The Earth Alliance stormed the huge structure in a surprise attack shortly after the first GTVA diplomatic envoy ships passed through the revitalised node, and has held the station ever since.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
*HTL model from Nostos by &#039;&#039;&#039;BrotherBryon&#039;&#039;&#039;&lt;br /&gt;
*Textures and turrets by &#039;&#039;&#039;Nyctaeus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
*&#039;&#039;&#039;Nostos&#039;&#039;&#039;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Width|Width]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | 22463 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Height|Height]]&#039;&#039;&#039;&lt;br /&gt;
| 133324 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 9150 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Turrets|Turrets]]&#039;&#039;&#039;&lt;br /&gt;
| 190&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fighterbays&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nostos&#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=2 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Default Statistics&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| T-AF-Clus-A&lt;br /&gt;
| 27&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| T-AF-Mis-B&lt;br /&gt;
| 27&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| T-RL-Type-2&lt;br /&gt;
| 37&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| T-B-AAA&lt;br /&gt;
| 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| T-AW-Plas-LR-A&lt;br /&gt;
| 43&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| T-B-Huge&lt;br /&gt;
| 22&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| T-AF-Flak-B&lt;br /&gt;
| 26&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;INFR1&#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=2 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Inferno R1&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| BFBlue&lt;br /&gt;
| 7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| HBlue&lt;br /&gt;
| 15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| GTVA Rapid Laser&lt;br /&gt;
| 22&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{comment|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External links:==&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=94800.0 Inferno Nostos: Act 1 release thread]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Inferno Ships]]&lt;br /&gt;
[[Category:User-made Ships]]&lt;br /&gt;
[[Category:Installation]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Charon&amp;diff=65733</id>
		<title>Charon</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Charon&amp;diff=65733"/>
		<updated>2024-07-28T10:02:17Z</updated>

		<summary type="html">&lt;p&gt;Mobius: Created page with &amp;quot;{{disambiguation}}  &amp;#039;&amp;#039;&amp;#039;FreeSpace 1&amp;#039;&amp;#039;&amp;#039; *&amp;#039;&amp;#039;&amp;#039;GTS &amp;#039;&amp;#039;Charon&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;, a Centaur support ship that captures Arjuna 1 in Enter the D...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{disambiguation}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FreeSpace 1&#039;&#039;&#039;&lt;br /&gt;
*[[FreeSpace 1 Terran Ship Database#GTS Charon|&#039;&#039;&#039;GTS &#039;&#039;Charon&#039;&#039;&#039;&#039;&#039;]], a [[Centaur]] support ship that captures Arjuna 1 in [[Enter the Dragon]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Cold Element]]&#039;&#039;&#039;&lt;br /&gt;
*[[GTI Charon|&#039;&#039;&#039;&#039;&#039;Charon&#039;&#039;&#039;&#039;&#039;]]-class installation, a [[List of Sol jump node devices|device capable of reopening]] the [[Sol]] jump node in [[Delta Serpentis]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTI_Charon&amp;diff=65732</id>
		<title>GTI Charon</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTI_Charon&amp;diff=65732"/>
		<updated>2024-07-28T09:58:18Z</updated>

		<summary type="html">&lt;p&gt;Mobius: This is a draft, please expand it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|&#039;&#039;GTI &#039;&#039;&#039;Charon&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
The &#039;&#039;&#039;GTI &#039;&#039;Charon&#039;&#039;&#039;&#039;&#039;, featured [[Blackwater Operations]] (a [[Cold Element]] campaign) is [[List of Sol jump node devices|an installation capable of reopening]] the [[Sol]] jump node in [[Delta Serpentis]].&lt;br /&gt;
&lt;br /&gt;
[[Image:&amp;lt;&amp;gt;.jpg|thumb|right|650px|The GTI &#039;&#039;Charon&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
===BWO Description===&lt;br /&gt;
TBFIL.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
TBFIL.&lt;br /&gt;
&lt;br /&gt;
===Name Origin===&lt;br /&gt;
TBFIL.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship_box&lt;br /&gt;
|name = GTI Charon&lt;br /&gt;
|yaw_pitch_roll = TBFIL&lt;br /&gt;
|max_velocity = TBFIL&lt;br /&gt;
|hitpoints = TBFIL&lt;br /&gt;
|length = TBFIL&lt;br /&gt;
|width = TBFIL&lt;br /&gt;
|height = TBFIL&lt;br /&gt;
|turrets = TBFIL&lt;br /&gt;
|fighterbays = TBFIL&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
*&#039;&#039;&#039;Blackwater Operations&#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=2 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Default Statistics&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| TBFIL&lt;br /&gt;
| TBFIL&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| TBFIL&lt;br /&gt;
| TBFIL&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| TBFIL&lt;br /&gt;
| TBFIL&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| TBFIL&lt;br /&gt;
| TBFIL&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| TBFIL&lt;br /&gt;
| TBFIL&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|&#039;&#039;TBFIL&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==External links:==&lt;br /&gt;
*Leaked version&lt;br /&gt;
**[https://www.hard-light.net/forums/index.php?topic=99339.msg1920060#msg1920060 Hard-Light Productions]&lt;br /&gt;
&lt;br /&gt;
[[Category: User-made Ships]]&lt;br /&gt;
[[Category: Cold Element]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTD_Golgotha&amp;diff=65731</id>
		<title>GTD Golgotha</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTD_Golgotha&amp;diff=65731"/>
		<updated>2024-07-28T09:49:42Z</updated>

		<summary type="html">&lt;p&gt;Mobius: Categorization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|&#039;&#039;GTD &#039;&#039;&#039;Golgotha&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
The &#039;&#039;&#039;GTD &#039;&#039;Golgotha&#039;&#039;&#039;&#039;&#039; is an iconic fan-made destroyer featured in [[Blackwater Operations]], a [[Cold Element]] campaign.&lt;br /&gt;
&lt;br /&gt;
[[Image:GTDGolgotha oldrender.jpg|thumb|right|650px|An old render of GTD &#039;&#039;Golgotha&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
===BWO Description===&lt;br /&gt;
TBFIL.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
TBFIL.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship_box&lt;br /&gt;
|name = GTD Golgotha&lt;br /&gt;
|yaw_pitch_roll = TBFIL&lt;br /&gt;
|max_velocity = TBFIL&lt;br /&gt;
|hitpoints = TBFIL&lt;br /&gt;
|length = TBFIL&lt;br /&gt;
|width = TBFIL&lt;br /&gt;
|height = TBFIL&lt;br /&gt;
|turrets = TBFIL&lt;br /&gt;
|fighterbays = TBFIL&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
*&#039;&#039;&#039;Blackwater Operations&#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=2 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Default Statistics&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| TBFIL&lt;br /&gt;
| TBFIL&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| TBFIL&lt;br /&gt;
| TBFIL&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| TBFIL&lt;br /&gt;
| TBFIL&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| TBFIL&lt;br /&gt;
| TBFIL&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| TBFIL&lt;br /&gt;
| TBFIL&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|&#039;&#039;TBFIL&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==External links:==&lt;br /&gt;
*Leaked version&lt;br /&gt;
**[https://www.hard-light.net/forums/index.php?topic=99339.msg1920060#msg1920060 Hard-Light Productions]&lt;br /&gt;
&lt;br /&gt;
[[Category: User-made Ships]]&lt;br /&gt;
[[Category: Cold Element]]&lt;/div&gt;</summary>
		<author><name>Mobius</name></author>
	</entry>
</feed>