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		<id>https://wiki.hard-light.org/index.php?title=Weapons.tbl&amp;diff=67168</id>
		<title>Weapons.tbl</title>
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		<updated>2026-04-17T19:30:35Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: $Impact Effect note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2024-12-10|228fd17}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;weapons.tbl&#039;&#039;&#039; defines all of the weapon classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-wep.tbm&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The weapons.tbl is responsible for defining the behavior of the numerous weapon effects used in FSO, including the amount of damage dealt, the firing rate, and graphical effects.&lt;br /&gt;
&lt;br /&gt;
This wiki page goes over all of the entries used exclusively in the weapons.tbl file. Hyperlinks to individual weapon creation/editing tutorials are provided when appropriate.&lt;br /&gt;
&lt;br /&gt;
==Special Case Weapons==&lt;br /&gt;
===Beam Cannons===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;beam&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;[[weapons.tbl#$BeamInfo:|$BeamInfo:]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See also: [http://www.hard-light.net/wiki/index.php/Tutorial_-_Beam_Weapons Tutorial - Beam Weapons]&lt;br /&gt;
&lt;br /&gt;
===Flak Guns===&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;flak&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;particle spew&amp;quot;&#039;&#039;&#039; flag&lt;br /&gt;
*Must have inner and outer radius defined to have any effect.&lt;br /&gt;
*A &#039;&#039;&#039;.pof&#039;&#039;&#039; model must be defined ( usually &#039;&#039;&#039;Hornet.pof&#039;&#039;&#039; )&lt;br /&gt;
**Note: the model is not actually used... Instead, it uses [[Weapons.tbl#$Pspew:|particle spew]]. Trails may also be added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*The weapons table consist of several sections&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;End&#039;&#039;&#039; before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;standard primary weapons&#039;&#039;&#039;, as well &#039;&#039;&#039;flak weapons&#039;&#039;&#039;.  Traditionally, &#039;&#039;&#039;beam weapons&#039;&#039;&#039; are also defined in this section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines all &#039;&#039;&#039;secondary weapons&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Beam Weapons&#039;&#039;&#039;&lt;br /&gt;
***Defines &#039;&#039;&#039;beam weapons&#039;&#039;&#039;.  Traditionally they appear in the primary weapon section, but this is technically their proper place.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;[[Weapons.tbl#Countermeasures|Countermeasures]]&#039;&#039;&#039;&lt;br /&gt;
***Defines the used countermeasure.&lt;br /&gt;
**&#039;&#039;&#039;$Player Weapon Precedence&#039;&#039;&#039;&lt;br /&gt;
***Player Weapon Precedence is used in weapon selection when a default specified by the mission designer is not available to the player. The next weapon on the list is used in its place (assuming that weapon is allowed for the player).&lt;br /&gt;
&lt;br /&gt;
NOTE: Beam weapons defined in the primary section will receive the WP_LASER subtype, and beam weapons defined in the beam section will receive the WP_BEAM subtype.  They will behave identically in most respects, with the only in-game difference being a somewhat larger and asymmetrical impact explosion effect for WP_BEAM.  In scripts, beams will return true for &#039;&#039;&#039;isLaser()&#039;&#039;&#039; if they have the WP_LASER subtype, and false if they have the WP_BEAM subtype.  (They will always return true for &#039;&#039;&#039;isBeam()&#039;&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
==Core Table==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*This is the name of the weapon. If it&#039;s going to be used by the player, keep it under 12 characters so it doesn&#039;t spill over the HUD box.&amp;lt;br&amp;gt;Two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;. Their usage details are the very same than inside the [[Ships.tbl#.24Name:_2|$Name field from Ships.tbl]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+nocreate====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; to prevent the game from creating an incomplete entry with very few valid fields.  If the entry does not already exist (either in weapons.tbl or in earlier parsed *-wep.tbm files), the modular entry is skipped.}}&lt;br /&gt;
&lt;br /&gt;
===+remove===&lt;br /&gt;
{{Table210|&lt;br /&gt;
*In [[Modular Tables]] a name can be followed by the line &#039;&#039;&#039;+remove&#039;&#039;&#039; to completely remove a previously parsed entry.}}&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*An alternative name that can be referenced instead of $Name:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subtype:===&lt;br /&gt;
{{Table3610| &lt;br /&gt;
Specifies the weapon &#039;s subtype. Overrides the default subtype as specified by the #-section it is in (#Primary, #Secondary, #Beam Weapon, etc.).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Note|&lt;br /&gt;
:Since the weapon subtype is already specified by the #-section it is in, this option is not particularly useful when the weapon is inside a #Primary or #Secondary section. However, it may be used to specify the weapon slot it uses on fighters/bombers for weapons that are normally capship only (such as beam cannons).}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Valid Entries: &lt;br /&gt;
:Primary&lt;br /&gt;
:Secondary}}&lt;br /&gt;
&lt;br /&gt;
===+Title:===&lt;br /&gt;
*This is the title of the weapon in the Weapons loadout screen. Only needed for player allowed weapons. Title may be anything.  Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Description:===&lt;br /&gt;
*This is the description you see in the weapons loadout screen. Again, these aren&#039;t based on any hard numbers, just approximations. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;Standard Issue&lt;br /&gt;
&#039;&#039;Level 3 Hull Damage&lt;br /&gt;
&#039;&#039;Level 2 Shield Damage&#039;&#039;&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===+Tech Title:===&lt;br /&gt;
*Title of the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Anim:===&lt;br /&gt;
*Animation used for the weapon in the Tech room. Only needed for player allowed weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, animation filename&lt;br /&gt;
**Example: &#039;&#039;Tech_Subach_HL-7&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Tech Description:===&lt;br /&gt;
*Descriptive text you see in the tech room. Only needed for player allowed weapons. Numerical value is a reference to translations in [[Tstrings.tbl]]&lt;br /&gt;
*Must be followed by &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;&#039;&#039;The Subach-Innes HL-7...&#039;&#039;&amp;quot;, 3245)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===$Turret Name:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Renames a turret to this if this is the first weapon on a turret.&lt;br /&gt;
*Syntax: XSTR(&#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;, -1)}}&lt;br /&gt;
&lt;br /&gt;
===$Tech Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines model used in wing loadout screen for the weapon. 3D weapon models in the tech room have not yet been implemented.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Pos:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. The position of the camera relative to the model center. Only valid if a tech model is defined&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively}}&lt;br /&gt;
&lt;br /&gt;
====+Closeup_Zoom:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*How the model will show on the Loadout Screen. How far the camera&#039;s zoomed in, defines camera&#039;s FOV.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians}}&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -weapon_choice_3d commandline flag is enabled or no ani can be found for the selected weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HUD Image:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the picture used to represent the weapon in HUD loadout list&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder. Additional fields beginning from &#039;&#039;&#039;&#039;&#039;@Laser Bitmap:&#039;&#039;&#039;&#039;&#039; and ending to &#039;&#039;&#039;&#039;&#039;@Laser Tail Radius:&#039;&#039;&#039;&#039;&#039; are not needed if a model has been defined for the weapon.&lt;br /&gt;
*Standard primaries and beam cannons do not use specific models so for those the name is &#039;none&#039;.&lt;br /&gt;
*Flak weapons and secondaries use models, though the exact model is not important with the flak weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039; or &#039;&#039;none&#039;&#039;, model filename&lt;br /&gt;
**Example: &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of the model used in HUD targeting view&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the distance where the change between different Levels-Of-Details (LODs) occurs&lt;br /&gt;
*Take notice that these are base values. Model detail in Detail options, (within game press F2), applies a multiplier to these values. These multipliers are (from left to right): 1/8, 1/4, 1, 4, 8&lt;br /&gt;
*Optional.  If not defined the game uses the formula ((radius * 20.0 + 20.0) * LOD)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;(Detail Distances)&#039;&#039;&#039;&#039;&#039; , list of &#039;&#039;&#039;integers&#039;&#039;&#039; (same amount as LODs), distances from the model in meters&lt;br /&gt;
**Example: &#039;&#039;(0, 80, 300, 900)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$External Model File:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the models shown on the gunpoint, used with Bobb&#039;s external-visible-weapon code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation speed of the subobject, with the $gun_rotation property defined, in the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Note: weapon fire will be delayed by the time it takes for the weapon to spin up to this speed (using $Submodel Rotation Acceleration or its default value), regardless of whether an external model is used or not.&lt;br /&gt;
}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Note: It&#039;s no longer required that the ship actually have external models enabled (whether or not this weapon has one defined) for the spin up delay to occur.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Submodel Rotation Acceleration:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the rotation acceleration of the external weapon model.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: 10}}&lt;br /&gt;
&lt;br /&gt;
===@Laser===&lt;br /&gt;
In the event a 3D model is not defined for the weapon, FSO creates an object similar to a glowpoint. Essentially, it is a 2D plane that always faces the player&#039;s camera with an additive texture applied to it, and may or may not have an omnilight follow it.&lt;br /&gt;
&lt;br /&gt;
As suggested by its name, this option group is normally used for lasers and similar primaries, but it may also be used for other weapon types as well.&lt;br /&gt;
&lt;br /&gt;
Unless said otherwise, the graphic files used within this group may be of any compatible type (.DDS, .PCX, .TGA, etc.), however a .DDS is recommended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Bitmap:====&lt;br /&gt;
Defines the graphic file to be used as the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Bitmap: my_laser_bitmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another laser graphic file to be used and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow:====&lt;br /&gt;
Defines the graphic file to be used for the glowmap of the weapon effect.&lt;br /&gt;
&lt;br /&gt;
Blending type: additive&lt;br /&gt;
&lt;br /&gt;
*This file is &#039;multiplied&#039; by a value between Color and Color2.&lt;br /&gt;
*The physical dimensions of the glowmap in-game is 2x the size of the bitmap.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Glow: my_laser_glowmap&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head-on Bitmap:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines another graphic file to be used for the laser glow and crossfaded into as the camera angles towards the front or bank of this weapon. See also @Laser Head-on Transition Angle and @Laser Head-on Transition Rate.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Angle:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Overrides the angle in degrees from the front (or back) that the head-on transition crossfade is at exactly a 50/50 blend.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
Default: Calculated from the ratio of the laser&#039;s length to its average radius}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head-on Transition Rate:====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines how quickly the head-on transition fades from one bitmap to the other. Greater than 20 is an instant switch with no blending.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Default: 2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color:====&lt;br /&gt;
The RGB color of the glow effect.&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0, 0    ; Red glow effect at the start of the effect&#039;s lifetime&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Color2:====&lt;br /&gt;
The RGB color of the glow effect at the end of the effect&#039;s lifetime (at its maximum range).&lt;br /&gt;
&lt;br /&gt;
*The color is applied both to the glowmap and the omnilight that follows the effect.&lt;br /&gt;
*The actual color of the glow effect is somewhere in between the values defined by Color and Color2. Essentially, the actual color &amp;quot;fades&amp;quot; from Color to Color2 over its lifetime.&lt;br /&gt;
**If Color is not defined, then a default value of 255, 255, 255 is assumed for its initial color.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, 8-bit value from 0 to 255&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; Blue glow effect at the end of the effect&#039;s lifetime.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
@Laser Color: 255, 0,   0    ; Start with a Red glow effect, and fade into...&lt;br /&gt;
@Laser Color2:  0, 0, 255    ; a Blue glow effect over the lifetime of the effect.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====@Laser Length:====&lt;br /&gt;
Defines the length of the weapon effect.&lt;br /&gt;
*This option stretches the 2D plane &amp;quot;away&amp;quot; from its origin.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Length Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s length over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the length multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Head Radius:====&lt;br /&gt;
Defines the radius of the leading edge, or &amp;quot;head,&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane farthest away from its origin is the leading edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser head&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
====@Laser Tail Radius:====&lt;br /&gt;
Defines the radius of the trailing edge, or &amp;quot;tail&amp;quot; of the weapon effect.&lt;br /&gt;
*The edge of the 2D plane that is closest to its origin is the trailing edge.&lt;br /&gt;
*The specified radius value is multiplied by 0.5 twice before being applied to the laser, so the laser tail&#039;s radius will be one-quarter of what&#039;s tabled. Its &#039;&#039;diameter&#039;&#039; will be half of the tabled radius value.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s radius values (both head and tail) over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the radius multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Length Scale:====&lt;br /&gt;
Scaling factor for glow bitmap along the length axis, relative to the length of the main laser bitmap. Default is 2.0.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Head Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its head, relative to the radius of the main laser bitmap&#039;s head. Default is 2.3.&lt;br /&gt;
*Note that laser length is calculated in an odd way: the head and tail are treated as &#039;&#039;spheres&#039;&#039;, with the length being the distance between the centers of those spheres, so the actual length of a laser (or laser glow) is length + head radius + tail radius.&lt;br /&gt;
*This can result in unintuitive behavior if glow length scaling is set differently from head or tail scaling.&lt;br /&gt;
*However, as long as length, head, and tail glow scale are all set to the same value, the glow bitmap will be scaled up while maintaining the same aspect ratio as the laser.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Glow Tail Scale:====&lt;br /&gt;
Scaling factor for the radius of the glow bitmap at its tail, relative to the radius of the main laser bitmap&#039;s tail. Default is 2.3.&lt;br /&gt;
*See note in head scale entry regarding unintuitive behavior.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Position Offset:====&lt;br /&gt;
Moves the laser relative to its collision point by multiples of the laser length, along any of the three axes. For example, a value of -1.0 along the Z axis will move the laser backward so that the visible laser no longer extends forward from the collision point, but backward, with the collision point at the head rather than the tail. A value of 1.0 along the X axis will move the laser one laser-length to the right.&lt;br /&gt;
*Important note: the X and Y axes are relative to the orientation of the weapon, which normally seems to match the orientation of the firing ship, but which is not guaranteed to remain stable. If the weapon rotates, the orientation of the offset will rotate with it.&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====@Laser Min Pixel Size:====&lt;br /&gt;
If this is set to a non-zero value, the laser will always be at least the specified number of pixels wide, no matter how far away it is. Defaults to the $Minimum Pixel Size Lasers: value in Game settings.tbl, or to 0 if that is not set.&lt;br /&gt;
&lt;br /&gt;
Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===@Laser Opacity Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the laser graphic&#039;s opacity over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the opacity is Y, with 0 being invisible and 1 being typical opacity.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Light color:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the color of light cast by the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, from 0 to 255&lt;br /&gt;
*Default value: If not set, the color is white for weapons with models, or based on the laser colors otherwise }}&lt;br /&gt;
&lt;br /&gt;
===$Light radius:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Sets the maximum distance light cast by the weapon will reach. Increasing this will tend to make it appear brighter near it&#039;s center&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: The defaults for different weapon types are set in [[Lighting_Profiles.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Light intensity:===&lt;br /&gt;
{{Table222|&lt;br /&gt;
*Acts as a multiplier to the brightness of the light cast by the weapon. This changes the brightness without affecting the radius.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;float&#039;&#039;&#039;&#039;&#039;, any positive value&lt;br /&gt;
*Default value: 1}}&lt;br /&gt;
&lt;br /&gt;
===$Collision Radius Override:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Weapon - weapon collisions are treated as two spheres, where a laser&#039;s sphere&#039;s radius is equal to its Head Radius, and a missile&#039;s is the radius of its associated model (possibly doubled). Using this will override either of those values.&lt;br /&gt;
*If used on a beam it will override its collision radius as well, instead of using the widest section.&lt;br /&gt;
*NOTE: If the weapon is interceptable, such as a bomb or has been given hitpoints, this value will &#039;&#039;still&#039;&#039; be doubled, unless the &amp;quot;no radius doubling&amp;quot; flag is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Mass:===&lt;br /&gt;
*Scales the kinetic effect this weapon has on its target. With higher mass imparting a stronger effect.&lt;br /&gt;
*The eventual kinetic effect is also multiplied by the speed. ie &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 200&#039;&#039; has much weaker kinetic effect than &#039;&#039;$Mass: 3&#039;&#039; and &#039;&#039;$Velocity: 1000&#039;&#039;. This is also true for the intesnity of the &amp;quot;shudder&amp;quot; effect, if flagged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*How fast the weapon travels. Is also used to define the weapon range, &#039;&#039;&#039;&#039;&#039;$Velocity x $Lifetime = range&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*Beams travel instantly so this field has effect only on weapon range and AI beam targeting with certain beam types. $Velocity of beam also applies to its kinetic effect along with $Mass.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Time in seconds between firings&lt;br /&gt;
*Note that Fire wait will be reset to 1 if it is set over 5 for non turreted primary weapons (doesn&#039;t apply to 3.6.14+)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====+Max Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the maximum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Min Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
====+Min Delay:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines the minimum amount of time it takes to refire a weapon in a random fire delay range.&lt;br /&gt;
**This must be used with +Max Delay: to have any effect.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Damage:===&lt;br /&gt;
*Base damage this weapon does. The actual damage is this number multiplied by the factors below.&lt;br /&gt;
*Base damage this beam does is continuous damage, damage is approximately 5.88 times the damage value per second. The actual damage is this number multiplied by one of the factors below.&lt;br /&gt;
*The exact factor to multiply by is 100/17, or one &#039;pulse&#039; of damage every 170 seconds. The generally used wisdom of 5.5 times may have been generally accurate before beam damage was made continuous and frame-rate independent, but is now out of date information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
&lt;br /&gt;
===$Damage Time:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets a time from the end of the weapons lifetime that damage will start to attenuate at. &#039;&#039;&#039;&#039;&#039;Example: Weapon lifetime is 2.0 seconds and the desired effect is to attenuate after 0.5 seconds have passed, set this to 1.5 seconds.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds. Defaults to 0.0.&lt;br /&gt;
**Note: If neither +Min Damage: nor +Max Damage: is set, the damage will always attenuate to zero at max range.&lt;br /&gt;
***If both +Min Damage: and +Max Damage: are set, both are defaulted to 0.0 and damage will be attenuated to zero.}}&lt;br /&gt;
&lt;br /&gt;
====+Attenuation Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the damage a weapon will attenuate to after reaching $Damage Time:.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage.}}&lt;br /&gt;
&lt;br /&gt;
====+Min Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the lowest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
====+Max Damage:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*This sets the highest amount of damage possible assuming damage attenuation is taking place. &#039;&#039;&#039;&#039;&#039;This has been deprecated, please use +Attenuation Damage: instead.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage. Defaults to 0.0.}}&lt;br /&gt;
&lt;br /&gt;
===$Angle of Incidence Damage Multiplier:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon&#039;s damage to be multiplied by these factors depending on the angle of incidence. &lt;br /&gt;
*It is &#039;&#039;not&#039;&#039; linear, it is based on the sine of the angle to the surface. If the factors are 1x for minimum, and 2x for maximum, at an angle of 45° the multiplier is 1.707x, for instance.&lt;br /&gt;
====+Min:====&lt;br /&gt;
*The damage multiplier at a perfectly glancing hit, parallel to the surface (although not technically possible).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Max:====&lt;br /&gt;
*The damage multiplier when hit straight on, perpendicular to the surface.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Damage Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s damage over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the damage multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the damage type that this weapon uses. All armor effects are applied after shield and have no function against shockwave or subsystem damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REQUIRES:&#039;&#039;&#039; [[armor.tbl]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the damage type ( as defined by [[armor.tbl#$Damage Type:|$Damage Type]] )}}&lt;br /&gt;
&lt;br /&gt;
===$Arm time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the time after the launch that is required before the weapon comes hot&lt;br /&gt;
*If the time has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Arm distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the firing ships that is required before the weapon comes hot&lt;br /&gt;
*If the distance has not been reached when the weapon detonates the Dinky explosion is used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*This parameter is also applied to flak weapons. Previous behaviour was to arm weapons after 10 meters of travel.}}&lt;br /&gt;
&lt;br /&gt;
===$Arm radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the target where the weapon will arm itself&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Detonation Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance from the point in space that the weapon was launched where the weapon will detonate&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detonation Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the distance between the target center point point and the weapon which detonates the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Detonation Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak weapons detonate at a range of 65 to 99 meters from their intended target, depending on the firing ships&#039; weapon subsystem health. This parameter can be used to adjust this behaviour, as it defines the base range used to determine this detonation range. Standard value is 65.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, range in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Flak Targeting Accuracy:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Turret-fired flak weapons are normally firing in a cone around the target&#039;s predicted position. This parameter can be used to adjust the size of this cones&#039; base radius. Standard is 60 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radius in meters}}&lt;br /&gt;
&lt;br /&gt;
===$Untargeted Flak Range Penalty:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*If a flak weapon is fired without a target selected, this parameter defines the range penalty applied to that weapon. Standard is 20 meters, meaning an untargeted flak weapon will detonate after traveling its max range - 20 meters.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, penalty in meters.}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave damage:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Override for the damage caused by shockwaves (default is [[#$Damage:]])&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
*Note: adding a shockwave to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x shockwave)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the weapon explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Blast Force:===&lt;br /&gt;
*The intensity of the kinetic blast effect when ship is within the outer radius of the explosion. Comes in effect only if inner and outer radius are defined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
===$Inner Radius:===&lt;br /&gt;
*Radius at which the full explosion damage is done. Marks the line where damage attenuation begins. Damage is reduced by the square of the distance between the inner radius and outer radius.  i.e. half way between inner and outer results in 1/4 damage&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===$Outer Radius:===&lt;br /&gt;
*Maximum radius at which any damage is done.  See $Inner Radius for the attenuation formula.&lt;br /&gt;
*Also defines the size of the shockwave (if shockwave speed is &amp;gt; 0)&lt;br /&gt;
*Note: adding an inner and/or outer radius to a weapon doubles its effective damage to the target (i.e. 1x impact, 1x area effect)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$Shockwave Radius Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the shockwave&#039;s radius over time. This will &#039;&#039;ignore&#039;&#039; $Shockwave Speed for the purposes of determining the size of the shockwave over time, however $Outer radius / $Shockwave Speed will still be the total time that the shockwave lasts. Even if the multiplier goes beyond 1, the shockwave still cannot hit or damage targets beyond its $Outer radius.&lt;br /&gt;
*The life of the shockwave (0-1) is X, the outer radius multiplier is Y. This will entirely determine how the shockwave grows and shrinks over time.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at. Zero means no shockwave and that any area-effect damage is applied immediately&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
===$Shockwave rotation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines how the 3D shockwave is rotated. Random, if left undefined.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Angle&#039;&#039;&#039;&#039;&#039;, three values, pitch, bank, heading respectively, in degrees}}&lt;br /&gt;
&lt;br /&gt;
===$Shockwave model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the model file (.pof) used as a shockwave for the 3D shockwaves.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Sound:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
Optional sound to be used for the sound heard when for the shockwave (default is sound 109).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky shockwave:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Dinky shockwave are used if the weapon is shot down before arming or if the conditions marked at &#039;&#039;&#039;Arm time&#039;&#039;&#039; and &#039;&#039;&#039;Arm distance&#039;&#039;&#039; are not reached before impact&lt;br /&gt;
*It uses exactly same entries as the standard shockwaves&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave damage type:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Blast Force:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Inner Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Outer Radius:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Speed:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Rotation:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Model:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave Name:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;+Shockwave sound:&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Factor:===&lt;br /&gt;
*Multiplier for the damage done to armor&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Factor:===&lt;br /&gt;
*Multiplier for the damage done to shields&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Factor:===&lt;br /&gt;
*Multiplier for the damage done to subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage multiplier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Min:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Max:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum lifetime of the weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime:===&lt;br /&gt;
*Time before the standard primaries fizzle out and secondaries self destruct. Multiply this by the speed to get the range. If values are too low (below framerate) then the collision detection and graphic effects may suffer.&lt;br /&gt;
*This field has no effect for the beams apart from weapon range and AI beam targeting with certain beam types&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
{{Table250|&lt;br /&gt;
===$Launch Curve:===&lt;br /&gt;
*A set of [[modular curve]]s that controls the firing behavior of the weapon. These curves will have no effect on beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;Num Firepoints&#039;&#039;&#039;: the number of barrels in the bank firing the weapon&lt;br /&gt;
**&#039;&#039;&#039;Distance to Target&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Radius&#039;&#039;&#039;&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Fire Wait Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shots Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Burst Shots Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Burst Delay Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Velocity Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Life Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Failure Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;FoF Mult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Lifetime Curve:===&lt;br /&gt;
*A set of [[modular curve]]s, dealing with changes to the weapon during its existence. These curves will have no effect on beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;Lifetime&#039;&#039;&#039;: starts at 0.0 when the weapon is created, ends at 1.0 when it runs out of life&lt;br /&gt;
**&#039;&#039;&#039;Age&#039;&#039;&#039;: how long the weapon has existed, in seconds&lt;br /&gt;
**&#039;&#039;&#039;Base Velocity&#039;&#039;&#039;: the weapon&#039;s velocity. This accounts for launch curves, but does NOT account for other lifetime curves, so as to avoid a feedback loop.&lt;br /&gt;
**&#039;&#039;&#039;Base Damage&#039;&#039;&#039;: the weapon&#039;s damage. This accounts for launch curves, but does NOT account for hit curves, so as to avoid a feedback loop.&lt;br /&gt;
**&#039;&#039;&#039;Max Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Current Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Hitpoints Fraction&#039;&#039;&#039;: the weapon&#039;s current hitpoints divided by its maximum hitpoints&lt;br /&gt;
**&#039;&#039;&#039;Parent Radius&#039;&#039;&#039;: radius of the ship ultimately responsible for firing the weapon&lt;br /&gt;
**&#039;&#039;&#039;Viewing Angle&#039;&#039;&#039;: direction from which the player is looking at the weapon. -1.0 means directly head-on, 0.0 means directly from the side, and 1.0 means directly from the rear.&lt;br /&gt;
**&#039;&#039;&#039;Apparent Size&#039;&#039;&#039;: the weapon&#039;s radius as a fraction of the screen height&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Laser Length Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Head Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Tail Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Offset X Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Offset Y Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Offset Z Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Headon Transition Angle Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Headon Transition Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Animation State&#039;&#039;&#039;: sets the animation state of the laser, with 0.0 being the first frame of the animation, and 1.0 being the last. If this is used, all typical animation behavior (i.e. playing at a certain framerate over time) will be ignored.&lt;br /&gt;
**&#039;&#039;&#039;Laser Animation State Add&#039;&#039;&#039;: adds a certain number of frames to the laser&#039;s animation state. Does not disable typical animation behavior on its own.&lt;br /&gt;
**&#039;&#039;&#039;Laser Alpha Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Bitmap R Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Bitmap G Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Bitmap B Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Glow R Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Glow G Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Laser Glow B Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light Intensity Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light R Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light G Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Light B Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Detonation Radius Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Turn Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Child Spawn Rate Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Child Spawn Count Mult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hit Curve:===&lt;br /&gt;
*A set of [[modular curve]]s, controlling how the weapon affects things it hits. These curves will have no effect on beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;All of the Lifetime Curve inputs, as well as...&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Radius&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Dot&#039;&#039;&#039;: the angle at which the weapon has struck the target surface. 1.0 means a direct hit, perpendicular to the target surface. 0.0 would mean a hit exactly parallel to the surface.&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Hull Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shield Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Subsystem Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Mass Mult&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beam Curve:===&lt;br /&gt;
*A set of [[modular curve]]s dealing with beam attributes. These curves only affect beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;Beam Lifetime&#039;&#039;&#039;: the beam&#039;s lifetime, from 0.0 to 1.0, not including the warmup or warmdown phases&lt;br /&gt;
**&#039;&#039;&#039;Beam Age&#039;&#039;&#039;: in seconds&lt;br /&gt;
**&#039;&#039;&#039;Beam Total Life&#039;&#039;&#039;: how long the beam is capable of lasting, not including warmup or warmdown&lt;br /&gt;
**&#039;&#039;&#039;Warmup Lifetime&#039;&#039;&#039;: lifetime of the warmup phase, starting at 0.0 and ending at 1.0 when the beam fires&lt;br /&gt;
**&#039;&#039;&#039;Warmdown Lifetime&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Warmdown Age&#039;&#039;&#039;: time elapsed since warmdown started, in seconds&lt;br /&gt;
**&#039;&#039;&#039;Parent Radius&#039;&#039;&#039;&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Beam Width Mult&#039;&#039;&#039;: does NOT disable tabled flickering or shrinking if set&lt;br /&gt;
**&#039;&#039;&#039;Beam Alpha Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Beam Anim State&#039;&#039;&#039;: behaves like laser anim state&lt;br /&gt;
**&#039;&#039;&#039;Muzzle Glow Radius Mult&#039;&#039;&#039;: if this is set, the typical hardcoded muzzle glow size behaviors are disabled&lt;br /&gt;
**&#039;&#039;&#039;Muzzle Glow Alpha Mult&#039;&#039;&#039;: if this is set, the typical hardcoded muzzle glow fading behaviors are disabled&lt;br /&gt;
**&#039;&#039;&#039;Muzzle Glow Anim State&#039;&#039;&#039;: behaves like laser anim state&lt;br /&gt;
**&#039;&#039;&#039;Move End Position by Target Velocity&#039;&#039;&#039;: if the beam is slashing at a target, the beam&#039;s end position will be offset by the target&#039;s velocity (at time of beam creation) times this output value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Beam Hit Curve:===&lt;br /&gt;
*A set of [[modular curve]]s dealing with beam attributes. These curves only affect beams.&lt;br /&gt;
*Available inputs:&lt;br /&gt;
**&#039;&#039;&#039;All of the Beam Curve inputs, as well as...&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Hitpoints&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Target Radius&#039;&#039;&#039;&lt;br /&gt;
*Available outputs:&lt;br /&gt;
**&#039;&#039;&#039;Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Hull Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shield Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Subsystem Damage Mult&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Mass Mult&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Energy Consumed:===&lt;br /&gt;
*The amount of energy each bolt drains firing ship. Has no effect on turreted weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Cargo Size:===&lt;br /&gt;
*Cargo size, is not used with non-ballistic primaries.&lt;br /&gt;
*Amount of missiles available = Bank capacity / Cargo Size.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to primaries.&#039;&#039;&#039;&lt;br /&gt;
*Defines if the weapon will have auto-aim and what the FOV of the auto-aim is.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Homing:===&lt;br /&gt;
&#039;&#039;&#039;This option is exclusive to secondaries.&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&#039;&#039;&#039;This option may now be applied to primaries&#039;&#039;&#039;. They may only use heat seeking. For optimal results the &amp;quot;no homing speed ramp&amp;quot; flag may be used.}}&lt;br /&gt;
&lt;br /&gt;
Defines if the bolts/missiles in question is homing&lt;br /&gt;
&lt;br /&gt;
If set to NO, then following fields are not required in the table.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Type:&#039;&#039;&#039;====&lt;br /&gt;
Defines the homing method&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, &#039;&#039;ASPECT&#039;&#039; or &#039;&#039;HEAT&#039;&#039;&lt;br /&gt;
{{Table3610| An additional option, &#039;&#039;JAVELIN&#039;&#039;, has been added.  This behaves like an aspect missile but automatically only locks onto the engines of a target, and only if the engines are in sight.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turn Time:&#039;&#039;&#039;====&lt;br /&gt;
Determines how quickly the missile can turn. Ostensibly the number of seconds it takes the missile to do a 360 degree circle at full turn speed, but for complicated reasons this is only true if [[Game_settings.tbl#.2BAI_respect_tabled_turn_time_and_rotdamp|AI respect tabled turn time and rotdamp]] is enabled.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Turning Acceleration Time:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Determines how quickly the missile reaches its maximum turn speed.&lt;br /&gt;
*Note: Requires [[Game_settings.tbl#.24AI_use_framerate_independent_turning:|$AI use framerate independent turning]] in game_settings.tbl&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
===+Turn Rate Multiplier over Lifetime Curve:===&lt;br /&gt;
*Specifies the curve to use for changing the weapon&#039;s turn rate over time.&lt;br /&gt;
*The life of the weapon (0-1) is X, the turn rate multiplier is Y.&lt;br /&gt;
*Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+View Cone:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;Heat-seeking missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the width of the weapon&#039;s viewing cone, given in degrees. Objects outside this cone are effectively invisible to the missile. The value / 2 gives the angle from the missile&#039;s centerline to the edge of the viewing cone.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
{{Table3610| Has been enabled also to aspect seekers as an option. They will continue to home on targets outside their view cone, but will take a continuous lifetime penalty every second their target is outside this cone.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Min Lock Time:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The minimum number of seconds to gain a target lock.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
The number of pixels the aspect triangle moves per second while attempting lock-on.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Pixels/Sec:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The number of pixels moved per second while attempting to catch up to the target.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Catch-up Penalty:&#039;&#039;&#039;====&lt;br /&gt;
&#039;&#039;&#039;For aspect/javelin missiles only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Extra pixels to move after catching up. (Needs verification )&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, pixels&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Seeker Strength:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
Defines the seeking ability of the homing system. Default of heat seekers is 3.0 and for aspect seekers 2.0. Spoofing chance is defined as &#039;&#039;&#039;[[#$Countermeasure:|cm type effectiveness]]&#039;&#039;&#039;/&#039;&#039;&#039;seeker strength&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;[[#$Countermeasure:|+Effective Radius:]]&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seeker strength}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Lock FOV:&#039;&#039;&#039;====&lt;br /&gt;
{{Table234|&lt;br /&gt;
Defines the width of the cone within which the missile is capable of achieving a lock, in degrees. Only applies to aspect seekers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default (approximately): 63.57666}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lead Scaler:&#039;&#039;&#039;====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
Defines the type of pursuit course the missile tries to obtain.&lt;br /&gt;
*Values &amp;lt; 0 give lag pursuit, values ~ 0 give pure pursuit, values &amp;gt; 0 give lead pursuit.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, default for heat seekers: 0, default for aspect or javelin seekers: 1.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Restriction:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines if the missile can lock onto ships besides the current target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the behavior, default is &#039;&#039;current target only&#039;&#039;;.&lt;br /&gt;
*&#039;&#039;Current target only&#039;&#039; As normal, can only acquire locks on the targeted ship&lt;br /&gt;
*&#039;&#039;Any target&#039;&#039; Missile will lock on any valid target. Missile locking is still disabled in certain cases, such as when a friendly is the player&#039;s target&lt;br /&gt;
*&#039;&#039;Current target, any subsystem&#039;&#039; Targeting is restricted to the current ship, but will pick turrets and subsystems on that ship. }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Independent Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for a missile to target multiple objects at once.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Target Lock Objecttypes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines what type of object can be locked on with this weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the object type, default is &#039;&#039;ships&#039;&#039;&lt;br /&gt;
*&#039;&#039;ships&#039;&#039; Will target only ships&lt;br /&gt;
*&#039;&#039;bombs&#039;&#039; Will target bombs and targetable missiles }}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Trigger Hold:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability to hold the trigger to lock and release to fire.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Reset On Launch:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ability for locks to reset upon missiles being fired.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, default is no.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Seekers Per Target:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of seekers that can target a single object.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Max Active Seekers:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the maximum number of total seekers for the weapon to have.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of seekers.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Types:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship types that this missile can target. In order for a ship to be targetable it must be able to match one of the listed types, if some of the below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship types.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Ship Classes:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the ship classes that this missile can target. In order for a ship to be targetable it must be able to match one of the listed classes, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, ship classes.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Species:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the species whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed Species, if some of the above/below lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, species.}}&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+IFFs:&#039;&#039;&#039;====&lt;br /&gt;
{{Table202|&lt;br /&gt;
Defines the IFF&#039;s whose ships this missile can target. In order for a ship to be targetable it must be able to match one of the listed IFFs, if some of the above lists are also specified, it must match into those as well.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;, IFFs.}}&lt;br /&gt;
&lt;br /&gt;
===$Homing Auto-Target Method:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*If this weapon needs to acquire a target on its own, such as a heatseeker losing its target or having the &amp;quot;untargeted heatseeker&amp;quot; flag, this determines how it should do so. Options are:&lt;br /&gt;
*&#039;&#039;&#039;CLOSEST&#039;&#039;&#039;, the weapon will acquire the nearest target that it is able.&lt;br /&gt;
*&#039;&#039;&#039;RANDOM&#039;&#039;&#039;, the weapon will acquire a random target from those available.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Swarm:===&lt;br /&gt;
*The number of missiles to fire per volley if it&#039;s a swarm missile&lt;br /&gt;
*Can be issued to Standard primaries also. Causes single part turrets to malfunction but causes multi part turrets to fire only on their barrel line. Can be used for &#039;burst fire weapons&#039;. Does not work with player weapons.&lt;br /&gt;
*Is incompatible with &amp;quot;Corkscrew&amp;quot; option.&lt;br /&gt;
*Swarm will negatively affect the missile&#039;s ability to hit its target and will not lead its target even with  [[Weapons.tbl#.2BTarget_Lead_Scaler:|Target Lead Scaler]] defined unless [[Game_settings.tbl#.24Swarmers_Lead_Targets:|$Swarmers Lead Targets]] is enabled.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots in a swarm&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+SwarmWait:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between weapons fired in a swarm&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
***Default: 0.150)}}&lt;br /&gt;
&lt;br /&gt;
===$Acceleration Time:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how long it takes for a secondary weapon to attain full speed. Takes precedence over $Free Flight Time (see below) in terms of the weapon&#039;s velocity, and affects both locked-on and dumbfired secondaries.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.0}}&lt;br /&gt;
&lt;br /&gt;
===$Velocity Inherit:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines how much of the parent ship&#039;s velocity to inherit, if [[Ai_profiles.tbl#.24use_additive_weapon_velocity:]] is used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percents&lt;br /&gt;
**Default: 100.0}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the free flight time of homing weapons. During this time weapon flies at 1/4 of its velocity + firing ships velocity in a straight line.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**Default: 0.25}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; due to dumbfires never changing their speed, using this on a dumbfire missile will have it stuck at freeflight speed even after the end of the freeflight time.&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
{{Note| This feature was never implemented correctly and was removed in r8867. FSO parses but doesn&#039;t use the value, and prints a warning in the log. This feature has subsequently been reimplemented, see $Free Flight Speed Factor: below}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Free Flight Speed Factor:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines the speed that the weapon will be traveling at during the free flight segment (see above).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, Multiplier for the actual speed, minimum 0.01.&lt;br /&gt;
**Default: 0.25&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Gravity Const:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*If the mission has gravity, this is the multiplier applied to acceleration from gravity on the weapon.&lt;br /&gt;
*AI will lead for ballistic trajectories, and this may affect their range as they will not fire unless they can successfully make a ballistic path to their target. &lt;br /&gt;
*&#039;&#039;&#039;Homing weapons are unaffected by gravity no matter what&#039;&#039;&#039;. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 0}}&lt;br /&gt;
&lt;br /&gt;
===$PreLaunchSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the one-shot sound effect to play at the beginning of a firing stream. Currently only has an effect on primary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
**Default: No Sound}}&lt;br /&gt;
&lt;br /&gt;
===+PreLaunchSnd Min Interval:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines  Minimum interval between when the player stops firing and the next time the pre-launch sound can play, as a limiter in case the player is pumping the trigger.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Minimum delay in milliseconds between the end of the previous firing sequence and the next time the pre-launch sound effect will be played.&lt;br /&gt;
**Default: 0 (play pre-launch sound at the beginning of every firing sequence, if present)}}&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Corresponding sound effect when the weapon is launched.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$CockpitLaunchSnd:===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Corresponding sound effect when the weapon is launched from the player&#039;s ship, allowing use of 2d stereo sounds.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ImpactSnd:===&lt;br /&gt;
*Sound the weapon makes when it hits a hull.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Disarmed ImpactSnd:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sound the weapon makes when it hits a hull before being armed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FlyBySnd:===&lt;br /&gt;
*The sound this weapon makes if it narrowly misses you. -1 is no sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]], usually -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
===$AmbientSnd:===&lt;br /&gt;
*The sound this weapon passively emits in 3d space. The weapon version of [[Ships.tbl#.24EngineSnd:|EngineSnd]] for ships.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$StartFiringSnd:===&lt;br /&gt;
*The sound that plays when the weapon initially starts firing.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$LoopFiringSnd:===&lt;br /&gt;
*The sound that plays while the weapon is firing.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
**Note: This must be a 3d sound.}}&lt;br /&gt;
&lt;br /&gt;
{{Table240|&lt;br /&gt;
===$EndFiringSnd:===&lt;br /&gt;
*The sound that plays when the weapon stops firing.&lt;br /&gt;
*Does not work for turrets.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$TrackingSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played when the player is tracking a target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LockedSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The sound played when the player has locked onto their target with this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$InFlightSnd===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*The looping sound played while the player has this weapon currently flying.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Inflight sound type&#039;&#039;&#039;&lt;br /&gt;
**Specifies when the in flight sound is played.&lt;br /&gt;
**The value can be one of the following values which are matched case-insensitively:&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;TARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile tracks a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;UNTARGETED&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played when the missile is currently not tracking a target&lt;br /&gt;
***&#039;&#039;&#039;&#039;&#039;&#039;ALWAYS&#039;&#039;&#039;&#039;&#039;&#039;: The sound is played always}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines used model file. Included for compatibility with countermeasures as they have been merged with weapons in the code.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Rearm Rate:===&lt;br /&gt;
*Defines the frequency that weapons are loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, How many times per second the weapons are loaded.&lt;br /&gt;
**Example: 2.0 will reload every half second.  0.1 will load every ten seconds.&lt;br /&gt;
&lt;br /&gt;
===$Rearm Ammo Increment:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines how many missiles or how much ballistic ammo is loaded per load sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, how many bullets or missiles are loaded. Default 4 for missiles, 100 for ballistic primaries.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Weapon Range:===&lt;br /&gt;
*If set, the AI will use this value or the result of weapon lifetime * velocity as the weapon&#039;s effective range, whichever is lower. This also affects the [[Hud_gauges.tbl#Lead_Indicator|Lead Indicator]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
===+Weapon Min Range:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the minimum range to the target where the weapons under AI will still fire.&lt;br /&gt;
*Implemented before FS_Open 3.6.5&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===+Weapon Optimum Range:===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*AI fightercraft will attempt to close the distance to their target while they are outside of this range and using this weapon as their currently equipped primary.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Pierce Objects:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Causes the weapon to penetrate the objects impacted and not be destroyed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Spawn Children On Pierce:====&lt;br /&gt;
*Will spawn the weapons children on each hit, not just when it eventually gets destroyed through lifetime&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Flags:===&lt;br /&gt;
*See [[Weapons.tbl#Weapons.tbl_Flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the weapon&lt;br /&gt;
**Example: ( &amp;quot;Player allowed&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be followed by &#039;&#039;&#039;+override&#039;&#039;&#039; option in order to reset the weapon flags before parsing in the new ones&lt;br /&gt;
*Using this option will erase all &#039;&#039;&#039;homing&#039;&#039;&#039;-related flags as well as &#039;&#039;&#039;swarm&#039;&#039;&#039;, &#039;&#039;&#039;variable lead&#039;&#039;&#039;, &#039;&#039;&#039;trail&#039;&#039;&#039;, &#039;&#039;&#039;TAG&#039;&#039;&#039;, and &#039;&#039;&#039;transparent&#039;&#039;&#039; settings in addition to the listed flags. All these should be set again - if they are required - when this option is used.&lt;br /&gt;
&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+override&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*This is used if you want your weapon to have a trail. Trail is often used only with secondaries though it works with standard primaries as well.&lt;br /&gt;
*&#039;&#039;&#039;+Start Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the head of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+End Width:&#039;&#039;&#039;&lt;br /&gt;
**How wide the tail of the trail is.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Start Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail head.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
*&#039;&#039;&#039;+End Alpha:&#039;&#039;&#039;&lt;br /&gt;
**The opacity of the trail tail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Decay Exponent:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail to fade away non-linearly. The 0 -&amp;gt; 1 progress through the trail&#039;s life is taken to the power of the provided number when being used for trail alpha purposes&lt;br /&gt;
**Larger numbers above 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Smaller numbers below 1 cause it to fade away quickly at first, and then slow down for most of its life.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, positive}}&lt;br /&gt;
*&#039;&#039;&#039;+Max Life:&#039;&#039;&#039;&lt;br /&gt;
**How long the trail lasts.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Spread:&#039;&#039;&#039;&lt;br /&gt;
**Causes the trail points to diffuse and drift apart at this speed over time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second}}&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**The graphic file to use for the trail.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap Stretch:&#039;&#039;&#039;&lt;br /&gt;
**Multiplies how far the bitmap is stretched over each trail segment.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Faded Out Sections:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of the trail sections (counting from the leading edge) which are gradually faded out.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of trail sections}}&lt;br /&gt;
&lt;br /&gt;
===$Icon:===&lt;br /&gt;
*Loadout icon used in the weapons selection screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Anim:===&lt;br /&gt;
*Green grid animation used on the weapons screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Ship:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collide Weapon:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Has been replaced with &#039;&#039;&#039;#Conditional Hooks&#039;&#039;&#039;, see [[Scripting.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for impacts of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Impact Explosion&#039;&#039; and &#039;&#039;$Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
*If used for beams, this option also requires either &#039;&#039;+Beam Flash Effect&#039;&#039; or &#039;&#039;+Beam Piercing Effect&#039;&#039; to spawn. It will be rendered only if either of those [or both] are specified. }}&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion:===&lt;br /&gt;
*Impact explosion used. Must be defined in weapon_expl.tbl,&lt;br /&gt;
{{Table190|&lt;br /&gt;
*A weapon_expl.tbl entry is no longer required.}}&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Impact Explosion Radius:===&lt;br /&gt;
*Radius of the defined impact explosion.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, default 1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion Radius:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Radius of the impact explosion if it hits the shield, see [[Ships.tbl#.24Shield_Impact_Explosion:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters, defaults to value of $Impact Explosion Radius}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Effect Radius:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Radius of the visual effect displayed on the shield mesh when this weapon hits the shield, see also [[Ships.tbl#.2BMax Shield Impact Effect Radius:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters.&lt;br /&gt;
*Default: Half of the target&#039;s length width or depth, whichever is smallest.}}&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for Dinky (not armed) explosions of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then &#039;&#039;$Dinky Impact Explosion&#039;&#039; and &#039;&#039;$Dinky Impact Explosion Radius&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion but for Dinky (not armed) explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Dinky Impact Explosion Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Same as Impact Explosion Radius but for Dinky explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for piercing impacts.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*If this option is specified then piercing impact options below are not valid!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Explosion:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the effect used for events when weapon pierces the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Radius:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base radius of the effect used for piercing weapon impacts&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles piercing the target&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Splash Velocity:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the base velocity for the particles splashing from the target (secondary piercing effects&lt;br /&gt;
*Negative value causes the second batch or particles to splash to opposite direction&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Variance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the variance added to the particles&lt;br /&gt;
*Values near 0 cause very little variance and values close to 1 cause extreme dispersal.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Life:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the lifetime of the effect for single frame effects&lt;br /&gt;
*For multiple frame effects the lifetime is the lifetime of the animation used&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Particles:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of particles released per impact&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Impact Draw Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the multiplier applied to the ships piercing effect limit percentage&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
*Option removed in 3.6.12. Use [[armor.tbl]] to finetune piercing effects.&lt;br /&gt;
&lt;br /&gt;
===$Conditional Impact:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*Defines an impact effect that will play for this weapon only under certain conditions.&lt;br /&gt;
*May be defined any number of times.&lt;br /&gt;
*Currently only works for targets that are ships or weapons. Impacts against weapons are not considered to have a hit angle.&lt;br /&gt;
*All conditional impacts whose requirements are met will play.&lt;br /&gt;
*Non-conditional impact effects, the ones defined above, will only play if no conditional impacts&#039; requirements are met.&lt;br /&gt;
*&#039;&#039;&#039;+Armor Type:&#039;&#039;&#039;&lt;br /&gt;
**Name of armor type the target must have in order for this impact to play. Shields can have their own armor types. (Subsystems can as well, but at present this system will not detect that.)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of armor type in [[armor.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Min Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health below which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Health Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Fraction of target health above which impact will not play. Health is calculated separately for individual shield quadrants and hull.&lt;br /&gt;
**Optional; defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, fraction of health from 0.0 to 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle -- that is, the angle measuring how &#039;straight on&#039; you&#039;re hitting the target surface -- below which impact will not play. &lt;br /&gt;
**Optional; defaults to 0.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Max Angle Threshold:&#039;&#039;&#039;&lt;br /&gt;
**Hit angle above which impact will not play. &lt;br /&gt;
**Optional; defaults to 180.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
*&#039;&#039;&#039;+Dinky:&#039;&#039;&#039;&lt;br /&gt;
**Whether to play if and only if the weapon is not armed. If false, the impact will not play if the weapon is not armed.&lt;br /&gt;
**Optional; defaults to false.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Effect Name:&#039;&#039;&#039;&lt;br /&gt;
**Name of [[Particle Effects|particle effect]] that will play when conditions are met.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;, name of effect&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Inflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the inflight [[Particle Effects|particle effect]] which is used when the laser is active. This is only used by laser weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
===$Freeflight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the [[Particle Effects|particle effect]] which is used when the missile is in the free flight phase. See [[#$Free Flight Time:|$Free Flight Time]] for more information.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Ignition Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is transitioning from free flight to homed or unhomed flight.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Homed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in homed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
===$Unhomed Flight Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Sets the ignition [[Particle Effects|particle effect]] which is used when the missile is in unhomed flight mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
*This option is only valid for missile weapons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Muzzleflash:===&lt;br /&gt;
*Normally only with flak cannons.&lt;br /&gt;
*Defines the muzzle flash the weapon uses&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, muzzleflash name, as defined in [[mflash.tbl]]&lt;br /&gt;
&lt;br /&gt;
===$Muzzle Effect:===&lt;br /&gt;
*Defines the [[Particle Effects|particle effect]] used when the weapon fires. For muzzle effects, +Parent Velocity Factor uses the velocity of the firing ship, not the weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
&lt;br /&gt;
===$EMP Intensity:===&lt;br /&gt;
*How deeply an EMP effect scrambles your electronics&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
*Basically a percentage, a value of 250 results in a 25% chance of something getting scrambled each frame. &lt;br /&gt;
*Maximum value of 500.0 &lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 300.0)&lt;br /&gt;
&lt;br /&gt;
===$EMP Time:===&lt;br /&gt;
*Duration of the EMP effect&lt;br /&gt;
**Needs the [[#EMP|EMP]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note| The &amp;quot;apply recoil&amp;quot; weapon flag must be set for this to be valid. If the flag is not set, FSO will throw a warning and automatically set it at runtime.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Leech Weapon:===&lt;br /&gt;
**The amount of weapon energy to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Leech Afterburner:===&lt;br /&gt;
**The amount of afterburner fuel to drain with each hit (a flat value, not a percentage)&lt;br /&gt;
**Needs the [[#Esuck|Esuck]] flag set to have any effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 10.0)&lt;br /&gt;
&lt;br /&gt;
===$Vampiric Healing Factor:===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Multiplier for how much the shooter is healed after dealing hull damage (1.0 means healing done is equal to damage dealt)&lt;br /&gt;
**Needs the [[#Vampiric|Vampiric]] flag set to have any effect&lt;br /&gt;
*Must be a positive number higher than 0.0&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Corkscrew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow corkscrew parameters to be defined&lt;br /&gt;
*&#039;&#039;&#039;+Num Fired:&#039;&#039;&#039;&lt;br /&gt;
**Defines the number of weapons fired in sequence. Same as the standard swarm entry but for corkscrew missiles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of missiles&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius used in the corkscrew motion&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Fire Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the delay between missile firings&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Counter rotate:&#039;&#039;&#039;&lt;br /&gt;
**Defines if every other missile rotates to a different direction (clockwise / anticlockwise)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, &#039;&#039;0&#039;&#039; or &#039;&#039;1&#039;&#039;, no or yes&lt;br /&gt;
*&#039;&#039;&#039;+Twist:&#039;&#039;&#039;&lt;br /&gt;
**Defines the speed of rotation movement on the radius of corkscrew motion.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Electronics:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons effect against electronics. Requires [[weapons.tbl#&amp;quot;Electronics&amp;quot;|&amp;quot;electronics&amp;quot;]] flag. &#039;&#039;&#039;+New Style:&#039;&#039;&#039; and &#039;&#039;&#039;+Old Style:&#039;&#039;&#039; options are mutually exclusive.&lt;br /&gt;
*&#039;&#039;&#039;+New Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the new style which enables more options.&lt;br /&gt;
*&#039;&#039;&#039;+Old Style:&#039;&#039;&#039;&lt;br /&gt;
**Defines that the electronics use the old style.  The old style was the way the D-Missile worked in Descent: FreeSpace.&lt;br /&gt;
}}&lt;br /&gt;
{{Table371|&lt;br /&gt;
*&#039;&#039;&#039;+Area Of Effect&#039;&#039;&#039;&lt;br /&gt;
**If specified, allows the electronics effect to apply to every ship hit by this weapon&#039;s blast or shockwave (the &amp;quot;Electronics&amp;quot; flag isn&#039;t necessary with this option).&lt;br /&gt;
}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Intensity:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. &#039;&#039;&#039;&#039;&#039;Has been deprecated&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Engine Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for engine subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Weapon Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for non-beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Turret Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for beam turrets.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Sensors Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**May only be used with &#039;&#039;&#039;+New Style:&#039;&#039;&#039; electronics. Defines how much longer the disruption effect lasts for sensor subsystems.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Randomness Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the randomness of duration target suffers from the electronics hit. A random number between 0 and this time will be added or subtracted from the disruption time.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
* Without any electronics parameters, a weapon with the &amp;quot;electronics&amp;quot; flag will default to the &#039;&#039;Old Style&#039;&#039; mode with a lifetime of 6000 milliseconds and a randomness of 4000 milliseconds.  Thus any ship that gets hit can get disrupted for anywhere between 2 to 10 seconds.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Angle:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the cone (with an angle) where the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline.  The maximum possible angle between any two child weapons would be &#039;&#039;Value*2&#039;&#039;.&lt;br /&gt;
*Like all spawn options, Spawn Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 180}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Minimum Angle:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Defines an inner angle for the cone within which the spawned weapons appear. &#039;&#039;Value&#039;&#039; gives the angle from the missile&#039;s centerline. &lt;br /&gt;
*Like all spawn options, Spawn Minimum Angle should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Interval:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Causes the associated spawn event to happen continuously at this time interval. Enabling this will prevent the spawn event from triggering on detonation.&lt;br /&gt;
*NOTE: Having very large numbers of total children (low interval and/or high count) can cause issues for multiplayer, and you will be warned in multiplayer if the total count is greater then 300.&lt;br /&gt;
*Like all spawn options, Spawn Interval (and its associated Delay) should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, minimum is 0.1, &#039;&#039;&#039;You will not be warned for a negative spawn interval. &#039;&#039;&#039; The value will be ignored and the spawn will be treated as a regular detonate spawn if negative. This is on purpose so that continuous/detonate spawns can be set regardless of the order in which they are defined in the flags.}}&lt;br /&gt;
&lt;br /&gt;
====+Delay:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Continuous spawn will not begin until this has elapsed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds, default is 0}}&lt;br /&gt;
&lt;br /&gt;
===$Spawn Effect:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used for continuous spawns of this weapon. Will not be used for detonation.&lt;br /&gt;
*Like all spawn options, Spawn Effect should be defined as many times as the carrier weapon has child weapons defined for it (up to 5), before moving to the next option.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name}}&lt;br /&gt;
&lt;br /&gt;
===$Local SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the local SSM (Subspace Missile). In effect missile moves via subspace to a position close to the target and starts homing.&lt;br /&gt;
*Weapon must be &#039;&#039;&#039;&#039;&#039;aspect seeking missile&#039;&#039;&#039;&#039;&#039; and must have &#039;&#039;&#039;&#039;&#039;[[Weapons.tbl#&amp;quot;local ssm&amp;quot;|local ssm]]&#039;&#039;&#039;&#039;&#039; flag.&lt;br /&gt;
*&#039;&#039;&#039;+Warpout Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time between the missile launch and the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Delay:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time missile stays in subspace before exiting.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Stage 5 Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the velocity of the missile after the subspace jump.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
*&#039;&#039;&#039;+Warpin Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines how far from the SSM will appear from the outer radius of the target.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Lock Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where SSM can achieve target lock&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure:===&lt;br /&gt;
&lt;br /&gt;
*Defines the countermeasure effectiveness, radius, etc&lt;br /&gt;
{{note| &lt;br /&gt;
*Spoofing chance is defined as &#039;&#039;&#039;cm type effectiveness&#039;&#039;&#039;/&#039;&#039;&#039;[[#+Seeker Strength:|seeker strength]]&#039;&#039;&#039; (missile must be within the countermeasures &#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;).&lt;br /&gt;
*All countermeasures in the mission perform tests to spoof missiles for two frames after &#039;&#039;&#039;any countermeasure&#039;&#039;&#039; is created in the mission. No, this doesn&#039;t seem to make much sense.&lt;br /&gt;
{{Table382|The global frame counter can be bypassed by using &#039;&#039;&#039;[[#+Pulse Interval:|pulse interval]]&#039;&#039;&#039;.}}&lt;br /&gt;
*&#039;&#039;&#039;Provisional&#039;&#039;&#039;; Countermeasures are only given one chance to spoof any individual missile. This makes tuning seeker strength/effectiveness meaningful.&lt;br /&gt;
**Previously some record of which countermeasures had been seen by each missile was kept, but it broke when multiple countermeasures were involved. A good chance of breaking with two countermeasures, and a guaranteed chance of breaking with three or more. This reduced the impact of the seeker strength/effectiveness ratio, but was partly cancelled out by the 2 frames thing.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====&#039;&#039;&#039;+Heat Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against heat seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
**Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Aspect Effectiveness:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effectiveness against aspect seeking missiles&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, cm effectiveness&lt;br /&gt;
*Default: 1.0&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;&#039;+Effective Radius:&#039;&#039;&#039;====&lt;br /&gt;
*Defines the countermeasures effective radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 300.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table373|&lt;br /&gt;
====+Missile Detonation Radius:====&lt;br /&gt;
*Defines the radius within which a missile homing on this countermeasure will trigger a detonation (see &#039;&#039;&#039;+Single Missile Kill:&#039;&#039;&#039;)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: 40.0&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
&lt;br /&gt;
====+Single Missile Kill:====&lt;br /&gt;
*Defines if countermeasures will detonate only the missile homing on this countermeasure, or every missile within &#039;&#039;&#039;+Missile Detonation Radius:&#039;&#039;&#039;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: false&lt;br /&gt;
{{note| only affects missiles homing on countermeasures, i.e. heat or aspect with &amp;quot;pulls aspect seekers&amp;quot; flag}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table382|&lt;br /&gt;
====+Pulse Interval:====&lt;br /&gt;
*Defines how much time passes between each pulse of this countermeasure.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 0&lt;br /&gt;
{{note| any value less than or equal to 0 means the countermeasure doesn&#039;t pulse, and uses the global 2-frame counter after any countermeasure is fired.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Use Fire Wait:====&lt;br /&gt;
*Makes the countermeasure fire wait use what is specified in the &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039; section of the weapon.&lt;br /&gt;
*Default countermeasure fire wait is 333 milliseconds, regardless of that value was set in &#039;&#039;&#039;$Fire Wait:&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====+Failure Launch Delay Multiplier for AI:====&lt;br /&gt;
*After a failed countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*Previously, the amount of time was calculated as (&#039;fire wait&#039; + 2000 * &#039;countermeasure firing chance&#039;).&lt;br /&gt;
*If set to a non negative number, this value will be multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: -1&lt;br /&gt;
{{note| any value less than 0 means the default formula will be used.}}&lt;br /&gt;
&lt;br /&gt;
====+Successful Launch Delay Multiplier for AI:====	&lt;br /&gt;
*After a successful countermeasure launch the game waits a certain time interval before attempting another launch.&lt;br /&gt;
*This value is multiplied to the fire wait value to determine the amount of time before another countermeasure can be attempted.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 2&lt;br /&gt;
{{note| any value less than 0 means the default value will be used.}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$BeamInfo:===&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
*Defines the type of beam in question. This can be a number or, as of 21.4, a named type. Options are:&lt;br /&gt;
**&#039;&#039;0&#039;&#039; or &#039;&#039;Direct fire&#039;&#039;, a standard non-slashing type beam that fires directly at a random point on the target&#039;s hull&lt;br /&gt;
**&#039;&#039;1&#039;&#039; or &#039;&#039;Slashing&#039;&#039;, a slashing type beam, that slashes between opposing corners of the ship&lt;br /&gt;
**&#039;&#039;2&#039;&#039; or &#039;&#039;Targeting&#039;&#039;, a targeting beam that is used to trigger SSMs.&lt;br /&gt;
**&#039;&#039;3&#039;&#039; or &#039;&#039;Antifighter&#039;&#039;, a beam type that fires pulses in anti-fighter role and acts like type 0 beam in other roles.&lt;br /&gt;
**&#039;&#039;4&#039;&#039; or &#039;&#039;Normal Fire&#039;&#039;, a beam that is restricted to what is directly in front of it, along turrets firepoints normal.&lt;br /&gt;
{{Table214|&lt;br /&gt;
**&#039;&#039;5&#039;&#039; or &#039;&#039;Omni&#039;&#039;, a highly flexible kind of beam with many options for its exact behavior. See $Type 5 Beam Options below.}}&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**How long it lasts once the beam is actually firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmup:&#039;&#039;&#039;&lt;br /&gt;
**Warmup time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Warmdown:&#039;&#039;&#039;&lt;br /&gt;
**Warmdown time&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Muzzle glow radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;+Muzzle Particle Effect:&lt;br /&gt;
**Specifies the [[Particle Effects|particle effect]] which will be used for the muzzle warmup particles of this beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
**If this option is specified then &#039;&#039;+PCount&#039;&#039;, &#039;&#039;+PRadius&#039;&#039;, &#039;&#039;+PAngle&#039;&#039; and &#039;&#039;+PAni&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+PCount:&#039;&#039;&#039;&lt;br /&gt;
**Particles spewed every interval. ??&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+PRadius:&#039;&#039;&#039;&lt;br /&gt;
**Particle radius&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+PAngle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the random &amp;quot;cone&amp;quot; where the particles are generated&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, angle of the cone&lt;br /&gt;
*&#039;&#039;&#039;+PAni:&#039;&#039;&#039;&lt;br /&gt;
**Animation used to represent the particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Miss Factor:&#039;&#039;&#039;&lt;br /&gt;
**The higher the numbers, the more likely that this beam will miss. One value for every difficulty level&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Miss Factor&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;IFF specific miss factors&#039;&#039;&#039;&lt;br /&gt;
**Identical to the preceding entry but IFF specific. Replace the &amp;lt;IFF&amp;gt; with the name of the IFF from [[iff_defs.tbl]]&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;+&amp;lt;IFF&amp;gt; Miss Factor:&#039;&#039;&#039;&#039;&#039;, five &#039;&#039;&#039;floats&#039;&#039;&#039;, very easy, easy, moderate, hard, insane, respectively.&lt;br /&gt;
***Example: 0.5 0.975 1.35 1.875 2.5}}&lt;br /&gt;
*&#039;&#039;&#039;+BeamSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding looping sound effect when the beam is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmupSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is beam warmed up.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+WarmdownSound:&#039;&#039;&#039;&lt;br /&gt;
**Corresponding sound effect when the beam is warming down.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
*&#039;&#039;&#039;+Muzzleglow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the bitmap used to create the muzzle glow&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table372|&lt;br /&gt;
*&#039;&#039;&#039;+Directional Glow:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length to stretch the muzzleglow along the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, length in meters, the muzzleglow is rendered along (in the same plane) as the beam instead of perpendicular to the camera.}}&lt;br /&gt;
{{Table240|&lt;br /&gt;
*&#039;&#039;&#039;+Opacity over Lifetime Curve:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the curve to use for changing the beam&#039;s opacity over time.&lt;br /&gt;
**The life of the beam while firing (0-1) is X, the opacity is Y, where 0 is invisible and 1 is typical opacity.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]]}}&lt;br /&gt;
*&#039;&#039;&#039;+Shots:&#039;&#039;&#039;&lt;br /&gt;
**Defines into how may invidual shots the type 3 (AAA) beams are divided. Note total firing is the same as the +Life:&lt;br /&gt;
**ALSO AFFECTS FIGHTER BEAMS. If greater than 0, fires from up to that many fire points at a time before cycling. 1 mimics the behavior of weapons with the &amp;quot;cycle&amp;quot; flag, 0 fires from all available fire points like normal weapons.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, Default: 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to shrink in width. (0.1 means 10% life left)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+ShrinkPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is reduced by this amount every second. For example, a value of 0.25 means the beam is at 75% width after 1 second, 50% after 2, 25% after 3, and by 4 seconds it reaches the minimum size of 10%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+GrowFactor:&#039;&#039;&#039;&lt;br /&gt;
**How much of the beam&#039;s life is remaining before it starts to grow in width. (1.0 means as soon as the beam fires)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+GrowPct:&#039;&#039;&#039;&lt;br /&gt;
**The beam&#039;s width factor is increased by this amount every second. For example, a value of 0.25 means a beam starting at 0% is at 25% width after 1 second, 50% after 2, 75% after 3, and by 4 seconds it reaches the maximum size of 100%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, a positive value&lt;br /&gt;
*&#039;&#039;&#039;+Initial Width Factor:&#039;&#039;&#039;&lt;br /&gt;
**What factor of the beam&#039;s maximum width it starts with.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Range:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum range where the beam still has any effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
***Default: 30000&lt;br /&gt;
*&#039;&#039;&#039;+Attenuation:&#039;&#039;&#039;&lt;br /&gt;
**Defines the point where the damage caused by the beam starts to attenuate. At maximum range damage is zero.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 - firing point to 1 - no effect&lt;br /&gt;
***Default: 1}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+BeamWidth:&#039;&#039;&#039;&lt;br /&gt;
**Defines the width of the beam for collision test purposes instead of using widest beam section.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table222|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Light Flickers:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the dynamic flickering of the beam width is applied to the light cast by the beam as well&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True&lt;br /&gt;
*&#039;&#039;&#039;+Beam Width Multiplies Light Radius:&#039;&#039;&#039;&lt;br /&gt;
*Controls if the light radius of a beam is multiplied by the beam width.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default value: True}}&lt;br /&gt;
{{Table38|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Particle Effect:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the beam flash [[Particle Effects|particle effect]].&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, particle effect name&lt;br /&gt;
**If this is specified then &#039;&#039;&#039;+Beam Flash Effect&#039;&#039;&#039; and &#039;&#039;&#039;+Beam Flash Radius&#039;&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the additional impact flash effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flash Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the radius for the additional impact flash effect.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect:&#039;&#039;&#039;&lt;br /&gt;
**Defines the beam piercing (bursting flames) effect for the beam.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the average radius used for the beam piercing effects.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the piercing effects&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Splash Effect Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the base velocity for the secondary piercing effects&lt;br /&gt;
**Negative velocity causes the particles to move to opposite direction&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Beam Piercing Effect Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variances of the particles from the main path&lt;br /&gt;
**Values close to 0 cause minimum variance, higher values cause higher variances&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table214|&lt;br /&gt;
*&#039;&#039;&#039;$Type 5 Beam Options:&#039;&#039;&#039;&lt;br /&gt;
**Species the unique attributes for type 5 beams. &#039;&#039;&#039;None of these properties will be used if the weapon is not a type 5 beam.&#039;&#039;&#039;&lt;br /&gt;
**Fundamentally, type 5 beams are slashing type beams, where the start and end positions refer to physical positions in space (and not angles from the point of view of the shooter) and have many parameters for choosing their positions, including having them be on top of each other, and thus forgoing standard slashing behavior, and also for having rotations, both during the beam firing and in between firings.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen start position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+Start Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen start position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The following three fields can skipped, and the beam will not traditionally sweep like a slash beam (although it may still rotate).&lt;br /&gt;
*&#039;&#039;&#039;+End Position:&#039;&#039;&#039;&lt;br /&gt;
**Determines how the starting position should be chosen. Options are:&lt;br /&gt;
***&#039;&#039;&#039;RANDOM ON SHIP&#039;&#039;&#039;, Like type 0 direct-fire beams, chooses a random spot on the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;RANDOM OFF SHIP&#039;&#039;&#039;, Like type 1 slash beams, chooses a random spot just outside of the target&#039;s geometry.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, Chooses the center of the target.&lt;br /&gt;
***&#039;&#039;&#039;SAME RANDOM&#039;&#039;&#039;, If the start position was randomly determined, this will cause the end position to inherit that position (it will not inherit offset or randomness, only the randomness from RANDOM ON/OFF SHIP).&lt;br /&gt;
*&#039;&#039;&#039;+End Position Offset:&#039;&#039;&#039;&lt;br /&gt;
**Displaces the chosen end position in the specified direction and by the specified amount.&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, -0.2, -0.9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;+End Position Randomness:&#039;&#039;&#039;&lt;br /&gt;
**Further displaces the chosen end position but to a random degree in the specified axes from the number provided to its negative (i.e. a value of 1 will randomly choose between 1 and -1).&lt;br /&gt;
***Whether the x, y, and z directions refer to the shooter&#039;s point-of-view, or the target&#039;s point-of-view is determined by &#039;&#039;&#039;Orient Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Whether a value of 1 for any coordinate means the target&#039;s radius, or a fixed span from the point-of-view of the shooter is determined by &#039;&#039;&#039;Scale Offsets to Target&#039;&#039;&#039; below.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, x, y, and z coordinate. Example: &amp;quot;1, 0.2, 1&amp;quot;&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;+Slash position over beam lifetime curve:&#039;&#039;&#039;&lt;br /&gt;
**Curve defining the beam&#039;s slash position over its lifetime.&lt;br /&gt;
***X is the beam&#039;s lifetime, with 0 being the beginning and 1 the end. Y is slash position, with 0 being the start position and 1 the end position. Values outside of the 0-1 range will work.&lt;br /&gt;
***This is optional.&lt;br /&gt;
***Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Orient Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines the orientation of the offsets and randomness.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then the x, y, and z, directions used refer to the target&#039;s x, y, and z coordinates. X being left/right, Y being up/down, Z being front/back. A start offset of 0, 0, 1, and an end offset of 0, 0, -1 would always cause the beam to fire at the target&#039;s bow and sweep to its aft, no matter which way the shooter is oriented.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then the x, y, and z, directions used refer to the shooter&#039;s x, y, and z coordinates. Using the z coordinate with this being false will have little effect. A start offset of 1, 0, 0, and an end offset of -1, 0, 0 would always cause the beam to fire towards the target, but to the shooter&#039;s right, and sweep in the direction of the shooter&#039;s left, regardless of how the target is oriented.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
*&#039;&#039;&#039;+Scale Offsets to Target:&#039;&#039;&#039;&lt;br /&gt;
**This determines what a magnitude of 1 on the offsets and randomness mean.&lt;br /&gt;
**If this is set to &#039;&#039;TRUE&#039;&#039; then a value of 1 for a coordinate means a position in the chosen direction but at a distance equal to the target&#039;s radius. Values greater than 1, will drift further and further from the target entirely, while smaller than 1 will bring it closer to its originally chosen start position.&lt;br /&gt;
**If this is set to &#039;&#039;FALSE&#039;&#039; then it is as though it were firing at a target with a 300m radius at a 300m distance. A value of 1 corresponds to 45 degrees, which it will start at regardless of the distance of the target. Values greater than 1 will increase beyond 45 degrees but will never exceed 90 degrees&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, Default: No&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation:&#039;&#039;&#039;&lt;br /&gt;
**This defines the degrees per second that the beam will rotate while it is firing.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees per second&lt;br /&gt;
*&#039;&#039;&#039;+Continuous Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**This defines the axis about which the beam will continuously rotate. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will rotate about the start position before the offset or randomness were applied. A beam which does not slash (end position paramters omitted), but is offset and rotates about this axis will trace out circles, for instance.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will rotate about the final start position after offset and randomness have been applied. If this beam slashes (end position paramters specified) it will trace out a spiral.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will rotate about the center of the target.&lt;br /&gt;
{{Table242|&lt;br /&gt;
*&#039;&#039;&#039;+Rotation over beam lifetime curve:&#039;&#039;&#039;&lt;br /&gt;
**Curve defining the beam&#039;s rotational position over its lifetime.&lt;br /&gt;
***X is the beam&#039;s lifetime, with 0 being the beginning and 1 the end. Y is rotational position, with 0 being no rotation and 1 being a full 360-degree turn. Values outside of the 0-1 range will work.&lt;br /&gt;
***This is optional.&lt;br /&gt;
***If a rotation curve is defined, &amp;quot;+Continuous Rotation&amp;quot; will do nothing. &lt;br /&gt;
***Syntax: &#039;&#039;String&#039;&#039;, the name of the curve from [[Curves.tbl]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Pattern:&#039;&#039;&#039;&lt;br /&gt;
**Defines a list of rotations, for the final start and end positions to be performed right before firing for each specific shot in a burst (will not rotate the beam while firing). &#039;&#039;&#039;You will not be warned for failing to give this weapon burst capability&#039;&#039;&#039;, because on spawned or subspace strike beams, providing a pattern has the additional effect of spawning multiple copies of this weapon all at once, each one corresponding to another entry in the pattern.&lt;br /&gt;
**For instance, a standard slash with a rotation pattern of  (0, 180) will cause the beam weapon to slash back and forth, or in a scissor pattern if the burst is very short and the beams fire at similar times.&lt;br /&gt;
**(0,120,240) will have 3 slashes in a triangular pattern.&lt;br /&gt;
**If a RANDOM ON/OFF SHIP option has been chosen for the start or end positions, the &amp;quot;burst shares random target&amp;quot; flag may be used so all shots in the burst share the same random position.&lt;br /&gt;
**If any values are &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; they will instead use a random amount of rotation for that entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;List of Floats&#039;&#039;&#039;&#039;&#039;, degrees. Example: (0, 90, 180, 270)&lt;br /&gt;
*&#039;&#039;&#039;+Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the burst rotation pattern. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
*&#039;&#039;&#039;+Per Burst Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Will rotate the final start and end positions, possibly in addition to the burst rotation pattern, for each burst of the beam, or every shot if not a burst weapon.&lt;br /&gt;
**If this value is &#039;&#039;&#039;&#039;&#039;negative&#039;&#039;&#039;&#039;&#039; this will instead be treated as a random amount of rotation.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees.&lt;br /&gt;
*&#039;&#039;&#039;+Per Burst Rotation Axis:&#039;&#039;&#039;&lt;br /&gt;
**The axis about which to rotate for the per burst rotation. Options are:&lt;br /&gt;
***&#039;&#039;&#039;START POSITION BEFORE OFFSET&#039;&#039;&#039;, the beam will be rotated about the start position before the offset or randomness are applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION BEFORE OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;START POSITION AFTER OFFSET&#039;&#039;&#039;, the beam will be rotated about the final start position after offset and randomness have been applied.&lt;br /&gt;
***&#039;&#039;&#039;END POSITION AFTER OFFSET&#039;&#039;&#039;, as above but for the end position.&lt;br /&gt;
***&#039;&#039;&#039;CENTER&#039;&#039;&#039;, the beam will be rotated about the center of the target.&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Firing Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the entire active length of the beam while it is firing and active.&lt;br /&gt;
*Note that the &amp;lt;tt&amp;gt;+Particle Count Per Spawn:&amp;lt;/tt&amp;gt; (or &amp;lt;tt&amp;gt;+Number:&amp;lt;/tt&amp;gt; for legacy particles) for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table232|&lt;br /&gt;
*&#039;&#039;&#039;+Paused Length Effect:&#039;&#039;&#039;&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be created along the length of the beam while it is firing, but in between bursts of a type 4 anti-fighter beam.&lt;br /&gt;
*Note that the +Number for the effect used will be &#039;&#039;per kilometer of length&#039;&#039;.&lt;br /&gt;
*[[Particle Effects#+Parent Velocity Factor:|Parent Velocity Factor]] also works, inheriting the [[#$Velocity:|Velocity]] of this weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
}}&lt;br /&gt;
{{Table212|&lt;br /&gt;
*&#039;&#039;&#039;+Beam Flags:&#039;&#039;&#039;&lt;br /&gt;
*Extra flags specific to beams&lt;br /&gt;
**&#039;&#039;&#039;burst shares random target&#039;&#039;&#039;, all shots from this beam weapon in the same burst will target the same random point (or slash direction)&lt;br /&gt;
**&#039;&#039;&#039;track own texture tiling&#039;&#039;&#039;, the &#039;U&#039; position of the beam texture, whose speed is set by &#039;&#039;&#039;+Translation:&#039;&#039;&#039; below, is tracked independently, rather than being shared among all beams like normal.&lt;br /&gt;
}}&lt;br /&gt;
{{Table250|&lt;br /&gt;
**&#039;&#039;&#039;direct fire lead target&#039;&#039;&#039;, if the beam is direct fire (type 0), makes the beam aim for the target&#039;s predicted position when the beam initially starts warming up, allowing the target to &#039;dodge&#039; the beam.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;$Section:&#039;&#039;&#039;&lt;br /&gt;
**Beams are made up of up to five sections layered atop one another to create the effect. Each section has its own parameters.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
:**Field used to define with [[Modular Tables]] the beam section which is edited.&lt;br /&gt;
:**Only valid when editing beam sections that already exist in other tables. Attempting to index new sections will generate warnings, adding new sections is the default behavior for un-indexed sections.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, index number legal values are from 0 to 5&lt;br /&gt;
:*&#039;&#039;&#039;+remove&#039;&#039;&#039;&lt;br /&gt;
:**Removes the set beam section.&lt;br /&gt;
:*&#039;&#039;&#039;+nocreate&#039;&#039;&#039;&lt;br /&gt;
:**Does not create new section for the beam}}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;+Width:&#039;&#039;&#039;&lt;br /&gt;
:**Width of the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
:*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
:**Texture for the section&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Inner:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the center of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 255 255 255 255&lt;br /&gt;
:*&#039;&#039;&#039;+RGBA Outer:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the color and transparency of the edges of the section&lt;br /&gt;
{{Table3613|:**Not used in current builds. Settings entered here will have no effect.}}&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue, alpha, respectively, value from 0 to 255&lt;br /&gt;
:***Example: 150 150 150 10&lt;br /&gt;
:*&#039;&#039;&#039;+Flicker:&#039;&#039;&#039;&lt;br /&gt;
:**Defines how much the section flickers&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value from 0 to 1&lt;br /&gt;
:*&#039;&#039;&#039;+Zadd:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the &#039;thickness&#039; of the section. The higher the Zadd, the closer the section appears to be. (Zadd can be safely ignored; it actually does nothing.)&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;&#039;+Tile Factor:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the beam texture tiling factor. Second number defines the tiling type. Type 0 tiles the graphic in the beam as many times as defined by the 1st number. Type 1 uses the 1st value as the lenght of the tile.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;+Translation:&#039;&#039;&#039;&lt;br /&gt;
:**Defines the speed of translation of the beam, a positive value moves from the impact point to the firing point, while a negative value moves away from the firing point towards the impact point. Measured in tiles per second, where the tile count is defined in the &amp;quot;+Tile Factor:&amp;quot; field above.&lt;br /&gt;
:**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Pspew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a particle spew effect for the given weapon&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**indicates which spewer to add/edit/delete. may be 0-3. used for xmt compatibility.&lt;br /&gt;
{{Table250|&lt;br /&gt;
**May be any positive number.&lt;br /&gt;
}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Remove&#039;&#039;&#039;&lt;br /&gt;
**removes spewer at +Index: (requires +index:)&lt;br /&gt;
{{Table250|&lt;br /&gt;
*&#039;&#039;&#039;+Effect:&#039;&#039;&#039;&lt;br /&gt;
**Specifies the [[Particle Effects|particle effect]] which will be used for this Pspew.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;String&#039;&#039;&#039;, the particle effect name&lt;br /&gt;
**If this option is specified then &#039;&#039;+Type&#039;&#039;, &#039;&#039;+Count&#039;&#039;, &#039;&#039;+Time&#039;&#039;, &#039;&#039;+Vel&#039;&#039;, &#039;&#039;+Radius&#039;&#039;, &#039;&#039;+Life&#039;&#039;, &#039;&#039;+Scale&#039;&#039;, &#039;&#039;+Z Scale&#039;&#039;, &#039;&#039;+Rotation Rate&#039;&#039;, &#039;&#039;+Offset&#039;&#039;, &#039;&#039;+Initial Velocity&#039;&#039; and &#039;&#039;+Bitmap&#039;&#039; are not valid options!&lt;br /&gt;
}}&lt;br /&gt;
*&#039;&#039;&#039;+Type:&#039;&#039;&#039;&lt;br /&gt;
**type of particle spew&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;, Default, Helix, Sparkler, Ring, or Plume &#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Count:&#039;&#039;&#039;&lt;br /&gt;
**Defines how many particles are spawn when they are ready to be created (at each +Time: interval)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time in milliseconds between next particle(s) spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
*&#039;&#039;&#039;+Vel:&#039;&#039;&#039;&lt;br /&gt;
**Defines the created particles velocity as percentage of the weapons velocity&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the created particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Life:&#039;&#039;&#039;&lt;br /&gt;
**Defines how long the particles last.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;+Scale:&#039;&#039;&#039;&lt;br /&gt;
**Defines the particle spread. Small value will make particles group together&lt;br /&gt;
**typically controls how big the effect is or how fast it moves away from the weapon path on a perpendicular (or sometimes arbitrary) axis. &lt;br /&gt;
**helical spews and rings use this value to control how fast the particle helix moves away from the central axis.&lt;br /&gt;
**sparklers use this to control how fast particles move away from the spawn point, in any direction&lt;br /&gt;
**plumes use this to set the diameter of the disk across which particles are spawned&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Z Scale:&#039;&#039;&#039;&lt;br /&gt;
**for sparklers, allows you to elongate the effect to surround other effects, like lasers. essentially a length multiplier&lt;br /&gt;
**for plume, it multiplies against +scale to set the plume to spread or converge, zero would be full convergence, 1 would be straight flight, and bigger numbers would cause particles to diverge from the disk.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Rotation Rate:&#039;&#039;&#039;&lt;br /&gt;
**used only by helical spews, controls how many rotations per second the helix makes&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;, may be negative, useful for setting up 2 spews that spin in opposite directions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Offset:&#039;&#039;&#039;&lt;br /&gt;
**position of effect with regards to the weapon center&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Initial Velocity:&#039;&#039;&#039;&lt;br /&gt;
**to indicate both direction and speed of particle effects regards to the weapon velocity and +scale:&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Bitmap:&lt;br /&gt;
**Defines the animation used to create the particle spew effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Tag:===&lt;br /&gt;
*Allowed for secondary weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allowed for primary weapons and secondary weapons}}&lt;br /&gt;
&lt;br /&gt;
*Sets this weapon as a TAG missile, level 1, 2, or 3. The second number is the duration in seconds.&lt;br /&gt;
*TAG Level 1 will illuminate hidden targets such as stealth fighters or ships normally obscured by nebula conditions.&lt;br /&gt;
*TAG Level 2 illuminates targets much like TAG Level 1, but turrets will prefer to shoot at them over other ships.&lt;br /&gt;
*TAG Level 3 has no effect in retail.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*TAG Level 3 allows the weapon to trigger [[Weapon.tbl#$SSM:|SSMs]]}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, TAG level and seconds respectively&lt;br /&gt;
*&#039;&#039;&#039;Note&#039;&#039;&#039;: TAG will not trigger unless the weapon in question has a non-zero damage value.&lt;br /&gt;
&lt;br /&gt;
===$SSM:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapons SSM index number.&lt;br /&gt;
*Requires [[Weapons.tbl#$Tag:|TAG level 3]] or a targeting beam.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Now also accepts SSM strike names.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$FOF:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of fire for the weapon. Causes weapon to fire into a firing cone instead of direct firing line thus causing light inaccuracy&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Spread Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Defines the spread rate of the field of fire. This is a percentage of the +Max FOF: defined below, and is applied each time the weapon is fired. For exaple, a value of 0.1 causes the field of fire to increase by 10% of the +Max FOF: per trigger pull. This is unaffected by the number of fire points.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate}}&lt;br /&gt;
&lt;br /&gt;
====+FOF Reset Rate:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Rate at which the spread decreases if the weapon isn&#039;t firing. This is a percentage of the +Max FOF: defined below, and is applied once per second. For example, a value of 0.1 causes the field of fire to decrease by 10% of the +Max FOF: per second.&lt;br /&gt;
*(If you want to get technical, this is applied every frame, but scaled by the percentage of a second that frame represents. For almost all practical purposes, saying it&#039;s applied once per second is equivalent, and makes the calculation easier to think about.)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, rate&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
&lt;br /&gt;
====+Max FOF:====&lt;br /&gt;
{{Table37|&lt;br /&gt;
*The maximum FOF. After the FOF reaches this value it will not increase any further.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, degrees. Must be greater than or equal to zero.&lt;br /&gt;
*This is required if &#039;&#039;&#039;+FOF Spread Rate:&#039;&#039;&#039; is present}}&lt;br /&gt;
{{Table242|&lt;br /&gt;
As of 24.2, this can be specified without also specifying &amp;lt;tt&amp;gt;+FOF Spread Rate:&amp;lt;/tt&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
===$Firing Pattern:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Determines the order in which the weapon is fired from a bank&#039;s gunpoints. Does nothing for secondary weapons.&lt;br /&gt;
*This is optional. If a firing pattern is not set, the weapon will fire from all gunpoints simultaneously, as is standard retail behavior.&lt;br /&gt;
*If a firing pattern is set, the weapon&#039;s &#039;&#039;&#039;$Fire Wait&#039;&#039;&#039; will be divided by the number of gunpoints in the bank, so as to keep shots-per-second constant.&lt;br /&gt;
*Has five options:&lt;br /&gt;
**&#039;&#039;&#039;CYCLE FORWARD&#039;&#039;&#039;: Fires  &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots from the first &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints (starting at gunpoint 0), then from the next &#039;&#039;&#039;$Shots&#039;&#039;&#039; gunpoints, and so on.&lt;br /&gt;
**&#039;&#039;&#039;CYCLE REVERSE&#039;&#039;&#039;: Same behavior as CYCLE FORWARD, but begins at the highest-numbered gunpoint and works downward.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM EXHAUSTIVE&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; shots at a time from randomly-selected gunpoints until each gunpoint has been fired once, and then starts over.&lt;br /&gt;
**&#039;&#039;&#039;RANDOM NONREPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time, but never fires the same gunpoint twice in a row (unless forced to because $Shots is equal to more than half the number of gunpoints).&lt;br /&gt;
**&#039;&#039;&#039;RANDOM REPEATING&#039;&#039;&#039;: Fires &#039;&#039;&#039;$Shots&#039;&#039;&#039; randomly-selected gunpoints at a time. No restrictions.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Shots:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the number of shots created at each firepoint each time the weapon is fired. Produces shotgun-like behavior if used with &#039;&#039;&#039;$FOF&#039;&#039;&#039;.&lt;br /&gt;
*If the weapon has a non-standard firing pattern, instead determines the number of firepoints fired at a time.&lt;br /&gt;
*Works only for primary weapons&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
===$Cycle Multishot:===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*If the weapon has a non-standard firing pattern, defines the number of shots created at each firepoint. Otherwise, does nothing.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&#039;, number of shots}}&lt;br /&gt;
&lt;br /&gt;
===$decal:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines impact decals if they are in use&lt;br /&gt;
*&#039;&#039;&#039;+texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the texture used for impact decals (can use &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; and &#039;&#039;&#039;&#039;&#039;-glow&#039;&#039;&#039;&#039;&#039; textures)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+backface texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines ???&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the impact decals on target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+burn time:&#039;&#039;&#039;&lt;br /&gt;
**Defines the time the &#039;&#039;&#039;&#039;&#039;-burn&#039;&#039;&#039;&#039;&#039; texture appears on the target&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature removed - table parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
===$Impact decal:===&lt;br /&gt;
{{Table190|&lt;br /&gt;
*Defines an impact decal (think bullet impact/scorch mark) using the new system introduced in FSO 19.0.0.&lt;br /&gt;
**Syntax:  &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, this must match to one of the entries in a [[Decals|decal tbm]].&lt;br /&gt;
*&#039;&#039;&#039;+Radius:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;[[Parsed random range]]&#039;&#039;&#039;&#039;&#039;, Radius of the impact decal; default is 1.0&lt;br /&gt;
*&#039;&#039;&#039;+Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: Either &#039;&#039;&#039;&#039;&#039;Eternal&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;[[Parsed random range]]&#039;&#039;&#039;&#039;&#039;, lifetime in seconds&lt;br /&gt;
}}&lt;br /&gt;
{{Table224|&lt;br /&gt;
*&#039;&#039;&#039;+Use Random Rotation:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, Whether or not a random rotation is added to the decal; default is NO&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Transparent:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines weapon effect as transparent. Enables optional fields for &#039;alpha animations&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Alpha:&#039;&#039;&#039;&lt;br /&gt;
**Defines the strength of the alpha (transparency). And also the maximum value for the alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Min:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum alpha value for alpha cycle option&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, from 0 to 1&lt;br /&gt;
*&#039;&#039;&#039;+Alpha Cycle:&#039;&#039;&#039;&lt;br /&gt;
**Defines the change in alpha per frame, between &#039;&#039;&#039;Alpha&#039;&#039;&#039; and &#039;&#039;&#039;Alpha Min&#039;&#039;&#039; values&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Hitpoints:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the amount of hitpoints a weapon has.&lt;br /&gt;
*Weapons with &#039;&#039;&#039;&amp;quot;bomb&amp;quot;&#039;&#039;&#039; flag have 50 hitpoints by default&lt;br /&gt;
*Giving weapon hitpoints makes it possible for the weapon to be shot down or be destroyed by EMP.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*REQUIRES ADDITIONAL TABLE. Defines the armor type for the weapon. This works exactly like ship armor types.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Shots:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the number of shots in a burst&lt;br /&gt;
*Shots in a burst use shorter ( &#039;&#039;&#039;$Burst Delay:&#039;&#039;&#039; ) delay than usually&lt;br /&gt;
*If this weapon is cycling each individual firing event counts as one burst shot, so bursts end sooner in time for large banks than small.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Burst Delay:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the time in milliseconds between the shots in a burst&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Burst Flags:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the flags used to define the burst firing behaviour&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039; ), list of flags&lt;br /&gt;
**Available burst flags:&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;fast firing&amp;quot;&#039;&#039;&#039;, acts as if &#039;&#039;&#039;same turret cooldown&#039;&#039;&#039; flag would be used between the shots in the burst.&lt;br /&gt;
***&#039;&#039;&#039;&amp;quot;random length&amp;quot;&#039;&#039;&#039;, makes AI to fire burst of random length (from 1 to burst shots).}}&lt;br /&gt;
{{Table202|&#039;&#039;&#039;&amp;quot;resets&amp;quot;&#039;&#039;&#039;, as long as a full fire wait has passed since last fired, the burst is reset and can be fired in full again.}}&lt;br /&gt;
{{Table220|&#039;&#039;&#039;&amp;quot;num firepoints for burst shots&amp;quot;&#039;&#039;&#039;, for turrets, makes the burst length equal to the number of firepoints on the turret.}}&lt;br /&gt;
{{Table240|&#039;&#039;&#039;&amp;quot;burst only loop sounds&amp;quot;&#039;&#039;&#039;, StartFiringSnd, LoopFiringSnd, and EndFiringSnd, if used, additionally also trigger off of when bursts begin and end.}}&lt;br /&gt;
&lt;br /&gt;
===$Thruster Flame Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the modeled thruster of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Effect:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the filename of the effect used on the glow type effect of the missile&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Glow Radius Factor:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the radius multiplier for the thruster&#039;s glow type effect&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Failure Rate:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines the random chance that the weapon will fail to fire, or spawn the substitute below if specified.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, 0 - 1&lt;br /&gt;
&lt;br /&gt;
====+Failure Substitute:====&lt;br /&gt;
*Defines the weapon to substitute when the weapon &#039;fails&#039;.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Weapon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$On Create:===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*Defines an [[Action System|action system]] program set to be executed when a weapon of this type is created. Only applicable to laser and missile style weapons.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Animations:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*The new way of specifying triggered animations for weapons. Weapon needs to be a modelled weapon for animations.&lt;br /&gt;
*See [[Animation.tbl]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the animations for this ship, as defined in the Animation.tbl&lt;br /&gt;
**Example: ( &amp;quot;wingflap&amp;quot; &amp;quot;docksequence&amp;quot; )&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Driven Animations:===&lt;br /&gt;
{{Table242|&lt;br /&gt;
*See [[Animation_Drivers#Parsing (+Driver Set:)]]&lt;br /&gt;
*Driven animations &#039;&#039;&#039;are not&#039;&#039;&#039; compatible with $Animations! If you need animations without drivers, create a driver set that has no driver and list all animations in it&#039;s +Affected Animations:&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Substitute:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Defines a pattern of ammo to substitute for primary or secondary weapons. &#039;&#039;&#039;$Substitute:&#039;&#039;&#039; can be repeated any number of times (so you could make something like a rainbow laser with several ammo substitutions, for example). If neither &#039;&#039;+period&#039;&#039; or &#039;&#039;+index&#039;&#039; is specified, it is assumed to be equivalent to &#039;&#039;+index: &#039;&#039;&#039;0&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Weapon Name&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swarm missiles act in a strange way when used with $Substitute, use at your own risk.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table3615|&lt;br /&gt;
Turrets can use $Substitute as well.&lt;br /&gt;
}}&lt;br /&gt;
====+period:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; every &#039;&#039;period&#039;&#039; shots.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;}}&lt;br /&gt;
=====+offset:=====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
A suboption of +period, offsets the substitute pattern according to the launched ammo. For example, an offset of 3 and a period of 4 will substitute on the 3rd ammo launched, and then every 4th ammo after that.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+index:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
FSO will substitute the &#039;&#039;&#039;Weapon Name&#039;&#039;&#039; at firepoint &#039;&#039;index&#039;&#039; in the shot pattern. Similar to carefully using both +period and +offset, but is not affected by ships with different firepoint numbers. i.e. Firepoint &#039;&#039;index&#039;&#039; will always have the substitution, while +period and +offset will cycle at different rates dependant on the number of firepoints.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Positive Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;You may not define both +period and +index for the same $Substitute entry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Indexes start at 0 for the first weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;If the first index you specify is higher than 0, it will also be used for the indexes before it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Custom data:===&lt;br /&gt;
{{Table220|&lt;br /&gt;
Defines a set of custom data that for this weapon class, which can then be accessed through Lua scripts. There can be any amount of +Val: entries. It requires a $end_custom_data entry at the end.&lt;br /&gt;
Check the scripting documentation of Weapon Class to find the CustomData Lua Table. &lt;br /&gt;
====+Val:====&lt;br /&gt;
Specifies a custom data value and its name, in the format  &lt;br /&gt;
&lt;br /&gt;
+Val: Name Value&lt;br /&gt;
&lt;br /&gt;
These values will always be strings of text. If you use them in Lua as other types of value, you might need to convert them in the script. &lt;br /&gt;
&lt;br /&gt;
====$end_custom_data====&lt;br /&gt;
Mandatory entry to indicate that the Custom Data list has ended. }}&lt;br /&gt;
&lt;br /&gt;
==Weapons.tbl Flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Electronics&amp;quot;===&lt;br /&gt;
*Will seize up the weapons and engines systems of any ship for a short period of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;===&lt;br /&gt;
*Will spawn the specified number of defined missiles upon detonation.&lt;br /&gt;
*The flag will parse without a value, using a default of 10.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Multiple spawn types can be defined for a single &#039;carrier&#039; weapon up to maximum of 5 different weapons}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Remote Detonate&amp;quot;===&lt;br /&gt;
*Can be triggered remotely via a second press on the trigger&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Big Ship&amp;quot;===&lt;br /&gt;
*These weapons cannot be mounted on small ships like fighters, bombers, sentry guns etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Huge&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 10% damage to a ship with the &amp;quot;Big Damage&amp;quot; flag. Also the AI will not try to hit fighters with it, but only if the weapon is in a turret or is a secondary. If the weapon is a primary in a fighter then there are no targeting restrictions. See [[Weapons.tbl#.22capital.2B.22|capital+]] instead.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Supercap&amp;quot;===&lt;br /&gt;
*Allows this weapon to do the final 75% damage to a ship with the &amp;quot;supercap&amp;quot; flag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomber+&amp;quot;===&lt;br /&gt;
*The AI will prefer to use this weapon against bombers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;child&amp;quot;===&lt;br /&gt;
*Cannot be set as a weapon on any ship, but is instead a child of a weapon. Usually defined with &amp;quot;Spawn &#039;&#039;Name&#039;&#039;,&#039;&#039;Value&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Bomb&amp;quot;===&lt;br /&gt;
*Makes this weapon target-able with the B key and interceptable by AIs&lt;br /&gt;
** Has been long thought to make the AI prefer this weapon against large ships, but in fact has no effect on AI weapon selection.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No Dumbfire&amp;quot;===&lt;br /&gt;
*Missile will not fire without a lock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Has the weapon in the tech database at the start of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Player allowed&amp;quot;===&lt;br /&gt;
*Allows this weapon as a player weapon.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;EXTREMELY IMPORTANT NOTE:&#039;&#039;&#039;&lt;br /&gt;
**Whenever you plan to use a weapon as a player one in your campaign or missions, &#039;&#039;&#039;USE THIS FLAG&#039;&#039;&#039;.&lt;br /&gt;
**Not using it can cause problems within fs_open and it&#039;s a BAD MOD DESIGN.&lt;br /&gt;
**In the future, fs_open will maybe be able to avoid these problems but, nevertheless, it&#039;s still a BAD DESIGN.&lt;br /&gt;
**As another possible example: be careful to update &amp;quot;retail&amp;quot; tables if you plan to use Shivan weapons in player fighters.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Particle Spew&amp;quot;===&lt;br /&gt;
*Makes the weapon projectile spew out particles&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Pspew:|Particle Spew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;EMP&amp;quot;===&lt;br /&gt;
*This weapon will have an EMP effect on any ship within the blast radius&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$EMP_Intensity:|EMP Intensity]] and [[Weapons.tbl#$EMP_Time:|EMP Time]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Esuck&amp;quot;===&lt;br /&gt;
*Drains the target&#039;s energy banks&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Leech_Weapon:|Leech Weapon]] and [[Weapons.tbl#$Leech_Afterburner:|Leech Afterburner]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Vampiric&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Heals shooter upon dealing hull damage to target&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Vampiric Healing Factor:|Vampiric Healing Factor]]}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flak&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Flak_Guns|flak gun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corkscrew&amp;quot;===&lt;br /&gt;
*Makes this weapon spiral AND swarm 4.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Can be defined with [[Weapons.tbl#$Corkscrew:|Corkscrew parameters]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Shudder&amp;quot;===&lt;br /&gt;
*Makes your ship shudder while you&#039;re firing the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;lockarm&amp;quot;===&lt;br /&gt;
*Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam&amp;quot;===&lt;br /&gt;
*Makes this weapon a [[weapons.tbl#Beam Cannons|beam cannon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;stream&amp;quot;===&lt;br /&gt;
* Does nothing&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;puncture&amp;quot;===&lt;br /&gt;
*Reduces hull damage by 75%&lt;br /&gt;
The AI will prefer these weapons for anti-subsystem use&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;countermeasure&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a countermeasure}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ballistic&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon as a ballistic weapon that needs ammunition.&lt;br /&gt;
*Make sure you define the size and reload rate for ballistic weapons}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapons to penetrate shield without causing damage to it.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pierce shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents weapons (beams) from piercing shields causing shields to be damaged by weapons first.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;local ssm&amp;quot;===&lt;br /&gt;
{{Table3610| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;tagged only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Weapon can only be fired at tagged targets}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;beam no whack&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Disables beam whacking (push). Practically same as setting beam mass to zero.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;cycle&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes weapon to alternate between firing points}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;small only&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Causes AI to use the weapon only on small targets (fighters, bombers etc.) Only applies to the target selection of turrets, has no effect on the behavior of fighters picking primary and secondary bank weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same turret cooldown&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Forces the turrets to fire on the designated rate of fire on all difficulty levels and all AI levels}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply no light&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Prevents light from being applied to the weapon model.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;training&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets weapon to be of training weapon type. ?}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;smart spawn&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Forces turret fired spawn weapon of this type to be fired like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;inherit parent target&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Sets spawned &#039;child&#039; weapons to use parent weapon&#039;s target.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no emp kill&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon (with hitpoints) to be immune to automatic EMP destruction.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;untargeted heat seeker&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapon as a heatseeker type missile which acquires its target by itself.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no radius doubling&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon radius from being doubled when doing collision test. Makes bombs harder to intercept.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no subsystem homing&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon from acquiring a subsystem as its target. Missile homing points are spread over the target ship.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lifeleft penalty&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents weapon lifetime from being penalized if the angle to the target is too big.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can be targeted&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be targeted by player. Does not influence AI}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows weapon to be visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show friendly on radar&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows friendly, otherwise visible to radar weapon, to be visible on player radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;hide from radar&amp;quot;===&lt;br /&gt;
{{Table3614|&lt;br /&gt;
*Prevents weapon from being visible on the radar}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;capital+&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells AI fighters/bombers to use this weapon only on capital ships. Has no effect on turret AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;chain external model fps&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game to keep switching external model firingpoints when firing}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;external model launcher&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Tells game that the external model is a launcher so that it would be kept static without loading motion}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes blast damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from weapon blasts}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;takes shockwave damage&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Weapon takes damage from shockwaves}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ciws&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Weapon can deal shockwave/blast damage to bombs, regardless of whether the target weapons have the &amp;quot;take blast/shockwave damage&amp;quot; flags.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;render flak&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Normally, flak shells are not rendered. This flag switches rendering on for those weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;anti-subsystem beam&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Beam weapons with this flag can target subsystems on enemy ships, just like normal weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Primary weapons with this flag can not be linked with other weapons.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;same emp time for capships&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*capships affected by this weapon will use the tabled EMP time rather than the fixed retail value (7.5 secs)}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linked penalty&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Primary weapons with this flag do not incur the retail linked fire penalty}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no homing speed ramp&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Locked homing weapons will not perform the standard 1 second long acceleration when fired. Note that use of $Acceleration Time is &#039;&#039;&#039;not&#039;&#039;&#039; affected by this flag.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;pulls aspect seekers&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*If an aspect seeker is grabbed by this countermeasure the missile will follow the countermeasure instead of going into dumbfire mode.&lt;br /&gt;
&#039;&#039;&#039;Only valid for countermeasures!&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;turret interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;fighter interceptable&amp;quot;===&lt;br /&gt;
===&amp;quot;interceptable&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows turrets/fighters/both (respectively) to shoot at this weapon without requiring it to be a bomb. If this is the first time this weapon has been defined, it also gives it a default of 25 hitpoints so that it can be shot down.&lt;br /&gt;
&#039;&#039;&#039;If you use a TBM to give this flag to an existing weapon, you&#039;ll need to specify hitpoints manually (unless you want it to be unkillable but still draw defensive fire).&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;aoe electronics&amp;quot;===&lt;br /&gt;
{{Table372|&lt;br /&gt;
*Apply electronics effect across the weapon&#039;s entire area of effect instead of just on the impacted ship}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;apply recoil&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*A ship that fires a weapon with this flag will experience a recoil effect, slowing the ship down and, with lighter strikecraft, inducing some rotation if the firing points are offset from the center of mass.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;don&#039;t spawn if shot&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Prevents parent weapons from spawning children in the even of the parent weapon being shot down.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;die on lost lock&amp;quot;===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Aspect seeking missiles (only, not heat seekers) will detonate upon losing their lock. Currently they only lose lock if decoyed by a countermeasure, AND &amp;quot;pulls aspect seekers&amp;quot; or similar is not set. The detonation will use their &amp;quot;dinky&amp;quot; explosion (i.e. same as if ran out of lifetime).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no doublefire&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevents dual-firing of secondary weapons. If the ship tries to dual-fire a weapon with this flag they are set back to single fire.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no impact spew&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Turns off the usual spew effects that occur on the impacted ship when a weapon hits it.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;require exact los&amp;quot;===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Prevent AI form firing this weapon from a turret or as a secondary weapon if there is no clear line of sight from the weapons firing point to its targeted ship (center). Note that this may keep the weapon trained on a target out of sight while another target may be available to shoot.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;can damage shooter&amp;quot;===&lt;br /&gt;
{{Table212|&lt;br /&gt;
*This weapon can collide with and directly damage the original shooter of this weapon (even if it was spawned), which is not normally possible.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;heals&amp;quot;===&lt;br /&gt;
{{Table214|&lt;br /&gt;
*This weapon uses its $Damage value to heal its target(s) instead of damaging them.&lt;br /&gt;
*This works very similarly to damage, the armor/shield/subsystem factors apply to healing as well as do armor classes. However, there are some caveats.&amp;lt;br&amp;gt;&lt;br /&gt;
*Healing will &#039;&#039;always&#039;&#039; carry. Unlike damage, which first has to go through the shield, has damage subtracted, then damages subsystems, has damage subtracted, then finally damages the hull if any damage remains, healing will apply in full to hull, shield, and subsystems (factors or armor classes notwithstanding). A weapon with 100 &#039;healing&#039; will attempt to apply that healing to the hull, shield and nearby subsystems to the impact. Even if the weapon only heals hull, it will still do so even if it strikes the shield.&lt;br /&gt;
*This flag has &#039;&#039;&#039;&#039;&#039;no effect&#039;&#039;&#039;&#039;&#039; on AI. Fighters armed with a healing weapon will happily heal hostile targets they were ordered to attack.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;secondary no ammo&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a secondary weapon, it does not need to consume any ammo, and will not display ammo in the weapon HUD gauge, etc.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no collide&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*This weapon will not collide with any other object.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;multilock target dead subsys&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*If this is a multilock weapon, dead subsystems will be treated as just as valid targets as alive ones.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no evasion&amp;quot;===&lt;br /&gt;
{{Table220|&lt;br /&gt;
*AI will not attempt to evade this weapon when fired at them}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
{{Table224|&lt;br /&gt;
*Weapon will not appear in any of the FRED dropdown lists for weapon classes.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;detonate on expiration&amp;quot;===&lt;br /&gt;
{{Table232|&lt;br /&gt;
*Primary weapon will detonate as if hitting a target when it reaches the end of its lifetime - just like a secondary weapon does by default.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;freespace 1 missile behavior&amp;quot;===&lt;br /&gt;
{{Table250|&lt;br /&gt;
*Enables a set of behaviors observed from missiles in the Freespace 1 release.&lt;br /&gt;
**Detonate when within 50 meters and not pointing at their target.&lt;br /&gt;
**Move slower than normal when not pointing at their target.&lt;br /&gt;
**Aspect seekers follow a -1x lag pursuit scalar for the last second before hitting their target.&lt;br /&gt;
*Note that the last point will make aspect seekers much less likely to hit moving targets.&lt;br /&gt;
*[[Ai_profiles.tbl#.24enable_freespace_1_style_missile_behavior:|Can be applied globally using an AI profile]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
*Usually not altered. Only one can exist&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More than one can exist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Name of the countermeasure&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Velocity:===&lt;br /&gt;
*Defines the speed of the countermeasure, relative to the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meter per second&lt;br /&gt;
&lt;br /&gt;
===$Fire Wait:===&lt;br /&gt;
*Definies the minumum time between the countermeasure launches&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lifetime===&lt;br /&gt;
*Countermeasure&#039;s life time is defined between with minimum and maximum lifetime&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Min:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
*&#039;&#039;&#039;$Lifetime Max:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$LaunchSnd:===&lt;br /&gt;
*Defines the sound for the countermeasure launch&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model:===&lt;br /&gt;
*Defines the used model file (.pof)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Weapon Precedence==&lt;br /&gt;
*First the primary weapons are defined, from most powerful to least powerful, and then the same for secondaries&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;), names of the weapons&lt;br /&gt;
*Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;UD-8 Kayser&amp;quot;&lt;br /&gt;
     &amp;quot;Prometheus R&amp;quot;&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;Harpoon&amp;quot;&lt;br /&gt;
     &amp;quot;Tempest&amp;quot;&lt;br /&gt;
     &amp;quot;Rockeye&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Primary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            @Subach HL-7&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTW Subach HL-7&amp;quot;, 3243)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Standard Issue&lt;br /&gt;
Level 3 Hull Damage&lt;br /&gt;
Level 2 Shield Damage&amp;quot;, 3244)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;Subach HL-7&amp;quot;, 146)&lt;br /&gt;
   +Tech Anim:                       Tech_Subach_HL-7&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      none&lt;br /&gt;
   @Laser Bitmap:                    newglo9&lt;br /&gt;
   @Laser Glow:                      2_laserglow03&lt;br /&gt;
   @Laser Color:                     250, 0, 0&lt;br /&gt;
   @Laser Color2:                    0, 0, 250&lt;br /&gt;
   @Laser Length:                    10.0&lt;br /&gt;
   @Laser Head Radius:               0.90&lt;br /&gt;
   @Laser Tail Radius:               0.90&lt;br /&gt;
$Mass:                            0.2&lt;br /&gt;
$Velocity:                        450.0&lt;br /&gt;
$Fire Wait:                       0.2&lt;br /&gt;
$Damage:                          15&lt;br /&gt;
$Armor Factor:                    0.9&lt;br /&gt;
$Shield Factor:                   0.7&lt;br /&gt;
$Subsystem Factor:                0.3&lt;br /&gt;
$Lifetime:                        2.0&lt;br /&gt;
$Energy Consumed:                 0.20&lt;br /&gt;
$Cargo Size:                      0.0&lt;br /&gt;
$Homing:                          NO&lt;br /&gt;
$LaunchSnd:                       76&lt;br /&gt;
$ImpactSnd:                       85&lt;br /&gt;
$Flags:                           (  &amp;quot;in tech database&amp;quot;&lt;br /&gt;
                                     &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;stream&amp;quot;)&lt;br /&gt;
$Icon:                            iconSD4&lt;br /&gt;
$Anim:                            SD4&lt;br /&gt;
$Impact Explosion:                none&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Secondary Weapons&lt;br /&gt;
&lt;br /&gt;
$Name:                            EMP Adv.&lt;br /&gt;
   +Title:                           XSTR(&amp;quot;GTM-14 EMP Adv.&amp;quot;, 3396)&lt;br /&gt;
   +Description:&lt;br /&gt;
XSTR( &amp;quot;Advanced Missile&lt;br /&gt;
Electromagnetic Pulse Weapon&lt;br /&gt;
General Purpose Suppression&amp;quot;, 3397)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
   +Tech Title:                      XSTR(&amp;quot;GTM-14 EM Pulse Adv.&amp;quot;, 3398)&lt;br /&gt;
   +Tech Anim:                       Tech_EMP&lt;br /&gt;
   +Tech Description:&lt;br /&gt;
XSTR(&lt;br /&gt;
&amp;quot;Descriptive text...&amp;quot;, -1)&lt;br /&gt;
$end_multi_text&lt;br /&gt;
$Model File:                      EMPulse2.pof&lt;br /&gt;
$Mass:                            15.0&lt;br /&gt;
$Velocity:                        275.0&lt;br /&gt;
$Fire Wait:                       2.0&lt;br /&gt;
$Damage:                          45&lt;br /&gt;
$Blast Force:                     20.0&lt;br /&gt;
$Inner Radius:                    80.0&lt;br /&gt;
$Outer Radius:                    300.0&lt;br /&gt;
$Shockwave Speed:                 120.0&lt;br /&gt;
$Armor Factor:                    1.0&lt;br /&gt;
$Shield Factor:                   0.8&lt;br /&gt;
$Subsystem Factor:                0.5&lt;br /&gt;
$Lifetime:                        5.0&lt;br /&gt;
$Energy Consumed:                 0.0&lt;br /&gt;
$Cargo Size:                      4.0&lt;br /&gt;
$Homing:                          YES&lt;br /&gt;
   +Type:                            ASPECT&lt;br /&gt;
   +Turn Time:                       1.0&lt;br /&gt;
   +Min Lock Time:                   2.0&lt;br /&gt;
   +Lock Pixels/Sec:                 70&lt;br /&gt;
   +Catch-up Pixels/Sec:             100&lt;br /&gt;
   +Catch-up Penalty:                30&lt;br /&gt;
$LaunchSnd:                       118&lt;br /&gt;
$ImpactSnd:                       88&lt;br /&gt;
$FlyBySnd:                        -1&lt;br /&gt;
$Rearm Rate:                      2.0&lt;br /&gt;
$Flags:                           (  &amp;quot;player allowed&amp;quot;&lt;br /&gt;
                                     &amp;quot;EMP&amp;quot;)&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Start Width:                     0.25&lt;br /&gt;
   +End Width:                       0.75&lt;br /&gt;
   +Start Alpha:                     1.0&lt;br /&gt;
   +End Alpha:                       0.0&lt;br /&gt;
   +Max Life:                        1.5&lt;br /&gt;
   +Bitmap:                          MissileTrail04&lt;br /&gt;
$Icon:                            iconEMPulse&lt;br /&gt;
$Anim:                            ecm&lt;br /&gt;
$Impact Explosion:                ExpMissileHit1&lt;br /&gt;
$Impact Explosion Radius:         10.0&lt;br /&gt;
$EMP Intensity:                   375.0&lt;br /&gt;
$EMP Time:                        20.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Weapon Precedence: (&lt;br /&gt;
     &amp;quot;Subach HL-7&amp;quot;&lt;br /&gt;
     &amp;quot;EMP Adv.&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=NTF_variants&amp;diff=67153</id>
		<title>NTF variants</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=NTF_variants&amp;diff=67153"/>
		<updated>2026-03-18T22:42:40Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|&#039;&#039;{{PAGENAME}}&#039;&#039;}}&lt;br /&gt;
[[Image:NTFFenris.jpg|thumb|right|650px|NTF Fenris]]&lt;br /&gt;
[[Image:NTFAeolus.jpg|thumb|right|650px|NTF Aeolus]]&lt;br /&gt;
[[Image:NTFDeimos.jpg|thumb|right|650px|NTF Deimos]]&lt;br /&gt;
[[Image:NTFOrion.jpg|thumb|right|650px|NTF Orion]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
* Retextures by &#039;&#039;&#039;Nyctaeus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Designer&#039;s Comments===&lt;br /&gt;
A random idea popped-up on Discord. A skin pack for NTF warships, to be used in MediaVPs. Although it is not likely to happen, as it would be too radical change compared to vanilla FS2 campaign, a working prototype in form of Deimos reskin emerged from the debate... So I decided to make couple more and release as reskin pack. The main goal was painting large NTF emblem on the ships to put emphasis on proud, secessionist nature of the Neo-Terran Front. Also I recolored them to give NTF their dedicated color scheme. Why blue lights and cables? Stupid question. For Earth! For Neo-Terra! And... Rule of cool.&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;
:$POF File: NTFFenris.pof&lt;br /&gt;
:Texture list: FenrisGreeb;NTFFenris;nameplate;damage;FenrisDead&lt;br /&gt;
&lt;br /&gt;
:$POF File: NTFAeolus.pof&lt;br /&gt;
:Texture list: NTFAeDet;NTFAeMain;GTVATTurr;damage;nameplate;AeolusDead&lt;br /&gt;
&lt;br /&gt;
:$POF File: NTFDeimos.pof&lt;br /&gt;
:Texture list: NTFDeimMain01;NTFDeimMain02;NTFDeimDet;damage;GTVATTurr;nameplate;DeimosDead01;DeimosDead02&lt;br /&gt;
&lt;br /&gt;
:$POF File: NTFOrion.pof&lt;br /&gt;
:Texture list: NTFOrion01;NTFOrion02;NTFOrionDet;damage;GTVATTurr;nameplate;OrionDead01;OrionDead02&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|NTF Leviathan is available in the Knossos release, but currently not pictured on this page. NTF variant of Hecate exists, but was never released. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are also several fanmade ships around like [[GTF Aurora]] and [[GTC Halcyone]] to feature NTF skins, but those are not included in the pack available on Knossos.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==External links:==&lt;br /&gt;
* [https://www.hard-light.net/forums/index.php?topic=96819.0 Release thread | HLP forums]&lt;br /&gt;
* [http://www.mediafire.com/file/x0pm0f7i3826lsv/NTFReskins.7z/file Download | Mediafire]&lt;br /&gt;
* [https://drive.google.com/file/d/157PqPVor1KdBtNcnE9vsdWK2i172XZ9x/view?usp=sharing Mirror | GDrive]&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=SGs_Asura&amp;diff=67152</id>
		<title>SGs Asura</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=SGs_Asura&amp;diff=67152"/>
		<updated>2026-03-18T22:17:19Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: veteran comments&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;
&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>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Campaign_List&amp;diff=67038</id>
		<title>Campaign List</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Campaign_List&amp;diff=67038"/>
		<updated>2025-11-20T22:58:23Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: TSS2 release&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;User-made campaigns are continuations of the FreeSpace saga, whether as sequels, prequels, or occurring simultaneously with one of the games. The following is an (&#039;&#039;incomplete&#039;&#039;) list of completed user-made campaigns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note: Some campaigns featured here are part of a total conversion. More details on these major mods can be found on the [[Total conversions|Total Conversions]] page.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== FreeSpace Universe ==&lt;br /&gt;
&lt;br /&gt;
=== Pre-Capella ===&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=9 style=&amp;quot;text-align: center; background: #108;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Pre-Great War Era&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set before the events of [[FreeSpace 1]]&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Ancient-Shivan War (campaign)|Ancient-Shivan War]]|| Released  || No  || FSO || Various || Complete mod || 7 for first release|| The demise of the Ancients, but not without a fight || [http://www.sectorgame.com/ASW/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Akhom&#039;s Raiders|Akhom&#039;s Raiders]]|| Work-in-Progress || No  || FSO || Solatar || Unknown || Unknown || During the last monthes of the T-V Wars, the 191st Elite Vasudan Squadron is tasked with hitting Terrans communication deep in their lines || [https://www.hard-light.net/forums/index.php?topic=66873.0 Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Cardinal Spear]]|| Released  || Yes || FSP or FS1 || Adam &amp;quot;Ace&amp;quot; Rorabaugh || New weapons, new installations, new planet/sun textures || 2x4 || In 2331, a Vasudan fleet jump in Sol. This campaign cover the defense of Sol and the GTA counter-attack || [http://www.hard-light.net/forums/index.php/topic,47337.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Into The Night|Into The Night]]|| Partial || No  || FSO || 158th Banshee Squadron Team || Complete mod || Unknown || Before the Human Race united, the Earth Alliance and the Colonial Federation are at war || [https://www.hard-light.net/forums/index.php?topic=65671.0 Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Points of View]]|| Released  || No  || FSO &amp;amp; FSP || Three Niner || Vasudan side || 3||Unknown || [http://www.hard-light.net/forums/index.php/topic,62699.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Syrk: The Unification Wars|Syrk: The Unification Wars]]|| Cancelled || No  || FSO || Various || Complete mod || 20 WIP|| Humanity has risen. Originated on the third planet of the Sol system and having greater dreams about their future, they’ve colonized Sol. But their fragile peace had shattered in no time and a civil war started || [https://www.hard-light.net/forums/index.php?board=201.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Terran-Vasudan War Project|Terran-Vasudan War Project]]|| Partial || No  || FSO || Various || Complete mod || 30 released as Unification War|| The TVWP covers the history of the Sol and the GTA from 2313 to the arrival of the Shivans || [https://tvwp.hard-light.net/website/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Unification War]]|| Released  || No  || FSO || Various || Complete mod || 29 ||  The year is 2313. Thanks to the development of intrasystem subspace jump drives and communications relays, Terrans have extended their reach throughout the solar system as never before || [http://tvwp.hard-light.net/website/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Vasudan Imperium]]||Released||No||FSO &amp;amp; FSP||Red Streblo, Galemp|| Art, music, background|| 40|| An alternate version of the Great War from the Vasudan perspective, with a choice to fly with the PVN or the HoL|| [https://www.hard-light.net/forums/index.php?topic=98886.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #108;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Great War Era&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set around the events of [[FreeSpace 1]]&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Portal:FreeSpace 1|The Main FreeSpace Campaign]]|| Released|| Yes || FSP or FS1  || [[Volition]] || Official campaign || 29 ||  While Terrans and Vasudans has been fighting for 14 years, a new alien race confronts them ||[http://fsport.hard-light.net/website/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Operation Templar]]|| Released|| Yes || FSP or FS2  || [[Volition]] || Official campaign || 4 || Operation Templar, a joint GTA-Vasudan endeavor, hunts down the last remnants of Hammer of Light. The rebels stage a desperate last stand, hijacking a Vasudan destroyer and taking hostages. ||[http://www.freespacemods.net/download.php?view.202 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Silent Threat]]|| Released|| Yes || FSP or FS1  || [[Volition]] || Offical Campaign|| 12|| As the Great War goes on, the GTI tries to preserve the fragile alliance.  || [http://fsport.hard-light.net/website/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Alliance Fights Back]]||Released||No||FSO &amp;amp; FSP||[mailto:Mage14@hotmail.com Travis Brainard], macfie||None||8|| To break Shivan resistance after the Lucifer destruction,  General Albert Ulysses comes up with a daring - and risky - plan. || [http://www.freespacemods.net/download.php?view.377 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[All Hands to War]]||Work-in-progress||No||FS1||Hippo||None||5 released|| 3 months after the destruction of the Lucifer the Hammer of Light attemps to drive a wedge between the GTA and the PVE, while the Shivans are still relentless || [http://www.sectorgame.com/ahtw/index.htm Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Awakenings]]||  Released|| Yes   || FSP or FS1 ||  [[FreeSpace Campaign Restoration Project|FSCRP]]||None || 13|| Three years after the collapse of the Sol node, the Shivans are pushing back into reclaimed systems || [http://www.hard-light.net/forums/index.php?topic=58358.0.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039; [[Battle for Altair]]||Released||No||FSP||[mailto:adamant@pacifier.com Adam N. Rorabaugh]||None||9||After the narrow destruction of the dreaded Lucifer, the alliance dwindles as the Hammer of light and rebel factions arise and fight amongst themselves. || [http://www.freespacemods.net/download.php?view.51 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Bem Cavalgar]]||  Released|| Yes   || FSP % FSO ||  [[Blaise Russel]]||None || ???|| A strategy-focused mod where you take part in the defensive against the invasion of Vasuda as Captain Senbi. || [https://www.hard-light.net/forums/index.php?topic=85128.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Counterstrike]]||Released|| No||FS1||Derek McBurney|| None || 4|| Your a different pilot, doing a different mission, in the same war. This campaign  takes place from 36 hours before the death of the Lucifer, to 8 hours after.||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Crucible]]||    Released|| Yes  ||   FSP or FS1   ||    [mailto:mguenthe@netcom.ca Matthew Guenther]|| Fully-branching || 7|| On the 29th of May 2335, the GTD Intrepid is ordered to penetrate enemy lines to buy time for the Alliance to regroup || [http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Dark Raji]]||    Released|| No  ||   FSP or FS1   ||    Agentsmith@sprintmail.com|| None || 7|| After the Lucifer cut us from our home... and before the GTI&#039;s corruption was known the real threat to humanity was seen||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Destiny of Peace|Destiny of Peace]]|| Released|| Yes || FSP or FS1 ||  [mailto:justinm@thegrid.net Justin Mills]|| None || 7||  By October 2335, a rebel GTA faction of mercenaries emerges, and its aims are a mystery. ||[http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Duke Squad]]||    Released|| No  ||   FSP or FS1   ||    Unknown|| None || 9||  You have been transfered to the GTD Delacroix, the secondary flagship of the Duke Squad, elite of the elite. As you begin your Tour of Duty with the elite of the elite, you are drawn into something far more complex than a normal Tour of Duty...||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Fortunes of War]]||Partially released||No||FS1||Goober5000||New ships, maybe other||25|| While part of the GTA are chasing the Ancient records, the front line is facing a second Lucifer || [http://www.sectorgame.com/goober/fow.html Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Hellwolf]]||Released||No||FSP||Unknown||None||5|| Chronicles of the Hellwolf clan of pirates. ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Infinite Dimension]]||    Released|| No  ||   FSP or FS1   ||    Laser Ray|| None || 8|| None||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Internal Conflicts]]||    Released|| No  ||   FSP or FS1   ||    Unknown|| None || 12|| The Shivans are destroying the galaxy... but now we&#039;ve got some new friends... or so we thought...||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Mantle]]|| Released|| No || FSO &amp;amp; FSP || Kestrellius|| None  ||14|| In this fourteen-mission campaign, you&#039;ll get a chance to play as a pilot serving on a Hammer of Light destroyer which, by misfortune or providence, becomes trapped in Shivan territory. Faced with peril both mortal and spiritual, will you and your allies have the fortitude to survive? ||[https://www.hard-light.net/forums/index.php?topic=95267.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[New Beginnings]]|| Released|| Yes || FSO &amp;amp; FSP || [mailto:Bussaca1@aol.com Bussaca1]|| None  ||7||  After the destruction of the Lucifer, only a handful of jump nodes were left active. They are guarded fiercely by GTI and PVC forces - for instance the outpost Atlas. ||[http://www.freespacemods.net/download.php?view.23 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Nubian Conflict]]||    Released|| Yes  ||   FSP or FS1   ||    All American Flight Test Center || None || 4|| Pushed to the edge of destruction the Terrans, Vasudans &amp;amp; Shivans face new challenges in rebuilding their respective empires.||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Phantoms]]|| Released|| Partially  || FSO &amp;amp; FSP  ||   [[User:Blaise Russel|Blaise Russel]] ||None || 5|| In early 2335, the GTD Amadeus moves to block the PVD Temperance from entering Antares, unaware of the imminent arrival of &#039;Phantom ships&#039;  ||[http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Prophecy Engagement]]|| Work-in-progress || No || FSP &amp;amp; FSO ||Sifle|| None || 8 || After the destruction of the Sol jump node and the Lucifer, the Bastion is engaged to track down the PVD Prophecy as the HOL develops a plan that might still give the Shivans an advantage over the GTA and the PVN || None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Road to Orum&#039;Pur]]|| Released|| No || FSO &amp;amp; FSP || Jackho|| None  ||4|| Four neat missions (2 training+1 single+1 both) set during the first Era, not long before battle of Deneb events. Earn your wings, become a pilot, follow orders but also take initiatives that may change the course of your story.&lt;br /&gt;
 ||[https://www.hard-light.net/forums/index.php?topic=96520.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Second Vasudan War]]||Released||No||FS1||Unknown|| None|| 5|| The Vasudans can&#039;t be trusted as war breaks out again. ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Special Ops]]||Released||No||FS1||Unknown|| None|| 3|| Special Ops takes a superior pilot. Are you up to the Challenge? ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Start of the Terran-Vasudan War]]||Released||No||FS1||Unknown|| None|| 4||The start of the 14 year Terran &amp;amp; Vaudsan War. ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Tango]]||Released||Yes||FSO||Julian Egelstaff, [[FreeSpace Campaign Restoration Project|FSCRP]] || Minor mods||3||As Terran forces continue to fall back in the face of Shivan might, Lieutenant Rhygar, on a front line patrol discovers something there could turn the tide of the war, or seal his doom. ||[http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The McCarthy Campaign]]||Released||No||FSO||???|| None||20||As the 14-year war rages on, you have been asked by Lt. Alexander McCarthy to aid him in his rebellion. Is he defecting out of selfishness, or is there truly a dark threat, ready to destroy both the Terran and Vasudan races? ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Road to Victory]]||Released||No||FS1||[mailto:borg4@hotmail.com Michael Cook]|| None|| 19|| The GTD Saratoga is trying to destroy once and for all the Hammer of Light ||[http://www.freespacemods.net/download.php?view.48 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Trimurti]]||Released||No||FSO &amp;amp; FSP||Asteroth ||None||12||Trimurti is a 12-mission campaign that follows the events of Freespace 1 from the perspective of the Shivans ||[https://www.hard-light.net/forums/index.php?topic=94689.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Vasudan Academy]]||Released||No||FS1||Laser Ray-IDS Productions|| None|| 3|| The Vasudan training missions || [http://freespacemods.net/download.php?view.430 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[War]]||Released||No||FS1||MadMax|| None|| 5|| More battles for FreeSpace...By MadMax||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Wolfpack Legacy]]||Released||No||FS1||Alex Harris|| None|| 11|| The Wolf Pack Squadron is stationed on the aging GTD Omega and sent on low impact missions.  Or so they thought.  They are quickly drawn into a heated post-war conflict fueled by a dark conspiracy.  If they survive, they will leave a legacy to be emulated by fighter squadrons for years to come.||&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Series Resurrecta&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns part of the [[Series_Resurrecta|Series Resurrecta]] Collection&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Gehenna&#039;s_Gate|Gehenna&#039;s Gate]]|| Released|| No  || FSO &amp;amp; FSP  ||   Series Resurrecta Team || Complete mod. Shared modpack. || 8|| The Lucifer may be destroyed, but the threat of the Shivans is not over. As a pilot of the 144th Ghost Dolphins serving onboard the GTD Veritas, an Orion class destroyer, help the Alliance in the effort of securing Terran and Vasudan space from the Shivan threat, once and for all.  ||[https://www.hard-light.net/forums/index.php?topic=97010.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The_Spirit_of_Ptah|The Spirit of Ptah]]|| Released|| No || FSO &amp;amp; FSP  ||  Series Resurrecta Team || Complete mod. Shared modpack. || 6|| As a pilot serving on the 223rd Moonbears, GTD Ixion, you&#039;re being sent to Vasuda in order to give the allies the help they need in battling such a dangerous opponent. What&#039;s behind the HoL agenda?   ||[https://www.hard-light.net/forums/index.php?topic=97011.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Serendipity|Serendipity]]|| Work-in-progress|| No  || FSO &amp;amp; FSP  ||  Series Resurrecta Team || Complete mod. Shared modpack. || 9|| Serving as a pilot of the 274th Warhounds based onboard the fine ACD Uhuru, an Adharan Orion class destroyer, the player will experience the dark side of relations between various blocs, while a new potential threat emerges from nowhere, capable of changing things forever.    || &lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Silent Threat: Reborn&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the Silent Threat: Reborn continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Silent Threat: Reborn]]|| Released|| Yes     || FSP || Various || Cutscenes, bonus content, promotional ARG  || 18 || &#039;&#039;New version of Silent Threat official campaign || [http://fsport.hard-light.net/website/str/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Deneb III (campaign)|Deneb III]]|| Released|| Yes  || FSO &amp;amp; FSP  ||   [[User:Goober5000|Goober5000]] || The last mission || 3|| Set during the height of the Battle of Deneb in 2335. As a Vasudan pilot assigned to the PVD Guardian, you must defend your systems against the Shivan advance at any cost.  ||[http://www.hard-light.net/forums/index.php?topic=93950.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Echo Gate]]||   Released|| Yes  ||  FSO &amp;amp; FSP ||  [[User:Blaise Russel|Blaise Russel]] || Music files || 4|| Shortly after the destruction of the Lucifer, the GTD Minnow is dispatched to Beta Cygni to clear up a lingering Shivan presence || [http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #112;&amp;quot;| &amp;lt;font size=3&amp;gt;&#039;&#039;&#039;The Sixth Seal&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the [[The Sixth Seal]] sub-continuity of the user-made [[Silent Threat: Reborn]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Sixth Seal]]|| Released  || Yes || FSO &amp;amp; FSP || Shiv and contributors || T-V War era ships and weapons || 16 || It is 2334, and the Terran-Vasudan War rages on. The PVE is preparing to launch a major offensive in the Antares system, and as a new pilot within the GTI ranks, you are tasked with assessing and containing this threat. Little do you know, greater schemes are unfolding in the shadows, as traitors conspire to end the war on their own terms. || [https://fsnebula.org/mod/tss Knossos]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Keys of Ruin]]|| Released || Yes || FSO &amp;amp; FSP || TSS Team || New ships, SCP UI support, system Map, new music || 6 || You&#039;re a pilot of the Imperial Guard, a branch of the Vasudan Security Directorate that reports directly to the Imperial Court. As the Terran-Vasudan allies prepares their final offensive against the Shivans in Ross 128, the Imperial Guard is given a very different mission: To capture the Hammer of Light carrier HLCa Eternity. || [https://fsnebula.org/mod/tss2 Knossos]&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Memories of the Great War&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Memories of the Great War]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Hellgate Ikeya]]|| Released|| No|| FSO &amp;amp; FSP||  [http://wo.proxima-fleet.com/ Orph3u5] ||None||4|| On the 2nd of February 2335, the GTD Galatea is ordered to locate the Shivan entry node in Ikeya.|| [http://www.freespacemods.net/download.php?view.21 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Light of Antares]]|| Released|| No || FSO &amp;amp; FSP ||   [http://wo.proxima-fleet.com/ Orph3u5] || None || 5|| On the 3rd of February 2335, the GTA Myrmidon is ordered to reinforce Ribos system, but the Hammer of Light tries to hamper it ||[http://www.freespacemods.net/download.php?view.8 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Rain on Ribos 4]]||  Released|| No  || FSO &amp;amp; FSP ||  [http://wo.proxima-fleet.com/ Orph3u5] || None|| 18|| The Tombaugh station is overseeing the capturing of the SC Taranis || [http://www.freespacemods.net/download.php?view.22 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #108;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Reconstruction Era&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set between the events of [[FreeSpace 1]] and [[FreeSpace 2]]&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[25th Year]]||Released||No||FS1||KolChak||None||3|| 25 years after the Great War, the Hammer of Light is a major power, at war with the Terran Vasudan Alliance. Now, it seeks to acquire a new Shivan weapon ||  [http://www.freespacemods.net/download.php?view.49 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Black Horizon]]||Released||No||FS1||Jason &#039;Rizbre&#039; Wollenberg||New ships||2x10||100 years after the Great War, the Sol node is reopened (campaign was made before FS2 was published) ||  None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Eagle Takes Flight]]||Released||No||FSO &amp;amp; FSP||Robert Carol, macfie||Several table hacks, retextures||4||Alpha 1 and his best buddy start their own security company|| [http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Enemies United]]||Released||No||FS2||Aki malinen||None||Unknown|| Terran-Vasudan Alliance tries to eliminate a new thread before it gets larger... or, has it already got large enough?|| [http://www.freespacemods.net/download.php?view.445 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[GTI Rebellion (campaign)|GTI Rebellion]]|| Cancelled || Unknown|| FSO || Various ||Music, maybe other || 6 || Unknown || [http://www.game-warden.com/forum/showthread.php?s=eedf06f0563adab40c05645382600660&amp;amp;t=639 Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Homesick]] || Released || No|| FSO || [[User:Blaise Russel|Blaise Russel]] ||None||37||In 2355, during the Reconstruction era, a mercenary must protect trader from the ever-growing threat of piracy || [http://www.hard-light.net/forums/index.php/topic,19306.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Lost]] || Released || Partially || FSO || [[User:HLD_Prophecy|HLD_Prophecy]] || Fan-made/borrowed music, weapons, ships. Some assets hacked/edited by the mod author. ||6|| You awaken, lost in space. Find answers... or not. Fulfill an ancient destiny. Author was formerly known as PVD_Hope. || [http://www.hard-light.net/forums/index.php?topic=92823.0Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Marduk&#039;s Shroud]]||Released||No||FS1 &amp;amp; FSP||Unknown||None||4||A new Shivan technology must be destroyed by the GTVA || [http://www.freespacemods.net/download.php?view.344 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[MindGames]]||Work-in-progress||Unknown||FSO || Various||Complete mod||20+ || Thirty years ago Sol&#039;s only jump node collapsed and mankind turned frightened eyes to the unknown skies. As time passed with no new Shivan assault, the fear turned inward. The face of the Alien Enemy slowly changed from Shivan to Vasudan. || [http://mindgames.hard-light.net/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Rogues!]]||Released||No||FreeSpace Open||[[User:TopAce|TopAce]]||Insubstantial||8||A story of three criminals that undertook a business that they should have avoided.|| [http://www.hard-light.net/forums/index.php?topic=74936.0;topicseen Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Shrouding The Light]]||Released||Yes||FSO &amp;amp; FSP||[[User:Blaise Russel|Blaise Russel]]||None||32||In the year 2336, as dissidents and splinter groups jeopardise the hopes of peace, you are transferred, from the safety of the 1st Battlegroup of Vasuda to the the troubled hotspot of Deneb... || [http://www.hard-light.net/forums/index.php/topic,26961.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Sol: A History]] || Released || Yes || FSO, Inferno Release 1 || Blaise Russel, [[FreeSpace Campaign Restoration Project|FSCRP]] || Campaign using the Inferno mod|| 40+|| After the Sol node collapses, conflicts span from 2355 to 2372 in the Sol system || [http://www.freespacemods.net/download.php?view.108 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Sync]] ||Released || No || FSO  || Ransom Arceihn  ||None|| Unknown || Two years after escaping death in an uncharted nebula, three mercenaries are hired to escort freighters to the Betelgeuse system. It quickly becomes clear that this is no ordinary mission  ||  [http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Between the Ashes&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns part of the [[Between the Ashes]] continuity.&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Mefistofele]]||Released||Yes||FSO || BtA Team ||Demo||2 || The day is July 25, 2336. Sixteen months have passed since the Lucifer was destroyed, mysteriously locking the Sol system away. It&#039;s barely been two months since the Hades superdestroyer was destroyed in orbit of Deneb, and the rogue GTI reduced to silence. There are many wounds to lick for the GTA, as the weakened fleet struggles to maintain order in its systems. Although the cease-fire treaty with their new Vasudan allies is still holding, the PVE is still busy dealing with the terrorist HoL faction. Now is our chance to get past them. We no longer need to so carefully hide. Now we can make our deal with the devil. || [http://www.hard-light.net/forums/index.php?board=226.0/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Slaves of Chaos]]||Released||Yes||FSO || BtA Team ||Complete mod||17 || The losses to the Shivans and the crippled state of the GTA from the Fourteen Year War has caused many to lose faith in a unified government. And the Hammer of Light has become a dangerous terrorist group, but to what end? || [http://www.hard-light.net/forums/index.php?board=226.0/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Antwerp]]||Released||Yes||FSO || BtA Team ||New ships, new music, new backgrounds|| 2 || Roughly three years have passed since the events in Antares. As a pilot with the 47th Cutthroats stationed on the Intrepid, you will perform a strategic role in the destruction of a major Hammer of Light target. || None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Growing Silence]]||WiP||Yes||FSO || BtA Team ||Complete mod|| TBA || TBA || None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Capella ===&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #108;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Capella Era&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set around the events of [[FreeSpace 2]]&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Portal:Freespace 2|The Main FreeSpace 2 Campaign]] || Released || Yes  ||FSO or FS2|| [[Volition]]  || Official Campaign|| 35||  In 2367, the GTVA is facing the NTF rebellion, but an older enemy is lurking&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Alcibiades&#039; Gamble]]|| Demo released || Unknown  ||FSO || Various  || None|| Unknown|| The combats of a GTVA pilot against the growing NTF rebellion||[http://ag.hard-light.net/FAQ.html Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Chasing Demons]] ||Work-in-progress|| No    || FSO   ||[[Phoenova]]||None||Unknown||Follow the GTD Phoenicia in its actions against the Shivans.|| [http://www.hard-light.net/forums/index.php?topic=54907.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Crossing the Styx]] || Released || No    || FSO   ||[[User:SpaceFreak|FSF]]||New interface||11||Take part in an operation that will change the future of mankind.|| [http://freespacemods.net/download.php?view.564 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Darkness Rising]] || Work-in-progress||No||FSO|| Gai Daigoji|| Unknown || Unknown|| The Second Great War as seen by the Shivans ||[http://www.freewebs.com/darkness_rising_camp/index.htm Website]&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;[[Desperation|Desperation - Chapter 2]]|| Released|| No|| FSO|| Singh|| None|| 7|| While the alliance is pulling out of Capella, a distress call is send from the Nebula by isolated GTVA forces || [http://www.freespacemods.net/download.php?view.62 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Into the Dark Waters | Exile: Into the Dark Waters]]||Act I Released||No||FSO||Exile Team||Complete mod||27|| In 2367, the Shivan armada appeared in Sol system. Terran factions exhausted by long years of war, now must commence unusual operation to ensure survival of mankind.||[https://www.hard-light.net/forums/index.php?topic=91646.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Eyebleach]]|| Released|| No|| FSO|| NeonShivan || None|| 7|| &amp;quot;Mr Shivan Sir, what&#039;s Eyebleach?&amp;quot; Well little Susan, Eyebleach is a campaign set during the Second Battle for Deneb where Bosch did his thing, but we don&#039;t follow Bosch&#039;s story.|| [https://www.hard-light.net/forums/index.php?topic=95395.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Fall of Epsilon Pegasi]]||  Released ||Yes || FSO || [[User:Blaise Russel|Blaise Russel]]|| None|| 10||While the Aquitane battles Shivans in the nebula beyond Gamma Draconis, the Epsilon Pegasi 6th Fleet must defend against the attacks of the Neo-Terran Front|| [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread]&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;[[Flames of War - Chapter 1]] || Released   || No || FSO  || TrashMan, ET-1087, kv1at3485  ||New ships, new music||  24||  In 2367, the GTD Delacroix is participating in the war effort against the NTF. After its destruction,a Fast Response Task Force is created and include its former pilots.||&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;[[Into the Depths of Hell]]|| Partial || Unknown  || ||  Unknown ||New ships, new weapons ||Unknown|| After the Capella supernova, the remnants of the Terran troops and refugees in Capella  destruction of the Sathanas have no other choice but jumping into Shivan space, hopefully back to the GTVA space.&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;[[The Journey to Epsilon Pegasi|Journey to Epsilon Pegasi]]|| Released|| No ||FSO  || [[User:TopAce|TopAce]]||None||10|| There are some rumors that some Shivan forces have entered Epsilon Pegasi. You&#039;re part of the task force that is about to find it out.&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;[[Neo Terra]]||Partial, postponed||No||FSO||Gai Daigoji||None||19 released|| A new Terran pilot who defected to the NTF must ensure the rebellion succeeds - Alternative plotline||[http://www.freewebs.com/neo-terra/downloads.htm Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Neo-Terra Victorious]] || Cancelled|| No||FSO|| Alikchi, Blackwolf, maybe other || New ships, new weapons || 5 released&lt;br /&gt;
|| As a pilot of the NTF, the player must fight against the GTVA traitors.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Operation Savior]]||  Released   || No||FSO   || [[User:Ngtm1r|Ngtm1r]] ||None||  5|| At the beginning of the NTF rebellion, the GTVA attemps a rescue mission deep into the NTF-controlled Polaris system  || [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Pandora&#039;s Box (campaign)|Pandora&#039;s Box]]||  Released   || Yes||FSO   ||Unknown, [[FreeSpace Campaign Restoration Project|FSCRP]] ||Branching||25||One year prior to the return of the Shivans, the NTF Civil War is at its peak.  But the Vasuda system is secure... until the NTF makes a bold raid|| [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Rogue Intentions]]|| Part I Released  || No ||FS2  || Nuclear1 || None||11 released|| In order to prevent the NTF from acquiring control of the Knossos portal and the nebula beyond,the GTCv Spinnaker, and her sister ship, the GTCv Methodus are called up to reinforce the jump node defenses || [http://www.hard-light.net/forums/index.php?topic=36062.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Second Front]]||  Released         || No   ||FS2||    [[User:BlueFlames|BlueFlames]]  ||New ships||7|| During the Second Great War, in Altair, an exploration convoy has returned after decades away. Oblivious to events elsewhere in the GTVA, the explorers do not understand why they must face continuous delays to be readmitted to alliance space and become evermore beligerant.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Shepherds]] ||Released|| No || FSO || Colt ||None||12||Sequel to [[Walls Closing]] covering behind-the-scenes events during Capella crisis. || [https://www.hard-light.net/forums/index.php?topic=96154.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Aeos Affair]] || Released || No || FS2 ||  Derek &amp;quot;PickelHead&amp;quot; Pickering , [[FreeSpace Campaign Restoration Project|FSCRP]] ||Mines, new jump gates, reworked IA|| 10|| The isolated Aeos base has been set up to study an ancient outpost. But the Shivans are ready to throw everything they have to destroy it|| [http://www.hard-light.net/forums/index.php/topic,58354.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Knights of Alrukabi]] || Work-in-progress||Unknown ||FSO   ||eliex, Commander Zane, Dilmah G|| None||  Unknown|| The  Special Operations Command devise a daring operation against NTF : Strike Alrukabi to shatter their command structure|| [http://www.hard-light.net/forums/index.php/topic,62753.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Lightning Marshal|Lightning Marshal]] || Released ||Yes ||FS2  ||Various, updated by [[FreeSpace Campaign Restoration Project|FSCRP]]|| Music, maybe other ||  Unknown|| In 2366, the GTCv Actium is fighting the NTF|| [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Sagitta Project]] ||  Work-in-progress ||  Yes ||FSO|| Bob-san, Moebius  ||Fully branching, maybe other ||  Unknown|| Admiral Bosch prepared to counter every GTVA measure and make contact with potentially-hostile Shivans. However, unbeknown to the GTVA, Admiral Bosch&#039;s rebellion stemmed much deeper then suspected&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Their Finest Hour]]||Released||No||FSO||Thadeus||None||1|| A diversionary force is sent to buy time for the Bastion to close the Epsilon Pegasi ||[http://www.hard-light.net/forums/index.php/topic,61153.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Troubles at Home]]||Released||No||FSO||Petrarch of the VBB||Unknown||Unknown|| In Beta Aquilae, the GTVA is trying to weakenth support for the NTF|| [http://www.hard-light.net/forums/index.php/topic,39019.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Uncharted Territory]]||Released||No||FSO||ReeNoiP||Unknown||9|| You have recently been transferred to the GTtca Reuil and must now join the 33rd blackbirds in defending a science group from attack.|| [http://www.hard-light.net/forums/index.php?topic=67327.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Vassago&#039;s Dirge]]||Released||Yes||FSO||[[User:Axem|Axem]]||New Ships, New Music||9|| Shortly after the Sathanas is destroyed, the GTVA begins an operation to take down a Ravana-class destroyer, the SD Vassago and its fleet. Meanwhile the Vassago begins an operation of its own.|| [http://www.hard-light.net/forums/index.php?topic=70568.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Walls Closing]]||Released||No||FSO||Colt||None||4|| A 4 mission campaign set during and after the battle between the Colossus and the Sathanas, where the GTVA search for the Phoenicia after it narrowly escaped the juggernaut in Bearbaiting.|| [https://www.hard-light.net/forums/index.php?topic=95476.0 Thread]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Post-Capella ===&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #108;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Post-Capella Era&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set after the Capella supernova&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[9th Fleet]]||Unknown||No||FSO||[[User:Eolis|Eolis]]||New weapons, new ships, new textures||Unknown|| The GTVA discovers a new Knossos&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;[[A New Era]]&#039;&#039; ||Work-in-progress || No   ||FSO||  Hiigara ||None || Unknown|| By 2370, the Vasudan race has disappeared and mankind is limited to an handful of ships|| None yet&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;[[All is Fair in Love and War - Chapter 1]]&#039;&#039; ||Released  || No   ||FSO|| adwight||None|| 5|| A mining operation by GTVA trggers a full-fledged rebellion || [http://www.hard-light.net/forums/index.php/topic,16058.0.html Thread] &#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;[[Apocalypse : Vega]]&#039;&#039; ||Released  || No   ||FSO (3.6.11 build)|| Shiv ||Polish version available|| Unknown||After Capella has been cut from GTVA, a new front open on Vega || [http://www.hard-light.net/forums/index.php/topic,64384.0.html Thread] &#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;[[Artifice]]&#039;&#039; ||Released  || No   ||FS2||    [[User:BlueFlames|BlueFlames]] ||New ships || 11|| Sequel to &#039;&#039;Second Front&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Back From the Grave]] ||Work-in-progress||No||FSO||[[User:Ngtm1r|Ngtm1r]] ||New ships, new weapons, new race||Unknown||  By 2372, through a node in Vega thought collapsed, new ships emerge...&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Boomerang]] || Released||Yes||FSO ||Peter Drake,  [[FreeSpace Campaign Restoration Project|FSCRP]] || None  ||    3|| A powerful new Shivan technology leads to trouble for the GTVA||  [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Casualties of War]]||Released (v2)||Partial||FSO||Various||New ships, weapons, backgrounds||9 (v2)+10||The SOC is sent to thwart a planetary coup d&#039;etat || [http://www.hard-light.net/forums/index.php?topic=74695.new#new Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Children of Shiva]]||Work-in-progress||No||FSO||[[User:Axem|Axem]]||New ships, new textures||20||  In the year 2372, Rane Gribek, a self proclaimed prophet of the Shivans embarks on a quest to spread the philosophy of death&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Cleaning Crew]] || Released  || No    || FSO   || [[User:Ngtm1r|Ngtm1r]]||New ship, new weapons, new race||10|| Post-Capella mop-up with the 33rd Heavy Fighter Squadron.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Das Gizeh Projekt]]||Prologue out of 3 acts released. Only in German.||Yes but TTS.||FSO||FreespaceGalaxy Community||New ships, new weapons, Head.ANIs and &amp;quot;voice acting&amp;quot;||21||You play as the nephew of Admiral Koth, sent to the backwaters of Procyon for your past. Internal conflict within the GTVA leads to the Vasudans growing ever more resentful, and there appears to be another race lurking in the shadows.||No]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Dawn of Sol]]||Released||No||FSO||ShadowGorrath, EW team||Complete mod||25|| Cold war simmers in the Sol system. Little do they know that they are on the threshold of revolution. The Dawn of Sol is coming.||  [http://www.hard-light.net/forums/index.php?topic=66994.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Deep Blood]]||Released||Yes||Unknown||Gai Daigoji||None||11|| The GTVA decides to give what lies beyond a ew jump node in Altair to the Capella refugees ||  [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Dissident Theory]]||Work-in-progress||No||FSO||freespacegundam||Unknown||Unknown||In the seven years since Capella, the GTVA has set about the task of relocating the millions of Capella refugees. Then was discovered the Acacia system.  Lush, vibrant, teaming with life and resources, its worlds have become the hope for the destitute masses - and also for castoffs, pirates and other opportunists || [http://www.freewebs.com/gundamvsff/index.html Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Earth Defense]]||Cancelled||Unknown||None||Various||Complete mod||30+||The aftermath of Capella, 20 years ago, has manifested in widespread unhappiness throughout the Terran and Vasudan populace. Political strife and scheming have begun to decay the established government from the inside out. As a new Vasudan leadership emerges, a breakaway faction forms.||[http://www.game-warden.com/earthdefence/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Eos (campaign)|Eos: The Coward&#039;s Blade]]||Work-in-progress||No||FSO||Apollo||New ships, new weapons, new race||12+||Join the 5th fleet as they reclaim the Eos-256 system from Shivan forces.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Flames of War - Coming of the Storm]]||Released||NO||FSO||TrashMan||Various||26||Unknown|| [http://www.hard-light.net/forums/index.php/topic,58162.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Final Generation]] || Work-in-progress||No||FSO|| NeonShivan|| New ships, new weapons || Unknown|| It is the year 2380, thirteen years after the Second Shivan Incursion, the GTVA is now dealing with a new security crisis the likes of which it has yet encountered. ||[https://www.hard-light.net/forums/index.php?topic=96021.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Ghost Revenants]]||Released||No||FSO||griffon67||New ships, new weapons||40||The life of merchant is sometimes more boring that we could imagine. You found a way to live your life as you wanted, but the strange artifact you got recently is gonna put you in the worse situations.|| [http://www.hard-light.net/forums/index.php/topic,54854.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Luyten Civil War]]||Released||No||FSO||[[User:TopAce|TopAce]]||Some||13 + cutscenes||A pure, [[Silent Threat: Reborn]]-inspired military campaign with most emphasis on gameplay and quality mission design.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Machina Terra]]||Cancelled||Yes||FSO||Various||Complete mod||40||Unknown&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Olympus Burning]]||Work-in-progress||Yes||FSO||sigtau||New ships, weapon, sounds||Unknown||The hunt for an extremely enhanced Orion goes awry||[http://www.hard-light.net/forums/index.php/topic,63657.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Pathways]] ||Work-in-progress||Unknown||FSO||Various||Unknown||Unknown||Shortly after the Capella accident, pirates raid civilian and military assets, compelling the GTVA to get into police actions&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Pirates of Yore]] ||Work-in-progress ||No   ||FSO   || [CommanderDJ]||||2 released  ||When Lieutenant Graham Helix hears about a slightly unusual group of pirates operating in Vega, his interest is sparked.  || [http://www.hard-light.net/forums/index.php?topic=72989.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Police Action]] ||Work-in-progress ||No   ||FSO   || [[User:Ngtm1r|Ngtm1r]]||New ships, new installations||30  || Five months after the last of the Shivan forces were mopped up the GTVA&#039;s naval presence vastly reduced, allowing pirates to operate more freely. Meanwhile, the last NTF battlegroup is raising hell in Deneb ; and there are discontent voices amongst the Vasudans, there are discontent voices -- Sequel to Cleaning Crew&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Race for Altair XI]]||Work-in-progress   || No||FSO||[[User:Nubbles|Nubbles]]||None||Unknown||As the 75th Blue Lions are travelling back home after the Capella supernova, they are ambushed by Vasudan forces&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Relentless]]||Released || No||FSO||[[User:Nubbles|Nubbles]]||None||Unknown||As the 75th Blue Lions are travelling back home after the Capella supernova, they are ambushed by Vasudan forces||[http://www.hard-light.net/forums/index.php?topic=68750.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Renegade Resurgence]]||Released||No||FSO||[[User:TopAce|TopAce]]||New ships|||About 30||The GTVA initiates a very ambitious project to learn more about Ancient civilization. Ships keep disappearing, however.||[http://www.hard-light.net/forums/index.php/topic,55043.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Revenge: Final Conflict]]||Released|| No||FSO||Florian Meyer||None||88||Eleven years after the seond Great War, in the year 2378. the shivan threat again reaches a dangerous magnitude. But the Events take a dramatic turn for more than 30.000 people, revealing revolutionary events hidden way back in the past.|| [http://www.freespacemods.net/download.php?view.399 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Rise of the Corporate]] ||Released||No||FSO|| wistler ||None||6|| In order to stave of a new depression, the GTVA sells off its aging and mothballed ships to various trusted Corporate interests. || [http://www.hard-light.net/forums/index.php/topic,63451.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Second Great War Part II]]||Released||No||FS2||C. &amp;quot;Sunil&amp;quot; Reddy||None||30||In 2379, Shivans launch a third assault on Terran and Vasudan systems&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Shadow Genesis]]||Released||No||FSO|| Shadow Genesis Team ||Complete Mod||47|| The GTVA must face the Cerberus Legacy - a dangerous terrorist organization. The goal of Cerberus is claiming mysterious, ancient artifacts from recently-colonized systems known as Wolf&#039;s Group.|| [http://www.hard-light.net/forums/index.php?topic=83942.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Shadows of Kraken]]||Released||No||Unknown|| [User:Axem|Axem ||None||5|| A week after the Capella incident, GTVA attemps to salvage debris in the Adhara system&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Stand Against the Night]]||Demo||No||FSO|| mr WHO ||new faction and sounds||3 released|| GTVA is performing military exercices simulating a SHivan attack on Sol || [http://www.hard-light.net/forums/index.php/topic,61304.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Teeth of the Tiger]] ||Work-in-progress||Unknown||FSO||Various||Complete mod||3 released|| In the weeks after the Capella accident, the GTVA decides to explore new systems || [http://www.hard-light.net/forums/index.php/topic,61004.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Enemies Return]]||Released||No||FSO||KappaWing||None||26|| 12 years after the Capella accident, there are still Shivan entry point to the T-V systems || [http://www.hard-light.net/forums/index.php/topic,38491.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Omicron Incident]]||Work-in-progress||No||FSO||macfie||Unknown||6 released|| The Omicron system is open to colonisation. But piracy must be wiped out before || [http://www.freespacemods.net/download.php?view.213 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Procyon Insurgency]]||Released ||No||FSO||CP5670||Various||17|| A young Vasudian pilot assist the GTVA in crushing the Procyon Insurgency&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Scroll of Atankharzim]] ||Part I released||Synthesized voice||FSO||  Sesquipedalian||New ships, new weapons||24 released, 49 total||In this Vasudan campaign, set in 2378, a new subspace node is discovered in Beta Cygni, leading to hope and peril. || [http://scroll.hard-light.net Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Tides of Darkness]]||Released||No||FSO||Droid803||Shivan ships played||12||The Sathanas fleet has been trapped in Gamma Draconis and Capella for years by the sudden collapse of the nebula node. As a anti-terran cult make its move, the exiled Terrans that joined the Shivans after fleeing to Gamma Draconis are pulled along into the conflict.|| [http://www.hard-light.net/forums/index.php/topic,60136.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Titan Rebellion]]||Released||Yes||FSO||FSCRP||Large Battles||16|| The Shivans are sealed away beyond Capella. The Alliance is at peace, for now. Lurking in the shadows is a clandestine organization: NeoIntel.  Their mission is to preserve the peace at any cost.  Terran or Vasudan.  Soldier or civilian. None will be spared in NeoIntel&#039;s quest for peace! ||  [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Transcend]]||Released||No||FSO||Ransom Arceihn||Minor mods||44||Everyone has a limit...&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Twisted Infinities]]||Act 1 Released||Unknown||FSO|| Various||Complete mod, atmospheric combat||35|| By 2378, some pirate groups in former NTF systems have gained a technological edge over the GTVA itself - Features atmospheric combat || [https://www.hard-light.net/forums/index.php?topic=96379.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Unification Prequel]] ||Released||No||FS2||Gai Dagoji||Unknown||9||The GTD Avenger has been assigned to the Hydra system, to protect the Capella refugees || [http://www.hard-light.net/forums/index.php/topic,28371.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Utopia - Return to Neo Terra]]||Partial, postponed||No||Unknown||Gai Daigoji||None||11 released|| Three years after Capella, the small Vasudan garrison of Solaris is unable to maintain control as Terrans begin to turn on each other. Stuck in the middle, a former NTF pilot must choose his path ||[http://www.freewebs.com/neo-terra/downloads.htm Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Windmills]] ||Released||No||FSO||Ransom Arceihn||Proof-of-concept||4||A proof-of-concept aiming at showing that FS2 can be turned into a (somewhat) RTS ||  [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Blue Planet&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Blue Planet]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Blue Planet: Age of Aquarius|Age of Aquarius]]||Released||Yes||FSO||Darius||Complete mod||22||While trying to travel back to Sol for the first time, a GTVA fleet faces peculiar events&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Blue Planet: War in Heaven|War in Heaven]]||3 of 5 acts released||Partial (Acts 1 and 2)||FSO||Darius||Complete mod||23 released, 33 planned||The war between Sol and its colonies continues, as seen through a young Earth pilot&#039;s eyes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Blue Planet: Chanticleer|Chanticleer]]||Released||Yes||FSO||qweqwe321||Complete mod||13||The closing stages of the Sol-GTVA war, as seen through the eyes of a GTVA pilot ||  [https://www.hard-light.net/forums/index.php?topic=98933.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Battle of Neptune]]||Released||Yes||FSO||Dilmah G||Complete mod||2||The initial GTVA offensive at Neptune has gone awry.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #112;&amp;quot;| &amp;lt;font size=3&amp;gt;&#039;&#039;&#039;Warmachine&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the [[Warmachine]] sub-continuity of the user-made [[Blue Planet]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Warmachine]]||Released||Yes||FSO &amp;amp; BP||EatThePath||Pew Pews to the max||22 (It&#039;s AoA)||A high octane modification of Age of Aquarius, featuring exciting new weapons to play around with while watching warships tear eachother to shreds with the latest in FSO&#039;s weapon capabilities.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Cold Element&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Cold Element]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Derelict]] ||Released||Yes||FS2||Various||New ships, new jump node||45 + 1 Credits Mission|| 5 years after the collapse of Capella, a derelict Lucifer is found hovering in space ||  [http://www.hard-light.net/forums/index.php?topic=85745.0.html Thread] &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Aftermath_(CE)|Aftermath]]||Released||Text to Speech||FS1/FSO/FSPort||Cold Element Team,[[FreeSpace Campaign Restoration Project|FSCRP]]||Music Files||4 Episodes 19 missions total||A plague errupts in Epsilon Pegasi, which the GTVA tries to quarantine ||  [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Blackwater Operations]]|| Demo||Yes||FSO||Various||Complete mod, branching campaign||Unknown||Unknown&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Twilight]]||Released||No ||FS2||Ace||Unknown ||6 || In 2372, the GTD Morgain is sent in Ikeya system to investigate the disappearance of several GTVA ships&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Warzone]] ||Released|| Yes ||FS2|| IceFire,[[FreeSpace Campaign Restoration Project|FSCRP]]||New ship ||19|| In the midst of another Shivan invasion of the GTVA home systems, a mystery begins to unravel itself||  [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #112;&amp;quot;| &amp;lt;font size=3&amp;gt;&#039;&#039;&#039;Independent&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set independently in the user-made [[Cold Element]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Meditations on the Abyss]]||Partial||No||FS2||Akalabeth Angel || None||6 released||Miranda Doué yearns for asignment of low prestige, but sometimes fate is lacking of heroes ||[http://www.hard-light.net/forums/index.php?topic=52267.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #112;&amp;quot;| &amp;lt;font size=3&amp;gt;&#039;&#039;&#039;Into the Halls of Valhalla&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the [[Into the Halls of Valhalla]] sub-continuity of the user-made [[Cold Element]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Into the Halls of Valhalla|Police Action(ITHOV)]]||Released||No||FSO||[User:TopAce|TopAce, Thor ||None||4||The 70th Blue Lions must escort the Representative Men&#039;Su&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Into the Halls of Valhalla]]||Released||No||FSO||Various||New ship, new installation||Unknown||After being caught spying, Commander McCrae is reassigned in a border world&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Incursion&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Incursion]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Incursion]] ||Released||No||FS2||MAW||Unknown||26|| In 2676, the Shivans appear in greater forces than ever&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Return to Sol]]||Released||No||FS2||MAW||New ships, maybe other||20|| In 2680, after the final defeat of the Shivan, the GTVA is about to travel back to Sol -- Sequel to Incursion&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;End War&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made End War continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[End War]]||Work-in-progress||No||FSO||ShadowGorrath, EW team||Complete mod||Unknown|| 32 years has passed since the second Shivans incursion, but now at last,  mankind will be able to connect back with their homeworld ||[http://www.hard-light.net/forums/index.php/topic,57037.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Inferno&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Inferno]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Inferno|Inferno: Alliance]]||Released||No||FSO||INFA Team||||20||15 years after the destruction of the Sol node, Sol is at war.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Inferno|Inferno: Alliance 2]]||Postponed||No||INFA SA||INFA Team||||30+||The newly born Earth Alliance faces the Jovian Coalition and its allies&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Inferno|Inferno: Release 1]] aka [[Inferno Classic]]||Released||Yes||INFR1, FS2||Inferno R1 Team||||14||The GTVA and the Earth Alliance are at war, while the Shivans are back&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Inferno|Inferno Nostos]]||Part 1 Released||No||FSO||Inferno Team||||15||A war with old friends, the return of old enemies. But can either be stopped in time to save humanity?||[https://www.hard-light.net/forums/index.php?topic=94800.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Solar Wars]]||Part 1 released||No||INFR1, FSO||Gai Daigoji||||13|| 48 hours after the surrender of the Earth Alliance, an EA is called into action again||[http://www.freewebs.com/neo-terra/downloads.htm Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Steadfast|Steadfast Episode One]]||Cancelled||No||FSO, Inferno R1, INFA, FSPort||Steadfast Team||||25||The GTCa Steadfast is sent to deal with Altair Phoenixes forces in Alpha Centauri&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Steadfast|Steadfast Episode Two]]||Cancelled||No||FSO, Inferno R1, INFA, FSPort||Steadfast Team||||20 c.a.||The AP Rebellion continues and the integrity of the Alliance is threatened&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Seeds of Rebellion&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Seeds of Rebellion]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Seeds of Rebellion]]||Postponed||No||FSO||Karajorma||Unknown||5||By 2368, on a shakedown cruise to test its new systems, the GTAC Aethalides ends up in the middle of a war zone&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Centaur Project]]||Partial||Yes||FS2 or FSO||Grunt, Laibon, stepanshuk||New ships, new installation, branching||18 released||In 2377, the Centaur Project aims at clearing definitly attacking the Shivans in their very systems||[http://w3.enternet.hu/fscult/TCP.htm Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Mercury Affair|Mercury Affair]]||Postponed||No||FSO||Karajorma||Unknown||20+||In 2376, secret cargos of the GTVA are mysterioulsy received in the Ross 128 system -- Sequel to Seeds of Rebellion&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;New Path&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[New Path]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[New Path]]||Released || No ||FSO||[[User:SilverAngelX|SilverAngelX]]||Live-action cutscenes||20||In the aftermath of Capella a new government seeks to learn from the mistakes of the past and forge a new path for the GTVA. One pilot gets a surprise chance to help with that challenge...||[https://www.hard-light.net/forums/index.php?topic=97679.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Shadow Games]]||Released || No||FSO||[[User:SilverAngelX|SilverAngelX]]||New ships, live-action cutscenes||16||After that fateful last mission that left his life hanging in the balance, Lt. Cmdr. Carl Bristow&#039;s life and career take an unexpected turn when an old friend reappears...||[https://www.hard-light.net/forums/index.php?topic=97679.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Workings of the Warp&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Working of the Warp]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Faces of Treason]]||Released||No||FSO||[http://wo.proxima-fleet.com/ Orph3u5]||Branching campaign||Unknown||Unknown|| [http://wo.proxima-fleet.com/wotw/index.html Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Workings of the Warp]]||Released||No||FSO||[http://wo.proxima-fleet.com/ Orph3u5]|| Various||Unknown||Commander Alexander Couter, Squadron Leader of 41st Squadron of the GTVA will take part in an epic struggle in a divided galaxy, once again battle against the Shivans and will uncover a mystery which even the powerful Shivans have to fear. || [http://wo.proxima-fleet.com/wotw/index.html Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Omens]]||Work-in-progress||No||FSO||[http://wo.proxima-fleet.com/ Orph3u5] || Various ||Unknown||Unknown || [http://wo.proxima-fleet.com/wotw/index.html Website]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Non-FreeSpace continuity ==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Allied Worlds]]||Released||No||FSO||Alex Harris || New Textures, new weapons||6||The Allied Worlds are sending a last ressort attack against the Leedran || [http://www.freespacemods.net/download.php?view.59 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Great War - Independence]]||Demo||No||FSO||Alex Navarro|| New textures, music, sounds, weapons||5 dogfight missions||In year 2630, in a future distopia, human colonies claim their independence (Production Stalled) || [http://www.hard-light.net/forums/index.php?topic=66284.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[SHMUPSpace: Battle of Deneb]]||Demo v 1.2 ||No||FSO||[[User:AndrewofDoom | AndrewofDoom]] || Complete change in genre. ||1 (demo), 8-14 (planned)|| FreeSpace: The Shoot em up! Who needs a plot when you&#039;ve got explosions! || [http://www.hard-light.net/forums/index.php?topic=81443.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Civil War]]||Teaser Released||No||FSO &amp;amp; FSP||Tane Zezo Piper, macfie || None||7 for the teaser||In an alternate FreeSpace universe, Vasudans are traders and Shivans a mysterious warrior race|| [http://www.freespacemods.net/download.php?view.81 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Merkar]]||Demo||No||FSO &amp;amp; FSP||Mustang19|| None||4(demo)|| The Merkar Campaign|| [http://www.hard-light.net/forums/index.php?topic=72885.0 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Twist of Fate]]||Partial||No||FSO $ FSP||Woolie Wool and Various ||New ships, weapons, backgrounds, and music||4 (demo), 15 (Chapter 1), 48 (all chapters)||An alternate continuity where the Shivans died out and the Terna-Vasudan War rages on || [http://www.freespacemods.net/download.php?view.15 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[A Deepness Within | Shattered Stars: A Deepness Within]] || Work-in-progress || Not Planned || FSO || Bryan See || Complete mod || Unknown || Many years after the Second Great War, the Shivans are at war with a mysterious robotic race with the same capabilities as them. || [https://www.hard-light.net/forums/index.php?topic=94941 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Storm Front&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Storm Front]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[What if - Another Great War]]||Released||No||FSO||SF-Junky||New ships, new weapons||30|| A reimagination of the Great War as it happened in the Storm Front Universe&lt;br /&gt;
||[http://www.hard-light.net/forums/index.php/topic,56156.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[StormFront I - Prophecy|Prophecy]] ||Released||No||FSO||SF-Junky||New ships||22||The GTVA confronts a newly flamed Hammer of Light rebellion in Laramis one year after the Capella incident&lt;br /&gt;
||[http://www.hard-light.net/forums/index.php?topic=67097.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[StormFront II - Cthulhu|Cthulhu]] ||Released||No||FSO||SF-Junky||New ships||22|| Sequel to Stormfront I - Prophecy&lt;br /&gt;
||[http://www.hard-light.net/forums/index.php?topic=67097.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Storm Chasers]] ||Released||No||FSO||SF-Junky|| || 4-6 each|| A series of minicampaigns that tell the stories of some pilots during and after the NTF war.&lt;br /&gt;
||[http://www.hard-light.net/forums/index.php?topic=68872.0 Thread]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Parodies == &lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Deus Ex Machina]] ||Released||No||FS2 ||Goober5000||None||5||As a member of the NTF 47th Red Shirts, you must protect Bosch Beer shipping lines&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Deus Ex Machina|Deus Ex Machina: Interlude]] ||Released||No||FS2 ||Goober5000||None||5||Mysterious things have been happening on the edge of NTF space. Unexplained appearances, strange plot holes...&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[DW]] ||Released||Yes||FSPort ||TheAiler (Joacim Holst) and Zhapod (Robert Nilsson) ||None||2||A slow patrol becomes a fight for your life.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Freespace 3 the search For bosch]] ||Released||No||FSO ||xX_LORD_ULTRA_DEATH_Xx||Music||5||A character-driven post-Capella epic that at last gives us answers about Bosch, the Shivans, and the nature of the universe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[happynewyear]] ||Released||Partial||FSO ||Goober5000 and Woutersmits||Music, Effects||1||As a member of the ANTIHUMANS, you must betray the humans and have a happynewyear.||[https://www.hard-light.net/forums/index.php?topic=96175.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Just Another Day]] ||Released||No||FSO ||[[user:Axem|Axem]] ||Music||6|| You are Alpha One, the greatest pilot ever, facing your worst enemies: the FREDder and plotholes. This campaign has one more level than Deus Ex Machina&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Just Another Day 2: Electric Boogaloo]] ||Released||No||FSO ||[[user:Axem|Axem]] ||Music||6|| You are still Alpha One, and being the best pilot and all, you must uncover what are the Shivans&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Just Another Day 3: Shivans on a Plane]]||Released||No|| FSO||[[user:Axem|Axem]]||Shivans on a Plane (supposedly), Music||8|| You are still Alpha One, and Shivans are trying to take over former human aero-transport.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Just Another Day: Christmas Special]]||Released||No|| FSO||[[user:Axem|Axem]] ||Music||1|| You are still Alpha One, and it is Christmas somewhere&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Just Another Day 2.21: You Are (Not) Alpha 1]]||Released||No|| FSO||[[user:Axem|Axem]] ||Tons o&#039; Stuff||9|| You are not Alpha 1, but that&#039;s okay. There&#039;s still lots of fun to be had.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Just Another Day 2.22: You Can (Not) Win]]||Work-in-progress||No|| FSO||[user:Axem|Axem ||Even more Stuff||?|| You still aren&#039;t Alpha 1, but you don&#039;t care. You&#039;re having too much fun!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Just Another Day: eXtreme arcAde]]||Released||No|| FSO||[[user:Axem|Axem]] ||MegaTons o&#039; Stuff||9|| eXtreme arcAde action!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Ridiculous]]||Released||No|| FSO||[user:IronBeer|IronBeer ||Music, New Effects||9|| This mod is Ridiculous, and you should feel ridiculous while playing it.||[https://www.hard-light.net/forums/index.php?topic=72554.0 Thread]&lt;br /&gt;
|} &lt;br /&gt;
                                 &lt;br /&gt;
[[Category:User-made Campaigns|*]]&lt;br /&gt;
&lt;br /&gt;
== [[The Babylon Project]] ==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !! Voiced !!  Author(s)  !! Number of missions!! Features !! Story and notes !! Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Achen Schooling Flight]]||Released||Yes||Vidmaster|| 1|| ||TBP Tutorial Mission&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Dark Children]]||Released||Yes ||Vidmaster|| 5 || Bullet-time, in-system jumping  || Campaign made to test new features&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Drums of War]]||Released||No||0rph3u5||5|| ||The year is 2262 and the Interstellar Alliance faces its first major crisis. And the NRS Vol&#039;Toth uncovers a dark truth... &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Drums of War 2]]||Released||No||0rph3u5||5|| ||The drums are being played again. The song of war rises and you have the chance to join the pilots of the Narn Destroyer Vol&#039;toth again...&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Earth Minbari War]]||Released||Yes|| The TBP team||Unknown|||| The demo campaign for the Babylon Project&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Emearon Incident]]||Released||No|| Ker.soth ||8||Multi possible|| Unknown || [https://www.hard-light.net/forums/index.php?topic=67320.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Fortune Hunters - 2259]]||Released||No (planned)||Vidmaster|| 9|| ||Raiding defenseless convoys to make a living, the Fortune Hunters get pulled into events between powers that are destined to change the face of the galaxy forever. Alien races go to war with each other, trade routes are disrupted and terrors yet unseen lurk somewhere in the void. It is the year 2259, the year the Great War started. - REQUIRES [https://www.hard-light.net/forums/index.php?topic=85449.0 ZATHRAS].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Fortune Hunters - 2260]]||Released||No (planned)||Vidmaster||13 || ||Alliances and balances are shifting. The Great War is upon the galaxy and the Hunters have to decide what their place will be in this new world - REQUIRES [https://www.hard-light.net/forums/index.php?topic=85449.0 ZATHRAS].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Fortune Hunters - 2261]]||Released||No (planned)||Vidmaster||12 || ||The saga concludes, the Great War is in its final stage. Gods clash, worlds vanish and all hope is lost. This is it, your final moment, victory is impossible and survival doubtful. And even if you would make it through, what would you do afterwards? - REQUIRES [https://www.hard-light.net/forums/index.php?topic=85449.0 ZATHRAS].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[In the Name of the Emperor]]||Released||No||Skullar||3|| ||A training from the Centauri point of view || [https://www.hard-light.net/forums/index.php?topic=60914.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Operations]]||Released||Yes||Vidmaster||6||Multiplayer campaign||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Raider Wars]]||Released||Yes||The TBP team||17+cutscene||||Unknown&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Relic]]||Released||Unknown||Slasher||4||||Background from the 4th season&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Battlestar Galactica ==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !! Voiced !!  Author(s)  !! Number of missions!! Features !! Story and notes !! Link&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Adversary]] || Released || Yes || Adversary Team || ??? || An even newer HUD and plenty of pre-rendered cutscnees || Another total conversion based on the Battlestar Galactica universe || [https://adversarygame.carrd.co/ Link]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Diaspora|Diaspora: Shattered Armistice]] || Released || Yes || Diaspora Team || 6+2 training || Semi-Newtonian Physics, Cockpits, Custom Music || A total conversion based on the Battlestar Galactica universe || [http://www.diaspora-game.com/ Link]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Beyond the Red Line|BattleStar Galactica: Beyond the Red Line]]||Demo released||Yes||unknown||2+training||unknown||Beyond the Red Line is a standalone total conversion based on the popular new tv-show Battlestar Galactica (Re-imagined) - Main campaign||[http://www.game-warden.com/bsg/ Link]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Battlecruiser Archangel]]||Demo released||No ||Shiv||Unknown || || The untold story of Geminion survivors || [http://www.hard-light.net/forums/index.php?topic=49205.0 Thread]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Star Fox ==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !! Voiced !!  Author(s)  !! Number of missions!! Features !! Story and notes !! Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Starfox: Shadows of Lylat|Star Fox: Shadows of Lylat]] || Cancelled ||  ||  ||  ||  || Starfox: Shadows of Lylat is a standalone mod for FreeSpace 2 Open based on the Star Fox games, with many new features such as rail missions and planet-side missions. || [http://www.game-warden.com/starfox Link]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Star Fox Event Horizon]] ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Portal:Wings of Dawn Universe| Wings of Dawn]] ==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !!  Author(s)  !! Number of missions!! Features !! Story and notes !! Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Wings of Dawn]]||Released|| Spoon||28 + 5||Main campaign|| WoD is a FreeSpace mod with a strong anime vibe, filled with custom content. || [http://www.hard-light.net/forums/index.php?topic=71092.0 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[A Nordera Day]]||Released|| Spoon ||2|| || A Nordera Day is a short addon for Wings of Dawn that describes the average life of a Nordera pilot. || [http://www.hard-light.net/forums/index.php?topic=72092.0 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Stranded]]||Released|| Spoon ||8 + 4|| || After a freak incident involving a subspace drive malfunction, Johan Sturmritter finds himself stuck behind enemy lines. He must now fight his way back into friendly space! || [http://www.hard-light.net/forums/index.php?topic=82674.0 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Wings of Dawn 2: Into the Void|Wings of Dawn 2: Into the Void]]||Discontinued|| Spoon ||Unknown|| || Former sequel to the first version of [[Wings of Dawn]]; instead the standalone TC was made. ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Portal:First Contact War| First Contact War]] ==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !!  Author(s)  !! Number of missions!! Features !! Story and notes !! Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Operation: Cloak and Dagger]]||Released ||Strygon|| 7 || Total Conversion || A short 7 mission near-total conversion about the 26th Scorpions and their involvement in the fall of the pirate faction, the Legion of Dragons. || [https://www.hard-light.net/forums/index.php?topic=95375.0 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[A Cold Day in Hell]]||Postponed|| Strygon ||Unknown|| Total Conversion, ground combat || It is a time of great political tension. The United Star Front and the Glisean Steel Pact are at the brink of war. The possibility of a second Interstellar Conflict is higher than ever before. || [[https://www.hard-light.net/forums/index.php?topic=95487.0 Thread]] ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[First Contact War]]||Work-in-progress|| Strygon ||Unknown|| Total Conversion || Roughly 10 years after the events of OCaD, the First Contact War no longer puts you in the shoes of a silent protagonist mercenary pilot, but rather, you play as a lively United Solarian Defense Federation Naval Pilot Ensign, Ayako Matoke. Transferred into the 58th Stormclouds, your missions will initially involve fighting off your long time foe, the Glisean Confederate Steel Pact. || [[https://www.hard-light.net/forums/index.php?board=273.0 Board]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Solaris (TC)|Solaris]] ==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !!  Author(s)  !! Number of missions!! Features !! Story and notes !! Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Solaris (campaign)|Solaris]]||Released ||Darius|| 10 || Total Conversion || It is the 23rd Century. Humankind has colonies throughout the Orion Arm of the galaxy. The three great powers - Federation, Commonwealth and Combine - exist in a state of cold war. ||[https://www.hard-light.net/forums/index.php?topic=95719 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Black Sun]]||Released ||Darius|| 12 || Total Conversion || Two weeks have passed since the events at Morik. Stuart Ross, disillusioned by his experiences as a Federation exchange pilot, is contacted by an old friend from his backwater Navy posting to take up a mercenary job in the fringes of colonised space. ||[https://www.hard-light.net/forums/index.php?topic=97833.0 Release Thread]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other universes ==&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Project !!Website !!Mod status !!Main campaign release status!!  Description !!&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;[[Dimensional Eclipse]]|| None || Released || Released || Anime themed mod featuring high speed, fast paced, high stakes gameplay. Oh, and lots of pettanko too.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Fate of the Galaxy]]|| [http://swc.hard-light.net/ Link] ||Work-in-progress|||| An attempt to bring Star Wars to FreeSpace, also known as the Star Wars Conversion.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[FreeSpace: Reunited]]|| None ||Work-in-progress|||| This mod aims at merging the universe of FreeSpace with the one of BattleStar Galactica&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Fringespace]]||[http://fringespace.org Link]||Work-in-progress||||This project is designed to duplicate, as closely as possible, the &amp;quot;feel&amp;quot; of Tachyon: The Fringe, within the Freespace2_Open game engine as well as an attempt to update the visuals and the playing experience for Tachyon fans.  &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Star Fleet Academy]]||None||Work-in-progress|||| This project aims at entailling events from multi-eras of the Trek Continuum&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Starforce Mod|Starforce]]||None||Work-in-progress||||The Starforce Mod is a continuation of the FS universe into the 41st century.The project is intended to be more of a starting point for other projects rather than a full campaign in itself. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Apocalypse Project]]||[http://tap.hard-light.net/ Link]||Cancelled|||| A project to create a space combat simulator set in the Homeworld universe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Robotech 2.0]]||None||Unknown|||| This project plan to expand the original Robotech mod&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;[[Wing Commander Saga]]||[http://www.wcsaga.com/ Link]||Released||Released||Wing Commander Saga (WCS) is a standalone total conversion based on the universe familiar from the Wing Commander games&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Campaign_List&amp;diff=66228</id>
		<title>Campaign List</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Campaign_List&amp;diff=66228"/>
		<updated>2025-07-10T16:46:00Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: Cleanse of continuities. Deleted empty continuities from years ago and continuities for dead/inactive projects of a single campaign release. Added a continiuity for the New Path as 2 campaigns mandate it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;User-made campaigns are continuations of the FreeSpace saga, whether as sequels, prequels, or occurring simultaneously with one of the games. The following is an (&#039;&#039;incomplete&#039;&#039;) list of completed user-made campaigns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note: Some campaigns featured here are part of a total conversion. More details on these major mods can be found on the [[Total conversions|Total Conversions]] page.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note: Campaigns which haven&#039;t been released can be found on the [[Unreleased Campaign List]].&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== FreeSpace Universe ==&lt;br /&gt;
&lt;br /&gt;
=== Pre-Capella ===&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=9 style=&amp;quot;text-align: center; background: #108;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Pre-Great War Era&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set before the events of [[FreeSpace 1]]&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Ancient-Shivan War (campaign)|Ancient-Shivan War]]|| Released  || No  || FSO || Various || Complete mod || 7 for first release|| The demise of the Ancients, but not without a fight || [http://www.sectorgame.com/ASW/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Cardinal Spear]]|| Released  || Yes || FSP or FS1 || Adam &amp;quot;Ace&amp;quot; Rorabaugh || New weapons, new installations, new planet/sun textures || 2x4 || In 2331, a Vasudan fleet jump in Sol. This campaign cover the defense of Sol and the GTA counter-attack || [http://www.hard-light.net/forums/index.php/topic,47337.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Points of View]]|| Released  || No  || FSO &amp;amp; FSP || Three Niner || Vasudan side || 3||Unknown || [http://www.hard-light.net/forums/index.php/topic,62699.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Unification War]]|| Released  || No  || FSO || Various || Complete mod || 29 ||  The year is 2313. Thanks to the development of intrasystem subspace jump drives and communications relays, Terrans have extended their reach throughout the solar system as never before || [http://tvwp.hard-light.net/website/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #108;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Great War Era&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set around the events of [[FreeSpace 1]]&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Portal:FreeSpace 1|The Main FreeSpace Campaign]]|| Released|| Yes || FSP or FS1  || [[Volition]] || Official campaign || 29 ||  While Terrans and Vasudans has been fighting for 14 years, a new alien race confronts them ||[http://fsport.hard-light.net/website/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Operation Templar]]|| Released|| Yes || FSP or FS2  || [[Volition]] || Official campaign || 4 || Operation Templar, a joint GTA-Vasudan endeavor, hunts down the last remnants of Hammer of Light. The rebels stage a desperate last stand, hijacking a Vasudan destroyer and taking hostages. ||[http://www.freespacemods.net/download.php?view.202 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Silent Threat]]|| Released|| Yes || FSP or FS1  || [[Volition]] || Offical Campaign|| 12|| As the Great War goes on, the GTI tries to preserve the fragile alliance.  || [http://fsport.hard-light.net/website/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Alliance Fights Back]]||Released||No||FSO &amp;amp; FSP||[mailto:Mage14@hotmail.com Travis Brainard], macfie||None||8|| To break Shivan resistance after the Lucifer destruction,  General Albert Ulysses comes up with a daring - and risky - plan. || [http://www.freespacemods.net/download.php?view.377 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Awakenings]]||  Released|| Yes   || FSP or FS1 ||  [[FreeSpace Campaign Restoration Project|FSCRP]]||None || 13|| Three years after the collapse of the Sol node, the Shivans are pushing back into reclaimed systems || [http://www.hard-light.net/forums/index.php?topic=58358.0.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039; [[Battle for Altair]]||Released||No||FSP||[mailto:adamant@pacifier.com Adam N. Rorabaugh]||None||9||After the narrow destruction of the dreaded Lucifer, the alliance dwindles as the Hammer of light and rebel factions arise and fight amongst themselves. || [http://www.freespacemods.net/download.php?view.51 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Bem Cavalgar]]||  Released|| Yes   || FSP % FSO ||  [[Blaise Russel]]||None || ???|| A strategy-focused mod where you take part in the defensive against the invasion of Vasuda as Captain Senbi. || [https://www.hard-light.net/forums/index.php?topic=85128.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Counterstrike]]||Released|| No||FS1||Derek McBurney|| None || 4|| Your a different pilot, doing a different mission, in the same war. This campaign  takes place from 36 hours before the death of the Lucifer, to 8 hours after.||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Crucible]]||    Released|| Yes  ||   FSP or FS1   ||    [mailto:mguenthe@netcom.ca Matthew Guenther]|| Fully-branching || 7|| On the 29th of May 2335, the GTD Intrepid is ordered to penetrate enemy lines to buy time for the Alliance to regroup || [http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Dark Raji]]||    Released|| No  ||   FSP or FS1   ||    Agentsmith@sprintmail.com|| None || 7|| After the Lucifer cut us from our home... and before the GTI&#039;s corruption was known the real threat to humanity was seen||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Destiny of Peace|Destiny of Peace]]|| Released|| Yes || FSP or FS1 ||  [mailto:justinm@thegrid.net Justin Mills]|| None || 7||  By October 2335, a rebel GTA faction of mercenaries emerges, and its aims are a mystery. ||[http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Duke Squad]]||    Released|| No  ||   FSP or FS1   ||    Unknown|| None || 9||  You have been transfered to the GTD Delacroix, the secondary flagship of the Duke Squad, elite of the elite. As you begin your Tour of Duty with the elite of the elite, you are drawn into something far more complex than a normal Tour of Duty...||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Hellwolf]]||Released||No||FSP||Unknown||None||5|| Chronicles of the Hellwolf clan of pirates. ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Infinite Dimension]]||    Released|| No  ||   FSP or FS1   ||    Laser Ray|| None || 8|| None||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Internal Conflicts]]||    Released|| No  ||   FSP or FS1   ||    Unknown|| None || 12|| The Shivans are destroying the galaxy... but now we&#039;ve got some new friends... or so we thought...||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Mantle]]|| Released|| No || FSO &amp;amp; FSP || Kestrellius|| None  ||14|| In this fourteen-mission campaign, you&#039;ll get a chance to play as a pilot serving on a Hammer of Light destroyer which, by misfortune or providence, becomes trapped in Shivan territory. Faced with peril both mortal and spiritual, will you and your allies have the fortitude to survive? ||[https://www.hard-light.net/forums/index.php?topic=95267.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[New Beginnings]]|| Released|| Yes || FSO &amp;amp; FSP || [mailto:Bussaca1@aol.com Bussaca1]|| None  ||7||  After the destruction of the Lucifer, only a handful of jump nodes were left active. They are guarded fiercely by GTI and PVC forces - for instance the outpost Atlas. ||[http://www.freespacemods.net/download.php?view.23 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Nubian Conflict]]||    Released|| Yes  ||   FSP or FS1   ||    All American Flight Test Center || None || 4|| Pushed to the edge of destruction the Terrans, Vasudans &amp;amp; Shivans face new challenges in rebuilding their respective empires.||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Phantoms]]|| Released|| Partially  || FSO &amp;amp; FSP  ||   [[User:Blaise Russel|Blaise Russel]] ||None || 5|| In early 2335, the GTD Amadeus moves to block the PVD Temperance from entering Antares, unaware of the imminent arrival of &#039;Phantom ships&#039;  ||[http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Road to Orum&#039;Pur]]|| Released|| No || FSO &amp;amp; FSP || Jackho|| None  ||4|| Four neat missions (2 training+1 single+1 both) set during the first Era, not long before battle of Deneb events. Earn your wings, become a pilot, follow orders but also take initiatives that may change the course of your story.&lt;br /&gt;
 ||[https://www.hard-light.net/forums/index.php?topic=96520.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Second Vasudan War]]||Released||No||FS1||Unknown|| None|| 5|| The Vasudans can&#039;t be trusted as war breaks out again. ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Special Ops]]||Released||No||FS1||Unknown|| None|| 3|| Special Ops takes a superior pilot. Are you up to the Challenge? ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Start of the Terran-Vasudan War]]||Released||No||FS1||Unknown|| None|| 4||The start of the 14 year Terran &amp;amp; Vaudsan War. ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Tango]]||Released||Yes||FSO||Julian Egelstaff, [[FreeSpace Campaign Restoration Project|FSCRP]] || Minor mods||3||As Terran forces continue to fall back in the face of Shivan might, Lieutenant Rhygar, on a front line patrol discovers something there could turn the tide of the war, or seal his doom. ||[http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The McCarthy Campaign]]||Released||No||FSO||???|| None||20||As the 14-year war rages on, you have been asked by Lt. Alexander McCarthy to aid him in his rebellion. Is he defecting out of selfishness, or is there truly a dark threat, ready to destroy both the Terran and Vasudan races? ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Road to Victory]]||Released||No||FS1||[mailto:borg4@hotmail.com Michael Cook]|| None|| 19|| The GTD Saratoga is trying to destroy once and for all the Hammer of Light ||[http://www.freespacemods.net/download.php?view.48 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Trimurti]]||Released||No||FSO &amp;amp; FSP||Asteroth ||None||12||Trimurti is a 12-mission campaign that follows the events of Freespace 1 from the perspective of the Shivans ||[https://www.hard-light.net/forums/index.php?topic=94689.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Vasudan Academy]]||Released||No||FS1||Laser Ray-IDS Productions|| None|| 3|| The Vasudan training missions || [http://freespacemods.net/download.php?view.430 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[War]]||Released||No||FS1||MadMax|| None|| 5|| More battles for FreeSpace...By MadMax||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Wolfpack Legacy]]||Released||No||FS1||Alex Harris|| None|| 11|| The Wolf Pack Squadron is stationed on the aging GTD Omega and sent on low impact missions.  Or so they thought.  They are quickly drawn into a heated post-war conflict fueled by a dark conspiracy.  If they survive, they will leave a legacy to be emulated by fighter squadrons for years to come.||&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Series Resurrecta&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns part of the [[Series_Resurrecta|Series Resurrecta]] Collection&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Gehenna&#039;s_Gate|Gehenna&#039;s Gate]]|| Released|| No  || FSO &amp;amp; FSP  ||   Series Resurrecta Team || Complete mod. Shared modpack. || 8|| The Lucifer may be destroyed, but the threat of the Shivans is not over. As a pilot of the 144th Ghost Dolphins serving onboard the GTD Veritas, an Orion class destroyer, help the Alliance in the effort of securing Terran and Vasudan space from the Shivan threat, once and for all.  ||[https://www.hard-light.net/forums/index.php?topic=97010.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The_Spirit_of_Ptah|The Spirit of Ptah]]|| Released|| No || FSO &amp;amp; FSP  ||  Series Resurrecta Team || Complete mod. Shared modpack. || 6|| As a pilot serving on the 223rd Moonbears, GTD Ixion, you&#039;re being sent to Vasuda in order to give the allies the help they need in battling such a dangerous opponent. What&#039;s behind the HoL agenda?   ||[https://www.hard-light.net/forums/index.php?topic=97011.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Serendipity|Serendipity]]|| Work-in-progress|| No  || FSO &amp;amp; FSP  ||  Series Resurrecta Team || Complete mod. Shared modpack. || 9|| Serving as a pilot of the 274th Warhounds based onboard the fine ACD Uhuru, an Adharan Orion class destroyer, the player will experience the dark side of relations between various blocs, while a new potential threat emerges from nowhere, capable of changing things forever.    || &lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Silent Threat: Reborn&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the Silent Threat: Reborn continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Silent Threat: Reborn]]|| Released|| Yes     || FSP || Various || Cutscenes, bonus content, promotional ARG  || 18 || &#039;&#039;New version of Silent Threat official campaign || [http://fsport.hard-light.net/website/str/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Deneb III (campaign)|Deneb III]]|| Released|| Yes  || FSO &amp;amp; FSP  ||   [[User:Goober5000|Goober5000]] || The last mission || 3|| Set during the height of the Battle of Deneb in 2335. As a Vasudan pilot assigned to the PVD Guardian, you must defend your systems against the Shivan advance at any cost.  ||[http://www.hard-light.net/forums/index.php?topic=93950.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Echo Gate]]||   Released|| Yes  ||  FSO &amp;amp; FSP ||  [[User:Blaise Russel|Blaise Russel]] || Music files || 4|| Shortly after the destruction of the Lucifer, the GTD Minnow is dispatched to Beta Cygni to clear up a lingering Shivan presence || [http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #112;&amp;quot;| &amp;lt;font size=3&amp;gt;&#039;&#039;&#039;The Sixth Seal&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the [[The Sixth Seal]] sub-continuity of the user-made [[Silent Threat: Reborn]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Sixth Seal]]|| Released  || Yes || FSO &amp;amp; FSP || Shiv and contributors || T-V War era ships and weapons || 16 || It is 2334, and the Terran-Vasudan War rages on. The PVE is preparing to launch a major offensive in the Antares system, and as a new pilot within the GTI ranks, you are tasked with assessing and containing this threat. Little do you know, greater schemes are unfolding in the shadows, as traitors conspire to end the war on their own terms. || [https://fsnebula.org/mod/tss Knossos]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Keys of Ruin]]|| Work-in-progress || Yes || FSO &amp;amp; FSP || TSS Team || New ships, SCP UI support, system Map, new music || 6 || You&#039;re a pilot of the Imperial Guard, a branch of the Vasudan Security Directorate that reports directly to the Imperial Court. As the Terran-Vasudan allies prepares their final offensive against the Shivans in Ross 128, the Imperial Guard is given a very different mission: To capture the Hammer of Light carrier HLCa Eternity. || &lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Memories of the Great War&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Memories of the Great War]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Hellgate Ikeya]]|| Released|| No|| FSO &amp;amp; FSP||  [http://wo.proxima-fleet.com/ Orph3u5] ||None||4|| On the 2nd of February 2335, the GTD Galatea is ordered to locate the Shivan entry node in Ikeya.|| [http://www.freespacemods.net/download.php?view.21 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Light of Antares]]|| Released|| No || FSO &amp;amp; FSP ||   [http://wo.proxima-fleet.com/ Orph3u5] || None || 5|| On the 3rd of February 2335, the GTA Myrmidon is ordered to reinforce Ribos system, but the Hammer of Light tries to hamper it ||[http://www.freespacemods.net/download.php?view.8 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Rain on Ribos 4]]||  Released|| No  || FSO &amp;amp; FSP ||  [http://wo.proxima-fleet.com/ Orph3u5] || None|| 18|| The Tombaugh station is overseeing the capturing of the SC Taranis || [http://www.freespacemods.net/download.php?view.22 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #108;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Reconstruction Era&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set between the events of [[FreeSpace 1]] and [[FreeSpace 2]]&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[25th Year]]||Released||No||FS1||KolChak||None||3|| 25 years after the Great War, the Hammer of Light is a major power, at war with the Terran Vasudan Alliance. Now, it seeks to acquire a new Shivan weapon ||  [http://www.freespacemods.net/download.php?view.49 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Black Horizon]]||Released||No||FS1||Jason &#039;Rizbre&#039; Wollenberg||New ships||2x10||100 years after the Great War, the Sol node is reopened (campaign was made before FS2 was published) ||  None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Eagle Takes Flight]]||Released||No||FSO &amp;amp; FSP||Robert Carol, macfie||Several table hacks, retextures||4||Alpha 1 and his best buddy start their own security company|| [http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Enemies United]]||Released||No||FS2||Aki malinen||None||Unknown|| Terran-Vasudan Alliance tries to eliminate a new thread before it gets larger... or, has it already got large enough?|| [http://www.freespacemods.net/download.php?view.445 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Homesick]] || Released || No|| FSO || [[User:Blaise Russel|Blaise Russel]] ||None||37||In 2355, during the Reconstruction era, a mercenary must protect trader from the ever-growing threat of piracy || [http://www.hard-light.net/forums/index.php/topic,19306.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Lost]] || Released || Partially || FSO || [[User:HLD_Prophecy|HLD_Prophecy]] || Fan-made/borrowed music, weapons, ships. Some assets hacked/edited by the mod author. ||6|| You awaken, lost in space. Find answers... or not. Fulfill an ancient destiny. Author was formerly known as PVD_Hope. || [http://www.hard-light.net/forums/index.php?topic=92823.0Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Marduk&#039;s Shroud]]||Released||No||FS1 &amp;amp; FSP||Unknown||None||4||A new Shivan technology must be destroyed by the GTVA || [http://www.freespacemods.net/download.php?view.344 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Rogues!]]||Released||No||FreeSpace Open||[[User:TopAce|TopAce]]||Insubstantial||8||A story of three criminals that undertook a business that they should have avoided.|| [http://www.hard-light.net/forums/index.php?topic=74936.0;topicseen Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Shrouding The Light]]||Released||Yes||FSO &amp;amp; FSP||[[User:Blaise Russel|Blaise Russel]]||None||32||In the year 2336, as dissidents and splinter groups jeopardise the hopes of peace, you are transferred, from the safety of the 1st Battlegroup of Vasuda to the the troubled hotspot of Deneb... || [http://www.hard-light.net/forums/index.php/topic,26961.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Sol: A History]] || Released || Yes || FSO, Inferno Release 1 || Blaise Russel, [[FreeSpace Campaign Restoration Project|FSCRP]] || Campaign using the Inferno mod|| 40+|| After the Sol node collapses, conflicts span from 2355 to 2372 in the Sol system || [http://www.freespacemods.net/download.php?view.108 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Sync]] ||Released || No || FSO  || Ransom Arceihn  ||None|| Unknown || Two years after escaping death in an uncharted nebula, three mercenaries are hired to escort freighters to the Betelgeuse system. It quickly becomes clear that this is no ordinary mission  ||  [http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Between the Ashes&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns part of the [[Between the Ashes]] continuity.&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Mefistofele]]||Released||Yes||FSO || BtA Team ||Demo||2 || The day is July 25, 2336. Sixteen months have passed since the Lucifer was destroyed, mysteriously locking the Sol system away. It&#039;s barely been two months since the Hades superdestroyer was destroyed in orbit of Deneb, and the rogue GTI reduced to silence. There are many wounds to lick for the GTA, as the weakened fleet struggles to maintain order in its systems. Although the cease-fire treaty with their new Vasudan allies is still holding, the PVE is still busy dealing with the terrorist HoL faction. Now is our chance to get past them. We no longer need to so carefully hide. Now we can make our deal with the devil. || [http://www.hard-light.net/forums/index.php?board=226.0/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Slaves of Chaos]]||Released||Yes||FSO || BtA Team ||Complete mod||17 || The losses to the Shivans and the crippled state of the GTA from the Fourteen Year War has caused many to lose faith in a unified government. And the Hammer of Light has become a dangerous terrorist group, but to what end? || [http://www.hard-light.net/forums/index.php?board=226.0/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Antwerp]]||Released||Yes||FSO || BtA Team ||New ships, new music, new backgrounds|| 2 || Roughly three years have passed since the events in Antares. As a pilot with the 47th Cutthroats stationed on the Intrepid, you will perform a strategic role in the destruction of a major Hammer of Light target. || None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Growing Silence]]||WiP||Yes||FSO || BtA Team ||Complete mod|| TBA || TBA || None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Capella ===&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #108;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Capella Era&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set around the events of [[FreeSpace 2]]&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Portal:Freespace 2|The Main FreeSpace 2 Campaign]] || Released || Yes  ||FSO or FS2|| [[Volition]]  || Official Campaign|| 35||  In 2367, the GTVA is facing the NTF rebellion, but an older enemy is lurking&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Aeos Affair]] || Released || No || FS2 ||  Derek &amp;quot;PickelHead&amp;quot; Pickering , [[FreeSpace Campaign Restoration Project|FSCRP]] ||Mines, new jump gates, reworked IA|| 10|| The isolated Aeos base has been set up to study an ancient outpost. But the Shivans are ready to throw everything they have to destroy it|| [http://www.hard-light.net/forums/index.php/topic,58354.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Alcibiades&#039; Gamble]]|| Demo released || Unknown  ||FSO || Various  || None|| Unknown|| The combats of a GTVA pilot against the growing NTF rebellion||[http://ag.hard-light.net/FAQ.html Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Crossing the Styx]] || Released || No    || FSO   ||[[User:SpaceFreak|FSF]]||New interface||11||Take part in an operation that will change the future of mankind.|| [http://freespacemods.net/download.php?view.564 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Desperation|Desperation - Lost in the Fog ]]|| Released|| No|| FSO|| Singh|| None|| 7|| While the alliance is pulling out of Capella, a small GTVA Battle Group is stranded behind enemy lines || [http://www.freespacemods.net/download.php?view.61 FreeSpaceMods]&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;[[Desperation|Desperation - Chapter 2]]|| Released|| No|| FSO|| Singh|| None|| 7|| While the alliance is pulling out of Capella, a distress call is send from the Nebula by isolated GTVA forces || [http://www.freespacemods.net/download.php?view.62 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Into the Dark Waters | Exile: Into the Dark Waters]]||Act I Released||No||FSO||Exile Team||Complete mod||27|| In 2367, the Shivan armada appeared in Sol system. Terran factions exhausted by long years of war, now must commence unusual operation to ensure survival of mankind.||[https://www.hard-light.net/forums/index.php?topic=91646.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Eyebleach]]|| Released|| No|| FSO|| NeonShivan || None|| 7|| &amp;quot;Mr Shivan Sir, what&#039;s Eyebleach?&amp;quot; Well little Susan, Eyebleach is a campaign set during the Second Battle for Deneb where Bosch did his thing, but we don&#039;t follow Bosch&#039;s story.|| [https://www.hard-light.net/forums/index.php?topic=95395.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Fall of Epsilon Pegasi]]||  Released ||Yes || FSO || [[User:Blaise Russel|Blaise Russel]]|| None|| 10||While the Aquitane battles Shivans in the nebula beyond Gamma Draconis, the Epsilon Pegasi 6th Fleet must defend against the attacks of the Neo-Terran Front|| [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread]&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;[[Flames of War - Chapter 1]] || Released   || No || FSO  || TrashMan, ET-1087, kv1at3485  ||New ships, new music||  24||  In 2367, the GTD Delacroix is participating in the war effort against the NTF. After its destruction,a Fast Response Task Force is created and include its former pilots.||&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;[[The Journey to Epsilon Pegasi|Journey to Epsilon Pegasi]]|| Released|| No ||FSO  || [[User:TopAce|TopAce]]||None||10|| There are some rumors that some Shivan forces have entered Epsilon Pegasi. You&#039;re part of the task force that is about to find it out.&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Lightning Marshal|Lightning Marshal]] || Released ||Yes ||FS2  ||Various, updated by [[FreeSpace Campaign Restoration Project|FSCRP]]|| Music, maybe other ||  Unknown|| In 2366, the GTCv Actium is fighting the NTF|| [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Their Finest Hour]]||Released||No||FSO||Thadeus||None||1|| A diversionary force is sent to buy time for the Bastion to close the Epsilon Pegasi ||[http://www.hard-light.net/forums/index.php/topic,61153.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Operation Savior]]||  Released   || Yes||FSO   || [[User:Ngtm1r|Ngtm1r]] ||None||  5|| At the beginning of the NTF rebellion, the GTVA attemps a rescue mission deep into the NTF-controlled Polaris system  || [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Pandora&#039;s Box (campaign)|Pandora&#039;s Box]]||  Released   || Yes||FSO   ||Unknown, [[FreeSpace Campaign Restoration Project|FSCRP]] ||Branching||25||One year prior to the return of the Shivans, the NTF Civil War is at its peak.  But the Vasuda system is secure... until the NTF makes a bold raid|| [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Rogue Intentions]]|| Part I Released  || No ||FS2  || Nuclear1 || None||11 released|| In order to prevent the NTF from acquiring control of the Knossos portal and the nebula beyond,the GTCv Spinnaker, and her sister ship, the GTCv Methodus are called up to reinforce the jump node defenses || [http://www.hard-light.net/forums/index.php?topic=36062.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Second Front]]||  Released         || No   ||FS2||    [[User:BlueFlames|BlueFlames]]  ||New ships||7|| During the Second Great War, in Altair, an exploration convoy has returned after decades away. Oblivious to events elsewhere in the GTVA, the explorers do not understand why they must face continuous delays to be readmitted to alliance space and become evermore beligerant.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Troubles at Home]]||Released||No||FSO||Petrarch of the VBB||Unknown||Unknown|| In Beta Aquilae, the GTVA is trying to weakenth support for the NTF|| [http://www.hard-light.net/forums/index.php/topic,39019.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Uncharted Territory]]||Released||No||FSO||ReeNoiP||Unknown||9|| You have recently been transferred to the GTtca Reuil and must now join the 33rd blackbirds in defending a science group from attack.|| [http://www.hard-light.net/forums/index.php?topic=67327.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Vassago&#039;s Dirge]]||Released||Yes||FSO||[[User:Axem|Axem]]||New Ships, New Music||9|| Shortly after the Sathanas is destroyed, the GTVA begins an operation to take down a Ravana-class destroyer, the SD Vassago and its fleet. Meanwhile the Vassago begins an operation of its own.|| [http://www.hard-light.net/forums/index.php?topic=70568.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Walls Closing]]||Released||No||FSO||Colt||None||4|| A 4 mission campaign set during and after the battle between the Colossus and the Sathanas, where the GTVA search for the Phoenicia after it narrowly escaped the juggernaut in Bearbaiting.|| [https://www.hard-light.net/forums/index.php?topic=95476.0 Thread]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Post-Capella ===&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #108;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Post-Capella Era&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set after the Capella supernova&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;[[All is Fair in Love and War - Chapter 1]]&#039;&#039; ||Released  || No   ||FSO|| adwight||None|| 5|| A mining operation by GTVA trggers a full-fledged rebellion || [http://www.hard-light.net/forums/index.php/topic,16058.0.html Thread] &#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;[[Apocalypse : Vega]]&#039;&#039; ||Released  || No   ||FSO (3.6.11 build)|| Shiv ||Polish version available|| Unknown||After Capella has been cut from GTVA, a new front open on Vega || [http://www.hard-light.net/forums/index.php/topic,64384.0.html Thread] &#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;[[Artifice]]&#039;&#039; ||Released  || No   ||FS2||    [[User:BlueFlames|BlueFlames]] ||New ships || 11|| Sequel to &#039;&#039;Second Front&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;[[Boomerang]] || Released||Yes||FSO ||Peter Drake,  [[FreeSpace Campaign Restoration Project|FSCRP]] || None  ||    3|| A powerful new Shivan technology leads to trouble for the GTVA||  [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Casualties of War]]||Released (v2)||Partial||FSO||Various||New ships, weapons, backgrounds||9 (v2)+10||The SOC is sent to thwart a planetary coup d&#039;etat || [http://www.hard-light.net/forums/index.php?topic=74695.new#new Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Cleaning Crew]] || Released  || No    || FSO   || [[User:Ngtm1r|Ngtm1r]]||New ship, new weapons, new race||10|| Post-Capella mop-up with the 33rd Heavy Fighter Squadron.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Dawn of Sol]]||Released||No||FSO||ShadowGorrath, EW team||Complete mod||25|| Cold war simmers in the Sol system. Little do they know that they are on the threshold of revolution. The Dawn of Sol is coming.||  [http://www.hard-light.net/forums/index.php?topic=66994.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Deep Blood]]||Released||Yes||Unknown||Gai Daigoji||None||11|| The GTVA decides to give what lies beyond a ew jump node in Altair to the Capella refugees ||  [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Flames of War - Coming of the Storm]]||Released||NO||FSO||TrashMan||Various||26||Unknown|| [http://www.hard-light.net/forums/index.php/topic,58162.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Ghost Revenants]]||Released||No||FSO||griffon67||New ships, new weapons||40||The life of merchant is sometimes more boring that we could imagine. You found a way to live your life as you wanted, but the strange artifact you got recently is gonna put you in the worse situations.|| [http://www.hard-light.net/forums/index.php/topic,54854.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Das Gizeh Projekt]]||Prologue out of 3 acts released. Only in German.||Yes but TTS.||FSO||FreespaceGalaxy Community||New ships, new weapons, Head.ANIs and &amp;quot;voice acting&amp;quot;||21||You play as the nephew of Admiral Koth, sent to the backwaters of Procyon for your past. Internal conflict within the GTVA leads to the Vasudans growing ever more resentful, and there appears to be another race lurking in the shadows.||No]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Luyten Civil War]]||Released||No||FSO||[[User:TopAce|TopAce]]||Some||13 + cutscenes||A pure, [[Silent Threat: Reborn]]-inspired military campaign with most emphasis on gameplay and quality mission design.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Relentless]]||Released || No||FSO||[[User:Nubbles|Nubbles]]||None||Unknown||As the 75th Blue Lions are travelling back home after the Capella supernova, they are ambushed by Vasudan forces||[http://www.hard-light.net/forums/index.php?topic=68750.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Renegade Resurgence]]||Released||No||FSO||[[User:TopAce|TopAce]]||New ships|||About 30||The GTVA initiates a very ambitious project to learn more about Ancient civilization. Ships keep disappearing, however.||[http://www.hard-light.net/forums/index.php/topic,55043.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Revenge: Final Conflict]]||Released|| No||FSO||Florian Meyer||None||88||Eleven years after the seond Great War, in the year 2378. the shivan threat again reaches a dangerous magnitude. But the Events take a dramatic turn for more than 30.000 people, revealing revolutionary events hidden way back in the past.|| [http://www.freespacemods.net/download.php?view.399 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Rise of the Corporate]] ||Released||No||FSO|| wistler ||None||6|| In order to stave of a new depression, the GTVA sells off its aging and mothballed ships to various trusted Corporate interests. || [http://www.hard-light.net/forums/index.php/topic,63451.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Scroll of Atankharzim]] ||Part I released||Synthesized voice||FSO||  Sesquipedalian||New ships, new weapons||24 released, 49 total||In this Vasudan campaign, set in 2378, a new subspace node is discovered in Beta Cygni, leading to hope and peril. || [http://scroll.hard-light.net Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Second Great War Part II]]||Released||No||FS2||C. &amp;quot;Sunil&amp;quot; Reddy||None||30||In 2379, Shivans launch a third assault on Terran and Vasudan systems&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Stand Against the Night]]||Demo||No||FSO|| mr WHO ||new faction and sounds||3 released|| GTVA is performing military exercices simulating a SHivan attack on Sol || [http://www.hard-light.net/forums/index.php/topic,61304.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Shadow Genesis]]||Released||No||FSO|| Shadow Genesis Team ||Complete Mod||47|| The GTVA must face the Cerberus Legacy - a dangerous terrorist organization. The goal of Cerberus is claiming mysterious, ancient artifacts from recently-colonized systems known as Wolf&#039;s Group.|| [http://www.hard-light.net/forums/index.php?topic=83942.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Shadows of Kraken]]||Released||No||Unknown|| [User:Axem|Axem ||None||5|| A week after the Capella incident, GTVA attemps to salvage debris in the Adhara system&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Enemies Return]]||Released||No||FSO||KappaWing||None||26|| 12 years after the Capella accident, there are still Shivan entry point to the T-V systems || [http://www.hard-light.net/forums/index.php/topic,38491.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Procyon Insurgency]]||Released ||No||FSO||CP5670||Various||17|| A young Vasudian pilot assist the GTVA in crushing the Procyon Insurgency&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Tides of Darkness]]||Released||No||FSO||Droid803||Shivan ships played||12||The Sathanas fleet has been trapped in Gamma Draconis and Capella for years by the sudden collapse of the nebula node. As a anti-terran cult make its move, the exiled Terrans that joined the Shivans after fleeing to Gamma Draconis are pulled along into the conflict.|| [http://www.hard-light.net/forums/index.php/topic,60136.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Titan Rebellion]]||Released||Yes||FSO||FSCRP||Large Battles||16|| The Shivans are sealed away beyond Capella. The Alliance is at peace, for now. Lurking in the shadows is a clandestine organization: NeoIntel.  Their mission is to preserve the peace at any cost.  Terran or Vasudan.  Soldier or civilian. None will be spared in NeoIntel&#039;s quest for peace! ||  [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Transcend]]||Released||No||FSO||Ransom Arceihn||Minor mods||44||Everyone has a limit...&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Twisted Infinities]]||Act 1 Released||Unknown||FSO|| Various||Complete mod, atmospheric combat||35|| By 2378, some pirate groups in former NTF systems have gained a technological edge over the GTVA itself - Features atmospheric combat || [https://www.hard-light.net/forums/index.php?topic=96379.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|-|&#039;&#039;[[Unification Prequel]] ||Released||No||FS2||Gai Dagoji||Unknown||9||The GTD Avenger has been assigned to the Hydra system, to protect the Capella refugees || [http://www.hard-light.net/forums/index.php/topic,28371.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Windmills]] ||Released||No||FSO||Ransom Arceihn||Proof-of-concept||4||A proof-of-concept aiming at showing that FS2 can be turned into a (somewhat) RTS ||  [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Blue Planet&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Blue Planet]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Blue Planet: Age of Aquarius|Age of Aquarius]]||Released||Yes||FSO||Darius||Complete mod||22||While trying to travel back to Sol for the first time, a GTVA fleet faces peculiar events&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Blue Planet: War in Heaven|War in Heaven]]||3 of 5 acts released||Partial (Acts 1 and 2)||FSO||Darius||Complete mod||23 released, 33 planned||The war between Sol and its colonies continues, as seen through a young Earth pilot&#039;s eyes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Blue Planet: Chanticleer|Chanticleer]]||Released||Yes||FSO||qweqwe321||Complete mod||13||The closing stages of the Sol-GTVA war, as seen through the eyes of a GTVA pilot ||  [https://www.hard-light.net/forums/index.php?topic=98933.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Battle of Neptune]]||Released||Yes||FSO||Dilmah G||Complete mod||2||The initial GTVA offensive at Neptune has gone awry.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #112;&amp;quot;| &amp;lt;font size=3&amp;gt;&#039;&#039;&#039;Warmachine&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the [[Warmachine]] sub-continuity of the user-made [[Blue Planet]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Warmachine]]||Released||Yes||FSO &amp;amp; BP||EatThePath||Pew Pews to the max||22 (It&#039;s AoA)||A high octane modification of Age of Aquarius, featuring exciting new weapons to play around with while watching warships tear eachother to shreds with the latest in FSO&#039;s weapon capabilities.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Cold Element&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Cold Element]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Derelict]] ||Released||Yes||FS2||Various||New ships, new jump node||45 + 1 Credits Mission|| 5 years after the collapse of Capella, a derelict Lucifer is found hovering in space ||  [http://www.hard-light.net/forums/index.php?topic=85745.0.html Thread] &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Aftermath_(CE)|Aftermath]]||Released||Text to Speech||FS1/FSO/FSPort||Cold Element Team,[[FreeSpace Campaign Restoration Project|FSCRP]]||Music Files||4 Episodes 19 missions total||A plague errupts in Epsilon Pegasi, which the GTVA tries to quarantine ||  [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Blackwater Operations]]|| Demo||Yes||FSO||Various||Complete mod, branching campaign||Unknown||Unknown&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Twilight]]||Released||No ||FS2||Ace||Unknown ||6 || In 2372, the GTD Morgain is sent in Ikeya system to investigate the disappearance of several GTVA ships&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Warzone]] ||Released|| Yes ||FS2|| IceFire,[[FreeSpace Campaign Restoration Project|FSCRP]]||New ship ||19|| In the midst of another Shivan invasion of the GTVA home systems, a mystery begins to unravel itself||  [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #112;&amp;quot;| &amp;lt;font size=3&amp;gt;&#039;&#039;&#039;Into the Halls of Valhalla&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the [[Into the Halls of Valhalla]] sub-continuity of the user-made [[Cold Element]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Into the Halls of Valhalla|Police Action(ITHOV)]]||Released||No||FSO||[User:TopAce|TopAce, Thor ||None||4||The 70th Blue Lions must escort the Representative Men&#039;Su&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Into the Halls of Valhalla]]||Released||No||FSO||Various||New ship, new installation||Unknown||After being caught spying, Commander McCrae is reassigned in a border world&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Incursion&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Incursion]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Incursion]] ||Released||No||FS2||MAW||Unknown||26|| In 2676, the Shivans appear in greater forces than ever&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Return to Sol]]||Released||No||FS2||MAW||New ships, maybe other||20|| In 2680, after the final defeat of the Shivan, the GTVA is about to travel back to Sol -- Sequel to Incursion&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Inferno&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Inferno]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Inferno|Inferno: Alliance]]||Released||No||FSO||INFA Team||||20||15 years after the destruction of the Sol node, Sol is at war.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Inferno|Inferno: Release 1]] aka [[Inferno Classic]]||Released||Yes||INFR1, FS2||Inferno R1 Team||||14||The GTVA and the Earth Alliance are at war, while the Shivans are back&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Inferno|Inferno Nostos]]||Part 1 Released||No||FSO||Inferno Team||||15||A war with old friends, the return of old enemies. But can either be stopped in time to save humanity?||[https://www.hard-light.net/forums/index.php?topic=94800.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Solar Wars]]||Part 1 released||No||INFR1, FSO||Gai Daigoji||||13|| 48 hours after the surrender of the Earth Alliance, an EA is called into action again||[http://www.freewebs.com/neo-terra/downloads.htm Website]&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;New Path&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[New Path]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[New Path]]||Released || No ||FSO||[[User:SilverAngelX|SilverAngelX]]||Live-action cutscenes||20||In the aftermath of Capella a new government seeks to learn from the mistakes of the past and forge a new path for the GTVA. One pilot gets a surprise chance to help with that challenge...||[https://www.hard-light.net/forums/index.php?topic=97679.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Shadow Games]]||Released || No||FSO||[[User:SilverAngelX|SilverAngelX]]||New ships, live-action cutscenes||16||After that fateful last mission that left his life hanging in the balance, Lt. Cmdr. Carl Bristow&#039;s life and career take an unexpected turn when an old friend reappears...||[https://www.hard-light.net/forums/index.php?topic=97679.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Workings of the Warp&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Working of the Warp]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Faces of Treason]]||Released||No||FSO||[http://wo.proxima-fleet.com/ Orph3u5]||Branching campaign||Unknown||Unknown|| [http://wo.proxima-fleet.com/wotw/index.html Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Workings of the Warp]]||Released||No||FSO||[http://wo.proxima-fleet.com/ Orph3u5]|| Various||Unknown||Commander Alexander Couter, Squadron Leader of 41st Squadron of the GTVA will take part in an epic struggle in a divided galaxy, once again battle against the Shivans and will uncover a mystery which even the powerful Shivans have to fear. || [http://wo.proxima-fleet.com/wotw/index.html Website]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Non-FreeSpace continuity ==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Allied Worlds]]||Released||No||FSO||Alex Harris || New Textures, new weapons||6||The Allied Worlds are sending a last ressort attack against the Leedran || [http://www.freespacemods.net/download.php?view.59 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Great War - Independence]]||Demo||No||FSO||Alex Navarro|| New textures, music, sounds, weapons||5 dogfight missions||In year 2630, in a future distopia, human colonies claim their independence (Production Stalled) || [http://www.hard-light.net/forums/index.php?topic=66284.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[SHMUPSpace: Battle of Deneb]]||Demo v 1.2 ||No||FSO||[[User:AndrewofDoom | AndrewofDoom]] || Complete change in genre. ||1 (demo), 8-14 (planned)|| FreeSpace: The Shoot em up! Who needs a plot when you&#039;ve got explosions! || [http://www.hard-light.net/forums/index.php?topic=81443.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Civil War]]||Teaser Released||No||FSO &amp;amp; FSP||Tane Zezo Piper, macfie || None||7 for the teaser||In an alternate FreeSpace universe, Vasudans are traders and Shivans a mysterious warrior race|| [http://www.freespacemods.net/download.php?view.81 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Merkar]]||Demo||No||FSO &amp;amp; FSP||Mustang19|| None||4(demo)|| The Merkar Campaign|| [http://www.hard-light.net/forums/index.php?topic=72885.0 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Twist of Fate]]||Partial||No||FSO $ FSP||Woolie Wool and Various ||New ships, weapons, backgrounds, and music||4 (demo), 15 (Chapter 1), 48 (all chapters)||An alternate continuity where the Shivans died out and the Terna-Vasudan War rages on || [http://www.freespacemods.net/download.php?view.15 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[A Deepness Within | Shattered Stars: A Deepness Within]] || Work-in-progress || Not Planned || FSO || Bryan See || Complete mod || Unknown || Many years after the Second Great War, the Shivans are at war with a mysterious robotic race with the same capabilities as them. || [https://www.hard-light.net/forums/index.php?topic=94941 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Storm Front&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Storm Front]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[What if - Another Great War]]||Released||No||FSO||SF-Junky||New ships, new weapons||30|| A reimagination of the Great War as it happened in the Storm Front Universe&lt;br /&gt;
||[http://www.hard-light.net/forums/index.php/topic,56156.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[StormFront I - Prophecy|Prophecy]] ||Released||No||FSO||SF-Junky||New ships||22||The GTVA confronts a newly flamed Hammer of Light rebellion in Laramis one year after the Capella incident&lt;br /&gt;
||[http://www.hard-light.net/forums/index.php?topic=67097.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[StormFront II - Cthulhu|Cthulhu]] ||Released||No||FSO||SF-Junky||New ships||22|| Sequel to Stormfront I - Prophecy&lt;br /&gt;
||[http://www.hard-light.net/forums/index.php?topic=67097.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Storm Chasers]] ||Released||No||FSO||SF-Junky|| || 4-6 each|| A series of minicampaigns that tell the stories of some pilots during and after the NTF war.&lt;br /&gt;
||[http://www.hard-light.net/forums/index.php?topic=68872.0 Thread]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Parodies == &lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Deus Ex Machina]] ||Released||No||FS2 ||Goober5000||None||5||As a member of the NTF 47th Red Shirts, you must protect Bosch Beer shipping lines&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Deus Ex Machina|Deus Ex Machina: Interlude]] ||Released||No||FS2 ||Goober5000||None||5||Mysterious things have been happening on the edge of NTF space. Unexplained appearances, strange plot holes...&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[DW]] ||Released||Yes||FSPort ||TheAiler (Joacim Holst) and Zhapod (Robert Nilsson) ||None||2||A slow patrol becomes a fight for your life.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Freespace 3 the search For bosch]] ||Released||No||FSO ||xX_LORD_ULTRA_DEATH_Xx||Music||5||A character-driven post-Capella epic that at last gives us answers about Bosch, the Shivans, and the nature of the universe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[happynewyear]] ||Released||Partial||FSO ||Goober5000 and Woutersmits||Music, Effects||1||As a member of the ANTIHUMANS, you must betray the humans and have a happynewyear.||[https://www.hard-light.net/forums/index.php?topic=96175.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Just Another Day]] ||Released||No||FSO ||[[user:Axem|Axem]] ||Music||6|| You are Alpha One, the greatest pilot ever, facing your worst enemies: the FREDder and plotholes. This campaign has one more level than Deus Ex Machina&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Just Another Day 2: Electric Boogaloo]] ||Released||No||FSO ||[[user:Axem|Axem]] ||Music||6|| You are still Alpha One, and being the best pilot and all, you must uncover what are the Shivans&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Just Another Day 3: Shivans on a Plane]]||Released||No|| FSO||[[user:Axem|Axem]]||Shivans on a Plane (supposedly), Music||8|| You are still Alpha One, and Shivans are trying to take over former human aero-transport.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Just Another Day: Christmas Special]]||Released||No|| FSO||[[user:Axem|Axem]] ||Music||1|| You are still Alpha One, and it is Christmas somewhere&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Just Another Day 2.21: You Are (Not) Alpha 1]]||Released||No|| FSO||[[user:Axem|Axem]] ||Tons o&#039; Stuff||9|| You are not Alpha 1, but that&#039;s okay. There&#039;s still lots of fun to be had.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Just Another Day: eXtreme arcAde]]||Released||No|| FSO||[[user:Axem|Axem]] ||MegaTons o&#039; Stuff||9|| eXtreme arcAde action!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Ridiculous]]||Released||No|| FSO||[user:IronBeer|IronBeer ||Music, New Effects||9|| This mod is Ridiculous, and you should feel ridiculous while playing it.||[https://www.hard-light.net/forums/index.php?topic=72554.0 Thread]&lt;br /&gt;
|} &lt;br /&gt;
                                 &lt;br /&gt;
[[Category:User-made Campaigns|*]]&lt;br /&gt;
&lt;br /&gt;
== [[The Babylon Project]] ==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !! Voiced !!  Author(s)  !! Number of missions!! Features !! Story and notes !! Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Achen Schooling Flight]]||Released||Yes||Vidmaster|| 1|| ||TBP Tutorial Mission&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Dark Children]]||Released||Yes ||Vidmaster|| 5 || Bullet-time, in-system jumping  || Campaign made to test new features&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Drums of War]]||Released||No||0rph3u5||5|| ||The year is 2262 and the Interstellar Alliance faces its first major crisis. And the NRS Vol&#039;Toth uncovers a dark truth... &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Drums of War 2]]||Released||No||0rph3u5||5|| ||The drums are being played again. The song of war rises and you have the chance to join the pilots of the Narn Destroyer Vol&#039;toth again...&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Earth Minbari War]]||Released||Yes|| The TBP team||Unknown|||| The demo campaign for the Babylon Project&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Emearon Incident]]||Released||No|| Ker.soth ||8||Multi possible|| Unknown || [https://www.hard-light.net/forums/index.php?topic=67320.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Fortune Hunters - 2259]]||Released||No (planned)||Vidmaster|| 9|| ||Raiding defenseless convoys to make a living, the Fortune Hunters get pulled into events between powers that are destined to change the face of the galaxy forever. Alien races go to war with each other, trade routes are disrupted and terrors yet unseen lurk somewhere in the void. It is the year 2259, the year the Great War started. - REQUIRES [https://www.hard-light.net/forums/index.php?topic=85449.0 ZATHRAS].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Fortune Hunters - 2260]]||Released||No (planned)||Vidmaster||13 || ||Alliances and balances are shifting. The Great War is upon the galaxy and the Hunters have to decide what their place will be in this new world - REQUIRES [https://www.hard-light.net/forums/index.php?topic=85449.0 ZATHRAS].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Fortune Hunters - 2261]]||Released||No (planned)||Vidmaster||12 || ||The saga concludes, the Great War is in its final stage. Gods clash, worlds vanish and all hope is lost. This is it, your final moment, victory is impossible and survival doubtful. And even if you would make it through, what would you do afterwards? - REQUIRES [https://www.hard-light.net/forums/index.php?topic=85449.0 ZATHRAS].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[In the Name of the Emperor]]||Released||No||Skullar||3|| ||A training from the Centauri point of view || [https://www.hard-light.net/forums/index.php?topic=60914.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Operations]]||Released||Yes||Vidmaster||6||Multiplayer campaign||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Raider Wars]]||Released||Yes||The TBP team||17+cutscene||||Unknown&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Relic]]||Released||Unknown||Slasher||4||||Background from the 4th season&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Battlestar Galactica ==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !! Voiced !!  Author(s)  !! Number of missions!! Features !! Story and notes !! Link&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Adversary]] || Released || Yes || Adversary Team || ??? || An even newer HUD and plenty of pre-rendered cutscnees || Another total conversion based on the Battlestar Galactica universe || [https://adversarygame.carrd.co/ Link]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Diaspora|Diaspora: Shattered Armistice]] || Released || Yes || Diaspora Team || 6+2 training || Semi-Newtonian Physics, Cockpits, Custom Music || A total conversion based on the Battlestar Galactica universe || [http://www.diaspora-game.com/ Link]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Beyond the Red Line|BattleStar Galactica: Beyond the Red Line]]||Demo released||Yes||unknown||2+training||unknown||Beyond the Red Line is a standalone total conversion based on the popular new tv-show Battlestar Galactica (Re-imagined) - Main campaign||[http://www.game-warden.com/bsg/ Link]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Battlecruiser Archangel]]||Demo released||No ||Shiv||Unknown || || The untold story of Geminion survivors || [http://www.hard-light.net/forums/index.php?topic=49205.0 Thread]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Portal:Wings of Dawn Universe| Wings of Dawn]] ==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !!  Author(s)  !! Number of missions!! Features !! Story and notes !! Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Wings of Dawn]]||Released|| Spoon||28 + 5||Main campaign|| WoD is a FreeSpace mod with a strong anime vibe, filled with custom content. || [http://www.hard-light.net/forums/index.php?topic=71092.0 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[A Nordera Day]]||Released|| Spoon ||2|| || A Nordera Day is a short addon for Wings of Dawn that describes the average life of a Nordera pilot. || [http://www.hard-light.net/forums/index.php?topic=72092.0 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Stranded]]||Released|| Spoon ||8 + 4|| || After a freak incident involving a subspace drive malfunction, Johan Sturmritter finds himself stuck behind enemy lines. He must now fight his way back into friendly space! || [http://www.hard-light.net/forums/index.php?topic=82674.0 Release Thread]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Portal:First Contact War| First Contact War]] ==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !!  Author(s)  !! Number of missions!! Features !! Story and notes !! Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Operation: Cloak and Dagger]]||Released ||Strygon|| 7 || Total Conversion || A short 7 mission near-total conversion about the 26th Scorpions and their involvement in the fall of the pirate faction, the Legion of Dragons. || [https://www.hard-light.net/forums/index.php?topic=95375.0 Release Thread]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Solaris (TC)|Solaris]] ==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !!  Author(s)  !! Number of missions!! Features !! Story and notes !! Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Solaris (campaign)|Solaris]]||Released ||Darius|| 10 || Total Conversion || It is the 23rd Century. Humankind has colonies throughout the Orion Arm of the galaxy. The three great powers - Federation, Commonwealth and Combine - exist in a state of cold war. ||[https://www.hard-light.net/forums/index.php?topic=95719 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Black Sun]]||Released ||Darius|| 12 || Total Conversion || Two weeks have passed since the events at Morik. Stuart Ross, disillusioned by his experiences as a Federation exchange pilot, is contacted by an old friend from his backwater Navy posting to take up a mercenary job in the fringes of colonised space. ||[https://www.hard-light.net/forums/index.php?topic=97833.0 Release Thread]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other universes ==&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Project !!Website !!Mod status !!Main campaign release status!!  Description !!&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;[[Dimensional Eclipse]]|| None || Released || Released || Anime themed mod featuring high speed, fast paced, high stakes gameplay. Oh, and lots of pettanko too.&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;[[Wing Commander Saga]]||[http://www.wcsaga.com/ Link]||Released||Released||Wing Commander Saga (WCS) is a standalone total conversion based on the universe familiar from the Wing Commander games&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Campaign_List&amp;diff=66227</id>
		<title>Campaign List</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Campaign_List&amp;diff=66227"/>
		<updated>2025-07-10T15:08:09Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: TSS stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;User-made campaigns are continuations of the FreeSpace saga, whether as sequels, prequels, or occurring simultaneously with one of the games. The following is an (&#039;&#039;incomplete&#039;&#039;) list of completed user-made campaigns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note: Some campaigns featured here are part of a total conversion. More details on these major mods can be found on the [[Total conversions|Total Conversions]] page.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note: Campaigns which haven&#039;t been released can be found on the [[Unreleased Campaign List]].&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== FreeSpace Universe ==&lt;br /&gt;
&lt;br /&gt;
=== Pre-Capella ===&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=9 style=&amp;quot;text-align: center; background: #108;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Pre-Great War Era&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set before the events of [[FreeSpace 1]]&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Ancient-Shivan War (campaign)|Ancient-Shivan War]]|| Released  || No  || FSO || Various || Complete mod || 7 for first release|| The demise of the Ancients, but not without a fight || [http://www.sectorgame.com/ASW/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Cardinal Spear]]|| Released  || Yes || FSP or FS1 || Adam &amp;quot;Ace&amp;quot; Rorabaugh || New weapons, new installations, new planet/sun textures || 2x4 || In 2331, a Vasudan fleet jump in Sol. This campaign cover the defense of Sol and the GTA counter-attack || [http://www.hard-light.net/forums/index.php/topic,47337.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Points of View]]|| Released  || No  || FSO &amp;amp; FSP || Three Niner || Vasudan side || 3||Unknown || [http://www.hard-light.net/forums/index.php/topic,62699.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Unification War]]|| Released  || No  || FSO || Various || Complete mod || 29 ||  The year is 2313. Thanks to the development of intrasystem subspace jump drives and communications relays, Terrans have extended their reach throughout the solar system as never before || [http://tvwp.hard-light.net/website/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #108;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Great War Era&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set around the events of [[FreeSpace 1]]&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Portal:FreeSpace 1|The Main FreeSpace Campaign]]|| Released|| Yes || FSP or FS1  || [[Volition]] || Official campaign || 29 ||  While Terrans and Vasudans has been fighting for 14 years, a new alien race confronts them ||[http://fsport.hard-light.net/website/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Operation Templar]]|| Released|| Yes || FSP or FS2  || [[Volition]] || Official campaign || 4 || Operation Templar, a joint GTA-Vasudan endeavor, hunts down the last remnants of Hammer of Light. The rebels stage a desperate last stand, hijacking a Vasudan destroyer and taking hostages. ||[http://www.freespacemods.net/download.php?view.202 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Silent Threat]]|| Released|| Yes || FSP or FS1  || [[Volition]] || Offical Campaign|| 12|| As the Great War goes on, the GTI tries to preserve the fragile alliance.  || [http://fsport.hard-light.net/website/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Alliance Fights Back]]||Released||No||FSO &amp;amp; FSP||[mailto:Mage14@hotmail.com Travis Brainard], macfie||None||8|| To break Shivan resistance after the Lucifer destruction,  General Albert Ulysses comes up with a daring - and risky - plan. || [http://www.freespacemods.net/download.php?view.377 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Awakenings]]||  Released|| Yes   || FSP or FS1 ||  [[FreeSpace Campaign Restoration Project|FSCRP]]||None || 13|| Three years after the collapse of the Sol node, the Shivans are pushing back into reclaimed systems || [http://www.hard-light.net/forums/index.php?topic=58358.0.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039; [[Battle for Altair]]||Released||No||FSP||[mailto:adamant@pacifier.com Adam N. Rorabaugh]||None||9||After the narrow destruction of the dreaded Lucifer, the alliance dwindles as the Hammer of light and rebel factions arise and fight amongst themselves. || [http://www.freespacemods.net/download.php?view.51 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Bem Cavalgar]]||  Released|| Yes   || FSP % FSO ||  [[Blaise Russel]]||None || ???|| A strategy-focused mod where you take part in the defensive against the invasion of Vasuda as Captain Senbi. || [https://www.hard-light.net/forums/index.php?topic=85128.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Counterstrike]]||Released|| No||FS1||Derek McBurney|| None || 4|| Your a different pilot, doing a different mission, in the same war. This campaign  takes place from 36 hours before the death of the Lucifer, to 8 hours after.||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Crucible]]||    Released|| Yes  ||   FSP or FS1   ||    [mailto:mguenthe@netcom.ca Matthew Guenther]|| Fully-branching || 7|| On the 29th of May 2335, the GTD Intrepid is ordered to penetrate enemy lines to buy time for the Alliance to regroup || [http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Dark Raji]]||    Released|| No  ||   FSP or FS1   ||    Agentsmith@sprintmail.com|| None || 7|| After the Lucifer cut us from our home... and before the GTI&#039;s corruption was known the real threat to humanity was seen||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Destiny of Peace|Destiny of Peace]]|| Released|| Yes || FSP or FS1 ||  [mailto:justinm@thegrid.net Justin Mills]|| None || 7||  By October 2335, a rebel GTA faction of mercenaries emerges, and its aims are a mystery. ||[http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Duke Squad]]||    Released|| No  ||   FSP or FS1   ||    Unknown|| None || 9||  You have been transfered to the GTD Delacroix, the secondary flagship of the Duke Squad, elite of the elite. As you begin your Tour of Duty with the elite of the elite, you are drawn into something far more complex than a normal Tour of Duty...||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Hellwolf]]||Released||No||FSP||Unknown||None||5|| Chronicles of the Hellwolf clan of pirates. ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Infinite Dimension]]||    Released|| No  ||   FSP or FS1   ||    Laser Ray|| None || 8|| None||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Internal Conflicts]]||    Released|| No  ||   FSP or FS1   ||    Unknown|| None || 12|| The Shivans are destroying the galaxy... but now we&#039;ve got some new friends... or so we thought...||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Mantle]]|| Released|| No || FSO &amp;amp; FSP || Kestrellius|| None  ||14|| In this fourteen-mission campaign, you&#039;ll get a chance to play as a pilot serving on a Hammer of Light destroyer which, by misfortune or providence, becomes trapped in Shivan territory. Faced with peril both mortal and spiritual, will you and your allies have the fortitude to survive? ||[https://www.hard-light.net/forums/index.php?topic=95267.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[New Beginnings]]|| Released|| Yes || FSO &amp;amp; FSP || [mailto:Bussaca1@aol.com Bussaca1]|| None  ||7||  After the destruction of the Lucifer, only a handful of jump nodes were left active. They are guarded fiercely by GTI and PVC forces - for instance the outpost Atlas. ||[http://www.freespacemods.net/download.php?view.23 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Nubian Conflict]]||    Released|| Yes  ||   FSP or FS1   ||    All American Flight Test Center || None || 4|| Pushed to the edge of destruction the Terrans, Vasudans &amp;amp; Shivans face new challenges in rebuilding their respective empires.||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Phantoms]]|| Released|| Partially  || FSO &amp;amp; FSP  ||   [[User:Blaise Russel|Blaise Russel]] ||None || 5|| In early 2335, the GTD Amadeus moves to block the PVD Temperance from entering Antares, unaware of the imminent arrival of &#039;Phantom ships&#039;  ||[http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Road to Orum&#039;Pur]]|| Released|| No || FSO &amp;amp; FSP || Jackho|| None  ||4|| Four neat missions (2 training+1 single+1 both) set during the first Era, not long before battle of Deneb events. Earn your wings, become a pilot, follow orders but also take initiatives that may change the course of your story.&lt;br /&gt;
 ||[https://www.hard-light.net/forums/index.php?topic=96520.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Second Vasudan War]]||Released||No||FS1||Unknown|| None|| 5|| The Vasudans can&#039;t be trusted as war breaks out again. ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Special Ops]]||Released||No||FS1||Unknown|| None|| 3|| Special Ops takes a superior pilot. Are you up to the Challenge? ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Start of the Terran-Vasudan War]]||Released||No||FS1||Unknown|| None|| 4||The start of the 14 year Terran &amp;amp; Vaudsan War. ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Tango]]||Released||Yes||FSO||Julian Egelstaff, [[FreeSpace Campaign Restoration Project|FSCRP]] || Minor mods||3||As Terran forces continue to fall back in the face of Shivan might, Lieutenant Rhygar, on a front line patrol discovers something there could turn the tide of the war, or seal his doom. ||[http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The McCarthy Campaign]]||Released||No||FSO||???|| None||20||As the 14-year war rages on, you have been asked by Lt. Alexander McCarthy to aid him in his rebellion. Is he defecting out of selfishness, or is there truly a dark threat, ready to destroy both the Terran and Vasudan races? ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Road to Victory]]||Released||No||FS1||[mailto:borg4@hotmail.com Michael Cook]|| None|| 19|| The GTD Saratoga is trying to destroy once and for all the Hammer of Light ||[http://www.freespacemods.net/download.php?view.48 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Trimurti]]||Released||No||FSO &amp;amp; FSP||Asteroth ||None||12||Trimurti is a 12-mission campaign that follows the events of Freespace 1 from the perspective of the Shivans ||[https://www.hard-light.net/forums/index.php?topic=94689.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Vasudan Academy]]||Released||No||FS1||Laser Ray-IDS Productions|| None|| 3|| The Vasudan training missions || [http://freespacemods.net/download.php?view.430 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[War]]||Released||No||FS1||MadMax|| None|| 5|| More battles for FreeSpace...By MadMax||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Wolfpack Legacy]]||Released||No||FS1||Alex Harris|| None|| 11|| The Wolf Pack Squadron is stationed on the aging GTD Omega and sent on low impact missions.  Or so they thought.  They are quickly drawn into a heated post-war conflict fueled by a dark conspiracy.  If they survive, they will leave a legacy to be emulated by fighter squadrons for years to come.||&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Series Resurrecta&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns part of the [[Series_Resurrecta|Series Resurrecta]] Collection&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Gehenna&#039;s_Gate|Gehenna&#039;s Gate]]|| Released|| No  || FSO &amp;amp; FSP  ||   Series Resurrecta Team || Complete mod. Shared modpack. || 8|| The Lucifer may be destroyed, but the threat of the Shivans is not over. As a pilot of the 144th Ghost Dolphins serving onboard the GTD Veritas, an Orion class destroyer, help the Alliance in the effort of securing Terran and Vasudan space from the Shivan threat, once and for all.  ||[https://www.hard-light.net/forums/index.php?topic=97010.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The_Spirit_of_Ptah|The Spirit of Ptah]]|| Released|| No || FSO &amp;amp; FSP  ||  Series Resurrecta Team || Complete mod. Shared modpack. || 6|| As a pilot serving on the 223rd Moonbears, GTD Ixion, you&#039;re being sent to Vasuda in order to give the allies the help they need in battling such a dangerous opponent. What&#039;s behind the HoL agenda?   ||[https://www.hard-light.net/forums/index.php?topic=97011.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Serendipity|Serendipity]]|| Work-in-progress|| No  || FSO &amp;amp; FSP  ||  Series Resurrecta Team || Complete mod. Shared modpack. || 9|| Serving as a pilot of the 274th Warhounds based onboard the fine ACD Uhuru, an Adharan Orion class destroyer, the player will experience the dark side of relations between various blocs, while a new potential threat emerges from nowhere, capable of changing things forever.    || &lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Silent Threat: Reborn&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the Silent Threat: Reborn continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Silent Threat: Reborn]]|| Released|| Yes     || FSP || Various || Cutscenes, bonus content, promotional ARG  || 18 || &#039;&#039;New version of Silent Threat official campaign || [http://fsport.hard-light.net/website/str/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Deneb III (campaign)|Deneb III]]|| Released|| Yes  || FSO &amp;amp; FSP  ||   [[User:Goober5000|Goober5000]] || The last mission || 3|| Set during the height of the Battle of Deneb in 2335. As a Vasudan pilot assigned to the PVD Guardian, you must defend your systems against the Shivan advance at any cost.  ||[http://www.hard-light.net/forums/index.php?topic=93950.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Echo Gate]]||   Released|| Yes  ||  FSO &amp;amp; FSP ||  [[User:Blaise Russel|Blaise Russel]] || Music files || 4|| Shortly after the destruction of the Lucifer, the GTD Minnow is dispatched to Beta Cygni to clear up a lingering Shivan presence || [http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #112;&amp;quot;| &amp;lt;font size=3&amp;gt;&#039;&#039;&#039;The Sixth Seal&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the [[The Sixth Seal]] sub-continuity of the user-made [[Silent Threat: Reborn]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Sixth Seal]]|| Released  || Yes || FSO &amp;amp; FSP || Shiv and contributors || T-V War era ships and weapons || 16 || It is 2334, and the Terran-Vasudan War rages on. The PVE is preparing to launch a major offensive in the Antares system, and as a new pilot within the GTI ranks, you are tasked with assessing and containing this threat. Little do you know, greater schemes are unfolding in the shadows, as traitors conspire to end the war on their own terms. || [https://fsnebula.org/mod/tss Knossos]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Keys of Ruin]]|| Work-in-progress || Yes || FSO &amp;amp; FSP || TSS Team || New ships, SCP UI support, system Map, new music || 6 || You&#039;re a pilot of the Imperial Guard, a branch of the Vasudan Security Directorate that reports directly to the Imperial Court. As the Terran-Vasudan allies prepares their final offensive against the Shivans in Ross 128, the Imperial Guard is given a very different mission: To capture the Hammer of Light carrier HLCa Eternity. || &lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Memories of the Great War&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Memories of the Great War]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Hellgate Ikeya]]|| Released|| No|| FSO &amp;amp; FSP||  [http://wo.proxima-fleet.com/ Orph3u5] ||None||4|| On the 2nd of February 2335, the GTD Galatea is ordered to locate the Shivan entry node in Ikeya.|| [http://www.freespacemods.net/download.php?view.21 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Light of Antares]]|| Released|| No || FSO &amp;amp; FSP ||   [http://wo.proxima-fleet.com/ Orph3u5] || None || 5|| On the 3rd of February 2335, the GTA Myrmidon is ordered to reinforce Ribos system, but the Hammer of Light tries to hamper it ||[http://www.freespacemods.net/download.php?view.8 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Rain on Ribos 4]]||  Released|| No  || FSO &amp;amp; FSP ||  [http://wo.proxima-fleet.com/ Orph3u5] || None|| 18|| The Tombaugh station is overseeing the capturing of the SC Taranis || [http://www.freespacemods.net/download.php?view.22 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #108;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Reconstruction Era&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set between the events of [[FreeSpace 1]] and [[FreeSpace 2]]&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[25th Year]]||Released||No||FS1||KolChak||None||3|| 25 years after the Great War, the Hammer of Light is a major power, at war with the Terran Vasudan Alliance. Now, it seeks to acquire a new Shivan weapon ||  [http://www.freespacemods.net/download.php?view.49 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Black Horizon]]||Released||No||FS1||Jason &#039;Rizbre&#039; Wollenberg||New ships||2x10||100 years after the Great War, the Sol node is reopened (campaign was made before FS2 was published) ||  None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Eagle Takes Flight]]||Released||No||FSO &amp;amp; FSP||Robert Carol, macfie||Several table hacks, retextures||4||Alpha 1 and his best buddy start their own security company|| [http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Enemies United]]||Released||No||FS2||Aki malinen||None||Unknown|| Terran-Vasudan Alliance tries to eliminate a new thread before it gets larger... or, has it already got large enough?|| [http://www.freespacemods.net/download.php?view.445 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Homesick]] || Released || No|| FSO || [[User:Blaise Russel|Blaise Russel]] ||None||37||In 2355, during the Reconstruction era, a mercenary must protect trader from the ever-growing threat of piracy || [http://www.hard-light.net/forums/index.php/topic,19306.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Lost]] || Released || Partially || FSO || [[User:HLD_Prophecy|HLD_Prophecy]] || Fan-made/borrowed music, weapons, ships. Some assets hacked/edited by the mod author. ||6|| You awaken, lost in space. Find answers... or not. Fulfill an ancient destiny. Author was formerly known as PVD_Hope. || [http://www.hard-light.net/forums/index.php?topic=92823.0Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Marduk&#039;s Shroud]]||Released||No||FS1 &amp;amp; FSP||Unknown||None||4||A new Shivan technology must be destroyed by the GTVA || [http://www.freespacemods.net/download.php?view.344 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Rogues!]]||Released||No||FreeSpace Open||[[User:TopAce|TopAce]]||Insubstantial||8||A story of three criminals that undertook a business that they should have avoided.|| [http://www.hard-light.net/forums/index.php?topic=74936.0;topicseen Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Shrouding The Light]]||Released||Yes||FSO &amp;amp; FSP||[[User:Blaise Russel|Blaise Russel]]||None||32||In the year 2336, as dissidents and splinter groups jeopardise the hopes of peace, you are transferred, from the safety of the 1st Battlegroup of Vasuda to the the troubled hotspot of Deneb... || [http://www.hard-light.net/forums/index.php/topic,26961.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Sol: A History]] || Released || Yes || FSO, Inferno Release 1 || Blaise Russel, [[FreeSpace Campaign Restoration Project|FSCRP]] || Campaign using the Inferno mod|| 40+|| After the Sol node collapses, conflicts span from 2355 to 2372 in the Sol system || [http://www.freespacemods.net/download.php?view.108 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Sync]] ||Released || No || FSO  || Ransom Arceihn  ||None|| Unknown || Two years after escaping death in an uncharted nebula, three mercenaries are hired to escort freighters to the Betelgeuse system. It quickly becomes clear that this is no ordinary mission  ||  [http://www.hard-light.net/forums/index.php?topic=58358.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Between the Ashes&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns part of the [[Between the Ashes]] continuity.&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Mefistofele]]||Released||Yes||FSO || BtA Team ||Demo||2 || The day is July 25, 2336. Sixteen months have passed since the Lucifer was destroyed, mysteriously locking the Sol system away. It&#039;s barely been two months since the Hades superdestroyer was destroyed in orbit of Deneb, and the rogue GTI reduced to silence. There are many wounds to lick for the GTA, as the weakened fleet struggles to maintain order in its systems. Although the cease-fire treaty with their new Vasudan allies is still holding, the PVE is still busy dealing with the terrorist HoL faction. Now is our chance to get past them. We no longer need to so carefully hide. Now we can make our deal with the devil. || [http://www.hard-light.net/forums/index.php?board=226.0/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Slaves of Chaos]]||Released||Yes||FSO || BtA Team ||Complete mod||17 || The losses to the Shivans and the crippled state of the GTA from the Fourteen Year War has caused many to lose faith in a unified government. And the Hammer of Light has become a dangerous terrorist group, but to what end? || [http://www.hard-light.net/forums/index.php?board=226.0/ Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Antwerp]]||Released||Yes||FSO || BtA Team ||New ships, new music, new backgrounds|| 2 || Roughly three years have passed since the events in Antares. As a pilot with the 47th Cutthroats stationed on the Intrepid, you will perform a strategic role in the destruction of a major Hammer of Light target. || None&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Growing Silence]]||WiP||Yes||FSO || BtA Team ||Complete mod|| TBA || TBA || None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Capella ===&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #108;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Capella Era&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set around the events of [[FreeSpace 2]]&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Portal:Freespace 2|The Main FreeSpace 2 Campaign]] || Released || Yes  ||FSO or FS2|| [[Volition]]  || Official Campaign|| 35||  In 2367, the GTVA is facing the NTF rebellion, but an older enemy is lurking&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Aeos Affair]] || Released || No || FS2 ||  Derek &amp;quot;PickelHead&amp;quot; Pickering , [[FreeSpace Campaign Restoration Project|FSCRP]] ||Mines, new jump gates, reworked IA|| 10|| The isolated Aeos base has been set up to study an ancient outpost. But the Shivans are ready to throw everything they have to destroy it|| [http://www.hard-light.net/forums/index.php/topic,58354.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Alcibiades&#039; Gamble]]|| Demo released || Unknown  ||FSO || Various  || None|| Unknown|| The combats of a GTVA pilot against the growing NTF rebellion||[http://ag.hard-light.net/FAQ.html Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Crossing the Styx]] || Released || No    || FSO   ||[[User:SpaceFreak|FSF]]||New interface||11||Take part in an operation that will change the future of mankind.|| [http://freespacemods.net/download.php?view.564 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Desperation|Desperation - Lost in the Fog ]]|| Released|| No|| FSO|| Singh|| None|| 7|| While the alliance is pulling out of Capella, a small GTVA Battle Group is stranded behind enemy lines || [http://www.freespacemods.net/download.php?view.61 FreeSpaceMods]&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;[[Desperation|Desperation - Chapter 2]]|| Released|| No|| FSO|| Singh|| None|| 7|| While the alliance is pulling out of Capella, a distress call is send from the Nebula by isolated GTVA forces || [http://www.freespacemods.net/download.php?view.62 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Eyebleach]]|| Released|| No|| FSO|| NeonShivan || None|| 7|| &amp;quot;Mr Shivan Sir, what&#039;s Eyebleach?&amp;quot; Well little Susan, Eyebleach is a campaign set during the Second Battle for Deneb where Bosch did his thing, but we don&#039;t follow Bosch&#039;s story.|| [https://www.hard-light.net/forums/index.php?topic=95395.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Fall of Epsilon Pegasi]]||  Released ||Yes || FSO || [[User:Blaise Russel|Blaise Russel]]|| None|| 10||While the Aquitane battles Shivans in the nebula beyond Gamma Draconis, the Epsilon Pegasi 6th Fleet must defend against the attacks of the Neo-Terran Front|| [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread]&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;[[Flames of War - Chapter 1]] || Released   || No || FSO  || TrashMan, ET-1087, kv1at3485  ||New ships, new music||  24||  In 2367, the GTD Delacroix is participating in the war effort against the NTF. After its destruction,a Fast Response Task Force is created and include its former pilots.||&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;[[The Journey to Epsilon Pegasi|Journey to Epsilon Pegasi]]|| Released|| No ||FSO  || [[User:TopAce|TopAce]]||None||10|| There are some rumors that some Shivan forces have entered Epsilon Pegasi. You&#039;re part of the task force that is about to find it out.&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Lightning Marshal|Lightning Marshal]] || Released ||Yes ||FS2  ||Various, updated by [[FreeSpace Campaign Restoration Project|FSCRP]]|| Music, maybe other ||  Unknown|| In 2366, the GTCv Actium is fighting the NTF|| [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Their Finest Hour]]||Released||No||FSO||Thadeus||None||1|| A diversionary force is sent to buy time for the Bastion to close the Epsilon Pegasi ||[http://www.hard-light.net/forums/index.php/topic,61153.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Operation Savior]]||  Released   || Yes||FSO   || [[User:Ngtm1r|Ngtm1r]] ||None||  5|| At the beginning of the NTF rebellion, the GTVA attemps a rescue mission deep into the NTF-controlled Polaris system  || [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Pandora&#039;s Box (campaign)|Pandora&#039;s Box]]||  Released   || Yes||FSO   ||Unknown, [[FreeSpace Campaign Restoration Project|FSCRP]] ||Branching||25||One year prior to the return of the Shivans, the NTF Civil War is at its peak.  But the Vasuda system is secure... until the NTF makes a bold raid|| [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Rogue Intentions]]|| Part I Released  || No ||FS2  || Nuclear1 || None||11 released|| In order to prevent the NTF from acquiring control of the Knossos portal and the nebula beyond,the GTCv Spinnaker, and her sister ship, the GTCv Methodus are called up to reinforce the jump node defenses || [http://www.hard-light.net/forums/index.php?topic=36062.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Second Front]]||  Released         || No   ||FS2||    [[User:BlueFlames|BlueFlames]]  ||New ships||7|| During the Second Great War, in Altair, an exploration convoy has returned after decades away. Oblivious to events elsewhere in the GTVA, the explorers do not understand why they must face continuous delays to be readmitted to alliance space and become evermore beligerant.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Troubles at Home]]||Released||No||FSO||Petrarch of the VBB||Unknown||Unknown|| In Beta Aquilae, the GTVA is trying to weakenth support for the NTF|| [http://www.hard-light.net/forums/index.php/topic,39019.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Uncharted Territory]]||Released||No||FSO||ReeNoiP||Unknown||9|| You have recently been transferred to the GTtca Reuil and must now join the 33rd blackbirds in defending a science group from attack.|| [http://www.hard-light.net/forums/index.php?topic=67327.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Vassago&#039;s Dirge]]||Released||Yes||FSO||[[User:Axem|Axem]]||New Ships, New Music||9|| Shortly after the Sathanas is destroyed, the GTVA begins an operation to take down a Ravana-class destroyer, the SD Vassago and its fleet. Meanwhile the Vassago begins an operation of its own.|| [http://www.hard-light.net/forums/index.php?topic=70568.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Walls Closing]]||Released||No||FSO||Colt||None||4|| A 4 mission campaign set during and after the battle between the Colossus and the Sathanas, where the GTVA search for the Phoenicia after it narrowly escaped the juggernaut in Bearbaiting.|| [https://www.hard-light.net/forums/index.php?topic=95476.0 Thread]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Post-Capella ===&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #108;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Post-Capella Era&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set after the Capella supernova&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;[[All is Fair in Love and War - Chapter 1]]&#039;&#039; ||Released  || No   ||FSO|| adwight||None|| 5|| A mining operation by GTVA trggers a full-fledged rebellion || [http://www.hard-light.net/forums/index.php/topic,16058.0.html Thread] &#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;[[Apocalypse : Vega]]&#039;&#039; ||Released  || No   ||FSO (3.6.11 build)|| Shiv ||Polish version available|| Unknown||After Capella has been cut from GTVA, a new front open on Vega || [http://www.hard-light.net/forums/index.php/topic,64384.0.html Thread] &#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
||&#039;&#039;[[Artifice]]&#039;&#039; ||Released  || No   ||FS2||    [[User:BlueFlames|BlueFlames]] ||New ships || 11|| Sequel to &#039;&#039;Second Front&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&#039;&#039;[[Boomerang]] || Released||Yes||FSO ||Peter Drake,  [[FreeSpace Campaign Restoration Project|FSCRP]] || None  ||    3|| A powerful new Shivan technology leads to trouble for the GTVA||  [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Casualties of War]]||Released (v2)||Partial||FSO||Various||New ships, weapons, backgrounds||9 (v2)+10||The SOC is sent to thwart a planetary coup d&#039;etat || [http://www.hard-light.net/forums/index.php?topic=74695.new#new Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Cleaning Crew]] || Released  || No    || FSO   || [[User:Ngtm1r|Ngtm1r]]||New ship, new weapons, new race||10|| Post-Capella mop-up with the 33rd Heavy Fighter Squadron.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Deep Blood]]||Released||Yes||Unknown||Gai Daigoji||None||11|| The GTVA decides to give what lies beyond a ew jump node in Altair to the Capella refugees ||  [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Flames of War - Coming of the Storm]]||Released||NO||FSO||TrashMan||Various||26||Unknown|| [http://www.hard-light.net/forums/index.php/topic,58162.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Ghost Revenants]]||Released||No||FSO||griffon67||New ships, new weapons||40||The life of merchant is sometimes more boring that we could imagine. You found a way to live your life as you wanted, but the strange artifact you got recently is gonna put you in the worse situations.|| [http://www.hard-light.net/forums/index.php/topic,54854.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Das Gizeh Projekt]]||Prologue out of 3 acts released. Only in German.||Yes but TTS.||FSO||FreespaceGalaxy Community||New ships, new weapons, Head.ANIs and &amp;quot;voice acting&amp;quot;||21||You play as the nephew of Admiral Koth, sent to the backwaters of Procyon for your past. Internal conflict within the GTVA leads to the Vasudans growing ever more resentful, and there appears to be another race lurking in the shadows.||No]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Luyten Civil War]]||Released||No||FSO||[[User:TopAce|TopAce]]||Some||13 + cutscenes||A pure, [[Silent Threat: Reborn]]-inspired military campaign with most emphasis on gameplay and quality mission design.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[New Path]]||Partially Released || No||FSO||[[User:SilverAngelX|SilverAngelX]]||None||20||In the aftermath of Capella a new government seeks to learn from the mistakes of the past and forge a new path for the GTVA. One pilot gets a surprise chance to help with that challenge...||[https://www.hard-light.net/forums/index.php?topic=97679.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Relentless]]||Released || No||FSO||[[User:Nubbles|Nubbles]]||None||Unknown||As the 75th Blue Lions are travelling back home after the Capella supernova, they are ambushed by Vasudan forces||[http://www.hard-light.net/forums/index.php?topic=68750.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Renegade Resurgence]]||Released||No||FSO||[[User:TopAce|TopAce]]||New ships|||About 30||The GTVA initiates a very ambitious project to learn more about Ancient civilization. Ships keep disappearing, however.||[http://www.hard-light.net/forums/index.php/topic,55043.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Revenge: Final Conflict]]||Released|| No||FSO||Florian Meyer||None||88||Eleven years after the seond Great War, in the year 2378. the shivan threat again reaches a dangerous magnitude. But the Events take a dramatic turn for more than 30.000 people, revealing revolutionary events hidden way back in the past.|| [http://www.freespacemods.net/download.php?view.399 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Rise of the Corporate]] ||Released||No||FSO|| wistler ||None||6|| In order to stave of a new depression, the GTVA sells off its aging and mothballed ships to various trusted Corporate interests. || [http://www.hard-light.net/forums/index.php/topic,63451.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Scroll of Atankharzim]] ||Part I released||Synthesized voice||FSO||  Sesquipedalian||New ships, new weapons||24 released, 49 total||In this Vasudan campaign, set in 2378, a new subspace node is discovered in Beta Cygni, leading to hope and peril. || [http://scroll.hard-light.net Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Second Great War Part II]]||Released||No||FS2||C. &amp;quot;Sunil&amp;quot; Reddy||None||30||In 2379, Shivans launch a third assault on Terran and Vasudan systems&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Stand Against the Night]]||Demo||No||FSO|| mr WHO ||new faction and sounds||3 released|| GTVA is performing military exercices simulating a SHivan attack on Sol || [http://www.hard-light.net/forums/index.php/topic,61304.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Shadow Genesis]]||Released||No||FSO|| Shadow Genesis Team ||Complete Mod||47|| The GTVA must face the Cerberus Legacy - a dangerous terrorist organization. The goal of Cerberus is claiming mysterious, ancient artifacts from recently-colonized systems known as Wolf&#039;s Group.|| [http://www.hard-light.net/forums/index.php?topic=83942.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Shadows of Kraken]]||Released||No||Unknown|| [User:Axem|Axem ||None||5|| A week after the Capella incident, GTVA attemps to salvage debris in the Adhara system&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Enemies Return]]||Released||No||FSO||KappaWing||None||26|| 12 years after the Capella accident, there are still Shivan entry point to the T-V systems || [http://www.hard-light.net/forums/index.php/topic,38491.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Procyon Insurgency]]||Released ||No||FSO||CP5670||Various||17|| A young Vasudian pilot assist the GTVA in crushing the Procyon Insurgency&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Tides of Darkness]]||Released||No||FSO||Droid803||Shivan ships played||12||The Sathanas fleet has been trapped in Gamma Draconis and Capella for years by the sudden collapse of the nebula node. As a anti-terran cult make its move, the exiled Terrans that joined the Shivans after fleeing to Gamma Draconis are pulled along into the conflict.|| [http://www.hard-light.net/forums/index.php/topic,60136.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Titan Rebellion]]||Released||Yes||FSO||FSCRP||Large Battles||16|| The Shivans are sealed away beyond Capella. The Alliance is at peace, for now. Lurking in the shadows is a clandestine organization: NeoIntel.  Their mission is to preserve the peace at any cost.  Terran or Vasudan.  Soldier or civilian. None will be spared in NeoIntel&#039;s quest for peace! ||  [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Transcend]]||Released||No||FSO||Ransom Arceihn||Minor mods||44||Everyone has a limit...&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Twisted Infinities]]||Act 1 Released||Unknown||FSO|| Various||Complete mod, atmospheric combat||35|| By 2378, some pirate groups in former NTF systems have gained a technological edge over the GTVA itself - Features atmospheric combat || [https://www.hard-light.net/forums/index.php?topic=96379.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|-|&#039;&#039;[[Unification Prequel]] ||Released||No||FS2||Gai Dagoji||Unknown||9||The GTD Avenger has been assigned to the Hydra system, to protect the Capella refugees || [http://www.hard-light.net/forums/index.php/topic,28371.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Windmills]] ||Released||No||FSO||Ransom Arceihn||Proof-of-concept||4||A proof-of-concept aiming at showing that FS2 can be turned into a (somewhat) RTS ||  [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Blue Planet&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Blue Planet]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Blue Planet: Age of Aquarius|Age of Aquarius]]||Released||Yes||FSO||Darius||Complete mod||22||While trying to travel back to Sol for the first time, a GTVA fleet faces peculiar events&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Blue Planet: War in Heaven|War in Heaven]]||3 of 5 acts released||Partial (Acts 1 and 2)||FSO||Darius||Complete mod||23 released, 33 planned||The war between Sol and its colonies continues, as seen through a young Earth pilot&#039;s eyes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Blue Planet: Chanticleer|Chanticleer]]||Released||Yes||FSO||qweqwe321||Complete mod||13||The closing stages of the Sol-GTVA war, as seen through the eyes of a GTVA pilot ||  [https://www.hard-light.net/forums/index.php?topic=98933.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Battle of Neptune]]||Released||Yes||FSO||Dilmah G||Complete mod||2||The initial GTVA offensive at Neptune has gone awry.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #112;&amp;quot;| &amp;lt;font size=3&amp;gt;&#039;&#039;&#039;Warmachine&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the [[Warmachine]] sub-continuity of the user-made [[Blue Planet]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Warmachine]]||Released||Yes||FSO &amp;amp; BP||EatThePath||Pew Pews to the max||22 (It&#039;s AoA)||A high octane modification of Age of Aquarius, featuring exciting new weapons to play around with while watching warships tear eachother to shreds with the latest in FSO&#039;s weapon capabilities.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Cold Element&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Cold Element]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Derelict]] ||Released||Yes||FS2||Various||New ships, new jump node||45 + 1 Credits Mission|| 5 years after the collapse of Capella, a derelict Lucifer is found hovering in space ||  [http://www.hard-light.net/forums/index.php?topic=85745.0.html Thread] &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Aftermath_(CE)|Aftermath]]||Released||Text to Speech||FS1/FSO/FSPort||Cold Element Team,[[FreeSpace Campaign Restoration Project|FSCRP]]||Music Files||4 Episodes 19 missions total||A plague errupts in Epsilon Pegasi, which the GTVA tries to quarantine ||  [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Blackwater Operations]]|| Demo||Yes||FSO||Various||Complete mod, branching campaign||Unknown||Unknown&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Twilight]]||Released||No ||FS2||Ace||Unknown ||6 || In 2372, the GTD Morgain is sent in Ikeya system to investigate the disappearance of several GTVA ships&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Warzone]] ||Released|| Yes ||FS2|| IceFire,[[FreeSpace Campaign Restoration Project|FSCRP]]||New ship ||19|| In the midst of another Shivan invasion of the GTVA home systems, a mystery begins to unravel itself||  [http://www.hard-light.net/forums/index.php?topic=58358.0.html Thread] &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #112;&amp;quot;| &amp;lt;font size=3&amp;gt;&#039;&#039;&#039;Into the Halls of Valhalla&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the [[Into the Halls of Valhalla]] sub-continuity of the user-made [[Cold Element]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Into the Halls of Valhalla|Police Action(ITHOV)]]||Released||No||FSO||[User:TopAce|TopAce, Thor ||None||4||The 70th Blue Lions must escort the Representative Men&#039;Su&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Into the Halls of Valhalla]]||Released||No||FSO||Various||New ship, new installation||Unknown||After being caught spying, Commander McCrae is reassigned in a border world&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #112;&amp;quot;| &amp;lt;font size=3&amp;gt;&#039;&#039;&#039;Independent&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set independently in the user-made [[Cold Element]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Exile&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made Exile continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Into the Dark Waters]]||Released||No||FSO||Exile Team||Complete mod||27|| In 2367, the Shivan armada appeared in Sol system. Terran factions exhausted by long years of war, now must commence unusual operation to ensure survival of mankind.||[https://www.hard-light.net/forums/index.php?topic=91646.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;End War&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made End War continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Dawn of Sol]]||Released||No||FSO||ShadowGorrath, EW team||Complete mod||25|| Cold war simmers in the Sol system. Little do they know that they are on the threshold of revolution. The Dawn of Sol is coming.||  [http://www.hard-light.net/forums/index.php?topic=66994.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Incursion&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Incursion]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Incursion]] ||Released||No||FS2||MAW||Unknown||26|| In 2676, the Shivans appear in greater forces than ever&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Return to Sol]]||Released||No||FS2||MAW||New ships, maybe other||20|| In 2680, after the final defeat of the Shivan, the GTVA is about to travel back to Sol -- Sequel to Incursion&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Inferno&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Inferno]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Inferno|Inferno: Alliance]]||Released||No||FSO||INFA Team||||20||15 years after the destruction of the Sol node, Sol is at war.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Inferno|Inferno: Release 1]] aka [[Inferno Classic]]||Released||Yes||INFR1, FS2||Inferno R1 Team||||14||The GTVA and the Earth Alliance are at war, while the Shivans are back&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Inferno|Inferno Nostos]]||Part 1 Released||No||FSO||Inferno Team||||15||A war with old friends, the return of old enemies. But can either be stopped in time to save humanity?||[https://www.hard-light.net/forums/index.php?topic=94800.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Solar Wars]]||Part 1 released||No||INFR1, FSO||Gai Daigoji||||13|| 48 hours after the surrender of the Earth Alliance, an EA is called into action again||[http://www.freewebs.com/neo-terra/downloads.htm Website]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Seeds of Rebellion&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Seeds of Rebellion]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Workings of the Warp&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Working of the Warp]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Faces of Treason]]||Released||No||FSO||[http://wo.proxima-fleet.com/ Orph3u5]||Branching campaign||Unknown||Unknown|| [http://wo.proxima-fleet.com/wotw/index.html Website]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Workings of the Warp]]||Released||No||FSO||[http://wo.proxima-fleet.com/ Orph3u5]|| Various||Unknown||Commander Alexander Couter, Squadron Leader of 41st Squadron of the GTVA will take part in an epic struggle in a divided galaxy, once again battle against the Shivans and will uncover a mystery which even the powerful Shivans have to fear. || [http://wo.proxima-fleet.com/wotw/index.html Website]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Non-FreeSpace continuity ==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Allied Worlds]]||Released||No||FSO||Alex Harris || New Textures, new weapons||6||The Allied Worlds are sending a last ressort attack against the Leedran || [http://www.freespacemods.net/download.php?view.59 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Great War - Independence]]||Demo||No||FSO||Alex Navarro|| New textures, music, sounds, weapons||5 dogfight missions||In year 2630, in a future distopia, human colonies claim their independence (Production Stalled) || [http://www.hard-light.net/forums/index.php?topic=66284.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[SHMUPSpace: Battle of Deneb]]||Demo v 1.2 ||No||FSO||[[User:AndrewofDoom | AndrewofDoom]] || Complete change in genre. ||1 (demo), 8-14 (planned)|| FreeSpace: The Shoot em up! Who needs a plot when you&#039;ve got explosions! || [http://www.hard-light.net/forums/index.php?topic=81443.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Civil War]]||Teaser Released||No||FSO &amp;amp; FSP||Tane Zezo Piper, macfie || None||7 for the teaser||In an alternate FreeSpace universe, Vasudans are traders and Shivans a mysterious warrior race|| [http://www.freespacemods.net/download.php?view.81 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Merkar]]||Demo||No||FSO &amp;amp; FSP||Mustang19|| None||4(demo)|| The Merkar Campaign|| [http://www.hard-light.net/forums/index.php?topic=72885.0 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Twist of Fate]]||Partial||No||FSO $ FSP||Woolie Wool and Various ||New ships, weapons, backgrounds, and music||4 (demo), 15 (Chapter 1), 48 (all chapters)||An alternate continuity where the Shivans died out and the Terna-Vasudan War rages on || [http://www.freespacemods.net/download.php?view.15 FreeSpaceMods]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Shattered Stars&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Shattered Stars]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Shattered Stars: A Deepness Within|A Deepness Within]] || Work-in-progress || Not Planned || FSO || Bryan See || Complete mod || Unknown || Many years after the Second Great War, the Shivans are at war with a mysterious robotic race with the same capabilities as them. || [https://www.hard-light.net/forums/index.php?topic=94941 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|- style= &amp;quot;border: 1px #22D solid;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center; background: #114;&amp;quot;| &amp;lt;font size=4&amp;gt;&#039;&#039;&#039;Storm Front&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=1&amp;gt;&#039;&#039;Campaigns set in the user-made [[Storm Front]] continuity&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[What if - Another Great War]]||Released||No||FSO||SF-Junky||New ships, new weapons||30|| A reimagination of the Great War as it happened in the Storm Front Universe&lt;br /&gt;
||[http://www.hard-light.net/forums/index.php/topic,56156.0.html Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[StormFront I - Prophecy|Prophecy]] ||Released||No||FSO||SF-Junky||New ships||22||The GTVA confronts a newly flamed Hammer of Light rebellion in Laramis one year after the Capella incident&lt;br /&gt;
||[http://www.hard-light.net/forums/index.php?topic=67097.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[StormFront II - Cthulhu|Cthulhu]] ||Released||No||FSO||SF-Junky||New ships||22|| Sequel to Stormfront I - Prophecy&lt;br /&gt;
||[http://www.hard-light.net/forums/index.php?topic=67097.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[The Storm Chasers]] ||Released||No||FSO||SF-Junky|| || 4-6 each|| A series of minicampaigns that tell the stories of some pilots during and after the NTF war.&lt;br /&gt;
||[http://www.hard-light.net/forums/index.php?topic=68872.0 Thread]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Parodies == &lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !! Voiced !! Requirement !! Author(s) !! Special content !! Number of missions!! Story !! Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Deus Ex Machina]] ||Released||No||FS2 ||Goober5000||None||5||As a member of the NTF 47th Red Shirts, you must protect Bosch Beer shipping lines&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Deus Ex Machina|Deus Ex Machina: Interlude]] ||Released||No||FS2 ||Goober5000||None||5||Mysterious things have been happening on the edge of NTF space. Unexplained appearances, strange plot holes...&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[DW]] ||Released||Yes||FSPort ||TheAiler (Joacim Holst) and Zhapod (Robert Nilsson) ||None||2||A slow patrol becomes a fight for your life.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Freespace 3 the search For bosch]] ||Released||No||FSO ||xX_LORD_ULTRA_DEATH_Xx||Music||5||A character-driven post-Capella epic that at last gives us answers about Bosch, the Shivans, and the nature of the universe.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[happynewyear]] ||Released||Partial||FSO ||Goober5000 and Woutersmits||Music, Effects||1||As a member of the ANTIHUMANS, you must betray the humans and have a happynewyear.||[https://www.hard-light.net/forums/index.php?topic=96175.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Just Another Day]] ||Released||No||FSO ||[[user:Axem|Axem]] ||Music||6|| You are Alpha One, the greatest pilot ever, facing your worst enemies: the FREDder and plotholes. This campaign has one more level than Deus Ex Machina&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Just Another Day 2: Electric Boogaloo]] ||Released||No||FSO ||[[user:Axem|Axem]] ||Music||6|| You are still Alpha One, and being the best pilot and all, you must uncover what are the Shivans&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Just Another Day 3: Shivans on a Plane]]||Released||No|| FSO||[[user:Axem|Axem]]||Shivans on a Plane (supposedly), Music||8|| You are still Alpha One, and Shivans are trying to take over former human aero-transport.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Just Another Day: Christmas Special]]||Released||No|| FSO||[[user:Axem|Axem]] ||Music||1|| You are still Alpha One, and it is Christmas somewhere&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Just Another Day 2.21: You Are (Not) Alpha 1]]||Released||No|| FSO||[[user:Axem|Axem]] ||Tons o&#039; Stuff||9|| You are not Alpha 1, but that&#039;s okay. There&#039;s still lots of fun to be had.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Just Another Day: eXtreme arcAde]]||Released||No|| FSO||[[user:Axem|Axem]] ||MegaTons o&#039; Stuff||9|| eXtreme arcAde action!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Ridiculous]]||Released||No|| FSO||[user:IronBeer|IronBeer ||Music, New Effects||9|| This mod is Ridiculous, and you should feel ridiculous while playing it.||[https://www.hard-light.net/forums/index.php?topic=72554.0 Thread]&lt;br /&gt;
|} &lt;br /&gt;
                                 &lt;br /&gt;
[[Category:User-made Campaigns|*]]&lt;br /&gt;
&lt;br /&gt;
== [[The Babylon Project]] ==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !! Voiced !!  Author(s)  !! Number of missions!! Features !! Story and notes !! Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Achen Schooling Flight]]||Released||Yes||Vidmaster|| 1|| ||TBP Tutorial Mission&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Dark Children]]||Released||Yes ||Vidmaster|| 5 || Bullet-time, in-system jumping  || Campaign made to test new features&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Drums of War]]||Released||No||0rph3u5||5|| ||The year is 2262 and the Interstellar Alliance faces its first major crisis. And the NRS Vol&#039;Toth uncovers a dark truth... &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Drums of War 2]]||Released||No||0rph3u5||5|| ||The drums are being played again. The song of war rises and you have the chance to join the pilots of the Narn Destroyer Vol&#039;toth again...&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Earth Minbari War]]||Released||Yes|| The TBP team||Unknown|||| The demo campaign for the Babylon Project&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Emearon Incident]]||Released||No|| Ker.soth ||8||Multi possible|| Unknown || [https://www.hard-light.net/forums/index.php?topic=67320.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Fortune Hunters - 2259]]||Released||No (planned)||Vidmaster|| 9|| ||Raiding defenseless convoys to make a living, the Fortune Hunters get pulled into events between powers that are destined to change the face of the galaxy forever. Alien races go to war with each other, trade routes are disrupted and terrors yet unseen lurk somewhere in the void. It is the year 2259, the year the Great War started. - REQUIRES [https://www.hard-light.net/forums/index.php?topic=85449.0 ZATHRAS].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Fortune Hunters - 2260]]||Released||No (planned)||Vidmaster||13 || ||Alliances and balances are shifting. The Great War is upon the galaxy and the Hunters have to decide what their place will be in this new world - REQUIRES [https://www.hard-light.net/forums/index.php?topic=85449.0 ZATHRAS].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Fortune Hunters - 2261]]||Released||No (planned)||Vidmaster||12 || ||The saga concludes, the Great War is in its final stage. Gods clash, worlds vanish and all hope is lost. This is it, your final moment, victory is impossible and survival doubtful. And even if you would make it through, what would you do afterwards? - REQUIRES [https://www.hard-light.net/forums/index.php?topic=85449.0 ZATHRAS].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[In the Name of the Emperor]]||Released||No||Skullar||3|| ||A training from the Centauri point of view || [https://www.hard-light.net/forums/index.php?topic=60914.0 Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Operations]]||Released||Yes||Vidmaster||6||Multiplayer campaign||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Raider Wars]]||Released||Yes||The TBP team||17+cutscene||||Unknown&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Relic]]||Released||Unknown||Slasher||4||||Background from the 4th season&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Battlestar Galactica ==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !! Voiced !!  Author(s)  !! Number of missions!! Features !! Story and notes !! Link&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Adversary]] || Released || Yes || Adversary Team || ??? || An even newer HUD and plenty of pre-rendered cutscnees || Another total conversion based on the Battlestar Galactica universe || [https://adversarygame.carrd.co/ Link]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Diaspora|Diaspora: Shattered Armistice]] || Released || Yes || Diaspora Team || 6+2 training || Semi-Newtonian Physics, Cockpits, Custom Music || A total conversion based on the Battlestar Galactica universe || [http://www.diaspora-game.com/ Link]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Beyond the Red Line|BattleStar Galactica: Beyond the Red Line]]||Demo released||Yes||unknown||2+training||unknown||Beyond the Red Line is a standalone total conversion based on the popular new tv-show Battlestar Galactica (Re-imagined) - Main campaign||[http://www.game-warden.com/bsg/ Link]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Battlecruiser Archangel]]||Demo released||No ||Shiv||Unknown || || The untold story of Geminion survivors || [http://www.hard-light.net/forums/index.php?topic=49205.0 Thread]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Portal:Wings of Dawn Universe| Wings of Dawn]] ==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !!  Author(s)  !! Number of missions!! Features !! Story and notes !! Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Wings of Dawn]]||Released|| Spoon||28 + 5||Main campaign|| WoD is a FreeSpace mod with a strong anime vibe, filled with custom content. || [http://www.hard-light.net/forums/index.php?topic=71092.0 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[A Nordera Day]]||Released|| Spoon ||2|| || A Nordera Day is a short addon for Wings of Dawn that describes the average life of a Nordera pilot. || [http://www.hard-light.net/forums/index.php?topic=72092.0 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Stranded]]||Released|| Spoon ||8 + 4|| || After a freak incident involving a subspace drive malfunction, Johan Sturmritter finds himself stuck behind enemy lines. He must now fight his way back into friendly space! || [http://www.hard-light.net/forums/index.php?topic=82674.0 Release Thread]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Portal:First Contact War| First Contact War]] ==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !!  Author(s)  !! Number of missions!! Features !! Story and notes !! Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Operation: Cloak and Dagger]]||Released ||Strygon|| 7 || Total Conversion || A short 7 mission near-total conversion about the 26th Scorpions and their involvement in the fall of the pirate faction, the Legion of Dragons. || [https://www.hard-light.net/forums/index.php?topic=95375.0 Release Thread]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Solaris (TC)|Solaris]] ==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Campaign !!Release status !!  Author(s)  !! Number of missions!! Features !! Story and notes !! Link&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Solaris (campaign)|Solaris]]||Released ||Darius|| 10 || Total Conversion || It is the 23rd Century. Humankind has colonies throughout the Orion Arm of the galaxy. The three great powers - Federation, Commonwealth and Combine - exist in a state of cold war. ||[https://www.hard-light.net/forums/index.php?topic=95719 Release Thread]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;[[Black Sun]]||Released ||Darius|| 12 || Total Conversion || Two weeks have passed since the events at Morik. Stuart Ross, disillusioned by his experiences as a Federation exchange pilot, is contacted by an old friend from his backwater Navy posting to take up a mercenary job in the fringes of colonised space. ||[https://www.hard-light.net/forums/index.php?topic=97833.0 Release Thread]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other universes ==&lt;br /&gt;
{| cellpadding = 5 style=&amp;quot;margin: 0 0 1em 1em; background: #002; border: 2px #11A solid; border-collapse: collapse;&amp;quot; class=sortable&lt;br /&gt;
!Project !!Website !!Mod status !!Main campaign release status!!  Description !!&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;[[Dimensional Eclipse]]|| None || Released || Released || Anime themed mod featuring high speed, fast paced, high stakes gameplay. Oh, and lots of pettanko too.&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;[[Wing Commander Saga]]||[http://www.wcsaga.com/ Link]||Released||Released||Wing Commander Saga (WCS) is a standalone total conversion based on the universe familiar from the Wing Commander games&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GVT_Sesmu&amp;diff=66195</id>
		<title>GVT Sesmu</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GVT_Sesmu&amp;diff=66195"/>
		<updated>2025-06-28T17:12:45Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: HTL&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|&#039;&#039;GVT &#039;&#039;&#039;Sesmu&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
[[Image:GVT Sesmu.jpg|thumb|right|480px|{{PAGENAME}}]]&lt;br /&gt;
[[Image:SesmuGTVAWiki.png|thumb|right|480px|HTL GVT Sesmu]]&lt;br /&gt;
[[Image:SesmuPVNWiki.png|thumb|right|480px|PVN Reskin]]&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===Tech Room Description===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
*Model by &#039;&#039;&#039;Vasudan Admiral&#039;&#039;&#039;&lt;br /&gt;
*HTL by &#039;&#039;&#039;Nyctaeus&#039;&#039;&#039;, materials and turrets by &#039;&#039;&#039;Oddgrim&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship_box&lt;br /&gt;
|name = GVT Sesmu&lt;br /&gt;
|length = 303.63&lt;br /&gt;
|width = 205.67&lt;br /&gt;
|height = 88.38&lt;br /&gt;
|turrets = 3&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: Sesmu_TILL_OR.pof&lt;br /&gt;
:Texture list: SesmuCombined1;VA-VasTrim2;Qv;SesmuCombined2;cruisertile4;cruiser02tile01;miner02vtile01;CapVTile3;cruisertile2;VasFTile01;CapVTile2;CapVTile5b;VasCarg;cruiser03-02;capital03-05;VasCarg2;Qsprt2;tile5;WACTileA5;WACTileA4;DWindow4;Ehwl_2;DocTile6;Etub_E;CapVTile4;CruisTileS1&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|No table data provided.}}&lt;br /&gt;
&lt;br /&gt;
==External links:==&lt;br /&gt;
*[http://www.freespacemods.net/download.php?view.169 Lowpoly - Download | FSMods]&lt;br /&gt;
*[https://www.hard-light.net/forums/index.php?topic=99669.0 HTL - Release Thread | Hard-Light Productions]&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=File:SesmuPVNWiki.png&amp;diff=66194</id>
		<title>File:SesmuPVNWiki.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=File:SesmuPVNWiki.png&amp;diff=66194"/>
		<updated>2025-06-28T17:08:47Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: HTL Sesmu in bleu&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
HTL Sesmu in bleu&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=File:SesmuGTVAWiki.png&amp;diff=66193</id>
		<title>File:SesmuGTVAWiki.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=File:SesmuGTVAWiki.png&amp;diff=66193"/>
		<updated>2025-06-28T17:08:17Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: HTL Sesmu&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
HTL Sesmu&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTF_Erinyes&amp;diff=66171</id>
		<title>GTF Erinyes</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTF_Erinyes&amp;diff=66171"/>
		<updated>2025-06-16T14:28:28Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: already released&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
The &#039;&#039;&#039;GTF &#039;&#039;Erinyes&#039;&#039;&#039;&#039;&#039; was a heavy fighter used mainly by elite pilots around and after the time of the [[Second Shivan Incursion]]. Special Operations Command also preferred to use the &#039;&#039;Erinyes&#039;&#039; for their dangerous missions.&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
{{shipimage|image=[[image:Gtferinyes-old.jpg]]|caption=The GTF Erinyes}}&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
GTF Erinyes craft are fresh off the drawing boards of Triton Dynamics. Though fast and heavily armored, their main attraction is firepower. With eight primary banks and two secondary weapon bays, Erinyes are at the top of the combat craft food chain. Both sets of weapon banks have been designed to maximize compatibility with the greatest possible number of weapon system. Erinyes-class ships are being evenly distributed through the GTVA fleet, but only elite pilots are currently authorized to fly them.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Name origin===&lt;br /&gt;
In Greek mythology, Erinyes (Alternatively, Furies) were the female personifications of vengeance. Erinyes were said to be persecutors of those mortals who broke kinship, most typically murdering one member of the family.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Heavy Assault|Triton Dynamics|Average|3.8, 4.2, 3.8|65.0 - 70.0|130.0|Heavy|325|500|17}}&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=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;FreeSpace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 4&lt;br /&gt;
| [[GTW Subach HL-7|Subach HL-7]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2st&lt;br /&gt;
| 4&lt;br /&gt;
| [[GTW Prometheus R|Prometheus R]]&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 Subach HL-7|Subach HL-7]], [[GTW Akheton SDG|Akheton SDG]], [[GTW Prometheus R|Prometheus R]], [[GTW Prometheus S|Prometheus S]], [[GTW Morning Star|Morning Star]], [[GTW UD-8 Kayser|UD-8 Kayser]], [[GTW Lamprey|Lamprey]], [[GTW Circe|Circe]], [[GTW Maxim|Maxim]]&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;FreeSpace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:40px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 40&lt;br /&gt;
| [[GTM Harpoon|Harpoon]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 50&lt;br /&gt;
| [[GTM Hornet|Hornet]]&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-64|MX-64]], [[GTM EMP Adv.|EMP Adv.]], [[GTM Harpoon|Harpoon]], [[GTM Tempest|Tempest]], [[GTM Hornet|Hornet]], [[GTM Tornado|Tornado]], [[GTM Trebuchet|Trebuchet]], [[GTM Infyrno|Infyrno]], [[GTM TAG-A|TAG-A]], [[GTM TAG-B|TAG-B]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Modding Resources==&lt;br /&gt;
[[Image:NuErinyesWiki.png|thumb|right|420px|The GTF &#039;&#039;Erinyes&#039;&#039; in current MediaVPs]]&lt;br /&gt;
&#039;&#039;&#039;Retail&#039;&#039;&#039;:&lt;br /&gt;
:$POF File: fighter2t-04.pof&lt;br /&gt;
:Textures: redo( /b/c), Damage, thruster01&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MediaVP 3.6.10&#039;&#039;&#039;:&lt;br /&gt;
:$POF File: fighter2t-04.pof&lt;br /&gt;
:Textures: redo, GoldGlass, Damage, Tercoc01&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MediaVP 4.5.x&#039;&#039;&#039;:&lt;br /&gt;
:$POF File: Erinyes.pof&lt;br /&gt;
:Textures: ErinyesUV, GoldGlass, Damage, Tercoc01, ErinyesDead&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
History&amp;lt;br&amp;gt;&lt;br /&gt;
Model and textures by &#039;&#039;&#039;Nyctaeus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Aristeia9.png|&amp;lt;center&amp;gt;[[Erinyes]] from a Tev heavy fighter sweep in [[Aristeia]].&lt;br /&gt;
File:Gtferinyes.jpg|&amp;lt;center&amp;gt;[[Erinyes]] in MediaVPs 3.6.10.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&lt;br /&gt;
The pinnacle of GTVA technology, nothing and no one (smaller than a destroyer, anyways) is superior to the Erinyes. Pilots used to having lots of missiles in a heavy fighter will be somewhat disappointed, but the Eryines does have more missiles than the standard GTVA fighter. Those eight primary cannons, however, are truly impressive in their destructive power. Unfortunately, the Erinyes mounts a few too many guns for its capacitor to handle on mid-to-high difficult levels and so should mount a mixed armament, unless one is an expert marksman.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This ship is good for all purposes, whether they be attack or escort. The secondary banks are somewhat small for a vessel its size, but greater than most and especially compensated by its enormous firepower. Getting hit by a full bank of Prometheus S will put anything in bad shape, especially considering how close the shots are to each other, which means that it is not likely you will be hit by a glancing shot. However, repeated firing will drain your power supply quickly. It also has lots of armor, good maneuverability and adequate speed for a heavy fighter, and a small target profile when viewed from the front and back, though it can be easily hit from the sides. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The real advantage of the Erinyes is its versatility: it can mount nearly every non-bomb weapon. Sure, most ships can do one or two things better than it can, but it betters every one of them in at least one useful respect. It&#039;s the only &#039;Everyman&#039; Fighter in either game not to suffer from not being able to mount some of the better ordnanace, and nothing chews through entire Shivan bomber waves quite as fast as close in primary fire from an Erinyes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fans tend to overrate the Erinyes&#039;s specifications and regard it as undefeatable and indestructible simply because it has 8 primary banks. It is doubtlessly an advantage, but every advantage has a disadvantage: The Erinyes eats more primary power than any other fighters in the game. In addition, it is slow, unmaneuverable, and easy to hit even from long range. While a skilled pilot is able to survive an attack from behind, the Erinyes still rates low on survivability due to its large size and sluggishness. Although its weapon compatibility is excellent, anti-cruiser and anti-warship bombs cannot be mounted on the Erinyes. It&#039;s pretty suitable for escort missions as long as proper fighter escort is given to take down any interceptor fighters that might attack the escorters. With its firepower, taking down bombers is easier than with any other craft, but in order to maintain a pauseless flow of laser, you must divert more power to your primaries. This usually means slower shield recharge or even less speed; or usually both. Its disadvantage in escort missions is its low speed, which is rarely compensated by its superior primary firepower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is little need for Prometheus or Kaysers on this. 8 Subachs can do serious damage and be fired continuously, though some additional stopping power could be supported, if that is your choice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I wouldn&#039;t be too mad over the Erinyes&#039; small secondary banks; just fill them up with [[GTM Tempest|Tempests]] and be done with it! The fact that the Erinyes can be mounted with almost any gun available to the player means that there is almost no need to have aspect-seeking missiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Although I personally prefer the [[GTF Ares]] when I need to use a Terran ship, The Erinyes is a close second; not just because of the sheer number of gun ports, but because of their arrangement.  The guns in the first bank are perfectly arrayed for high accuracy at close to medium range. I usually put my anti-fighter gun there, and then put my anti-cruiser gun in the slightly-less-accurate second bank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As mentioned above the Erinyes is often overrated with its raw firepower. However this ship is hardly the most manueverable thing in the GTVA hangars, and needless to say far from fast. With its subpar handling I would not want to dogfight in this thing, so logically anything with a shorter range than the Prom-S would be out of the question. If you cannot snipe it, get someone else to kill it. The Erinyes is a ship I would avoid flying in hard mode, especially in the last two missions. Dragons will chew you up real quick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Erinyes does indeed depend on its primary loadout more than other Terran fighters.  However, I have never had a problem with maneuverability.  Top speed is about the same as a Herc II, but it is far more maneuverable, and the combination of Subachs and Kaysers as primaries can alleviate energy-management problems.  Dogfighting in an Erinyes will typically be just a matter of getting the target in your sights for a just few seconds, then letting fly with full guns.  Nearly all fighter craft will die very quickly from a few Erinyes salvos, even the above-mentioned Dragons, while the shields and hull are strong enough to keep you in the fight long enough to come to bear and proceed onwards after.  My preferred fighter for the late-game missions on Hard, with the Perseus taking second.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Erinyes is a good heavy fighter, it has the exact same maneuverability as the Herc II, and is slightly faster, but has significantly lower survivability due to a reduction in shielding and increase in target size. It&#039;s salvation - the primary firepower of eight guns, is significant. If one has need to quickly engage and destroy wing after wing of the ridiculously well armored [[SB Nephilim|Nephilim]] and [[SB Seraphim|Seraphim]] bombers on Insane, there are few fighters that are better to take. Although the [[GTF Ares|Ares]] and [[GTF Myrmidon|Myrmidon]] approach it in firepower, they fall short in speed and survivability respectively.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Against fellow human players, in relatively even fighter versus fighter engagements, is where the Erinyes can truly shine. Its eight primary banks arrangement allows it to deliver accurate and deadly fire on approach, discouraging opposing fighters from challenging your approach for fear of being pulverized, thus making it easier to close in. It has the potential to stand toe to toe against any fighter and come out on top. Although it might lack qualities for some pilots to consider it one of the best fighters, it&#039;s not to be underestimated. It&#039;s extremely effective, and dangerous to face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Against AI opponents, it&#039;s devastating. Its eight gun mounts, good all around stats, and access to the majority of weapons in the game allow it to be effective in a lot of situations. Need a fighter to hunt Shivan fighters in a nebula and kill them quick? Mount dual Kayser and Tempest and have at it. Need a fighter that can finish off cruisers but also defend against and quickly dispatch bombers? Slap on a Maxim paired with the Kayser/Prometheus-S and equip the Trebuchet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting the Erinyes&#039; potential as a ship-killer--equip one with 8 Maxims and some Trebuchets. With the 8 Maxims alone, based on shorthand calculations, you can deal almost 1400 damage &#039;&#039;per second&#039;&#039;, from 3000+ meters away (well outside the range of almost every anti-air defense a capital ship has). From that same range, you can launch quite a few Trebuchet missiles at turrets and subsystems of your choosing (in addition to some extra damage to the hull). At closer range, employing the use of Infyrnos (which, thanks to their dumbfire nature and fast speed, work quite well with this kind of build) can ramp up that damage to absurd levels. A wing of Erinyeses equipped like this is a major threat to a corvette, and with two wings, a destroyer. While it would definitely still require fighter cover (unless you equip Tornado/Harpoon/Tempest missiles in your secondaries instead), they would be leagues faster than even lighter bombers, still quite durable, and still decently maneuverable. However, do not underestimate the power of 8 Maxims even against shielded fighters--a sustained burst can still tear down your shields, and your hull would follow in very rapid order--so don&#039;t let one get a bead on you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the strengths of the Erinyes is its versatility to be an anti-fighter/bomber and simultaneously an anti-ship craft, while lacking any serious weaknesses or compromising too much in performance by doing both roles. In missions where Erinyes pilots are engaging waves of fighters and are also facing capital ships, the ideal set up would be Kayser in first bank and Maxim in the second bank: the first bank with Kaysers will allow you to conserve more power versus dual Kaysers yet still deal considerable damage to enemy fighters. The Maxim in the second bank will allow you to pick off bombs from long range. On top of that, and possibly more importantly, you would be able to engage capital ships safely, pulverizing their hulls with 4 banks of Maxims dealing immense damage, which can be further assisted by diverting power to guns, all the while completely out of range of the then helpless ships. In strictly fighter versus fighter engagements, one can mount dual Kayser and equip dual Tempest to compensate for power drain from dual Kayser. Pilots can also forego that and mount Subachs and divert power from guns to engines due to lack of power drain. What it lacks in speed compared to the Perseus or the missile spamming ability of the Ares, the Erinyes more than makes up for it in brute primary firepower and well balanced capabilities, lacking the weaknesses craft like the Ares have (pretty much helpless if trying to dogfight) or craft like the Perseus have (cannot mount Maxim) and also lacking the weaknesses bombers have in their slow speed and weaknesses to fighters. There is a reason the Erinyes&#039;s type is Heavy Assault.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GVF_Shu&amp;diff=66117</id>
		<title>GVF Shu</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GVF_Shu&amp;diff=66117"/>
		<updated>2025-04-15T13:57:36Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: HTL Credits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|&#039;&#039;GVF &#039;&#039;&#039;Shu&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
[[Image:shu.jpg|thumb|right|480px|GVF Shu.]]&lt;br /&gt;
[[Image:ShuMk2.jpg|thumb|right|480px|The GVF Shu Mk II.]]&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===Tech Room Description===&lt;br /&gt;
Developed by Akheton Corp. to replace the aged Thoth, the GVF Shu is seeing rapid deployment throughout the Vasudan navy. Although not as agile as the Serapis, the Shu has a higher survival rate thanks to its heavier armor and shields.  Superbly balancing speed, maneuverability, armor, and loadout, the Shu is a match for any hostile fighter. Able to perform a variety of functions, its versatility has already proven invaluable in the current conflict, and the fighter is expected to remain in service for many years to come.&lt;br /&gt;
&lt;br /&gt;
==GVF Shu Mk II==&lt;br /&gt;
The Shu Mk II is an upgrade to the original fighter by &#039;&#039;&#039;Jadehawk&#039;&#039;&#039; and &#039;&#039;&#039;PeterV&#039;&#039;&#039;. It is primarily a geometric/texture modification, akin to a [[HTL]]-type upgrade, but with minor changes to the thruster and secondary setup.&lt;br /&gt;
&lt;br /&gt;
===Credits List===&lt;br /&gt;
*Initial Mesh by &#039;&#039;&#039;Wraithhost&#039;&#039;&#039; &lt;br /&gt;
*Mesh Revision by &#039;&#039;&#039;Woomeister&#039;&#039;&#039;&lt;br /&gt;
*Textures, POF, Table and Interface art by &#039;&#039;&#039;Sesquipedalian&#039;&#039;&#039;&lt;br /&gt;
*HTL by &#039;&#039;&#039;PeterV&#039;&#039;&#039; with textures by &#039;&#039;&#039;Jadehawk&#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; | Advanced 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 - 95.0 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;
| 140.0 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;
| 390&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 11 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;
| 3&lt;br /&gt;
| [[GTW Prometheus R|Prometheus R]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW Mekhu HL-7|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| [[GTW Mekhu HL-7|Mekhu HL-7]], [[GTW Akheton SDG|Akheton SDG]], [[GTW Morning Star|Morning &lt;br /&gt;
&lt;br /&gt;
Star]], [[GTW Prometheus S|Prometheus S]], [[GTW Prometheus R|Prometheus R]], [[GTW UD-8 Kayser|UD-8 Kayser]]&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;
| 20&lt;br /&gt;
| [[GTM MX-64|MX-64 Rockeye]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 20&lt;br /&gt;
| [[GTM Tornado|Tornado]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3rd&lt;br /&gt;
| 40&lt;br /&gt;
| [[GTM Tempest|Tempest]]&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 Tempest|Tempest]], [[GTM MX-64|MX-64 Rockeye]], [[GTM Harpoon|Harpoon]], [[GTM Hornet|Hornet]], [[GTM Tornado|Tornado]], [[GTM TAG-B|TAG-B]],  [[GTM EMP Adv.|EMP Adv.]], [[GTM Trebuchet|Trebuchet]], [[GTM Stiletto II|GTM Stiletto II]], [[GTM Infyrno|Infyrno]], [[GTM Helios|Helios]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|Similar in weaponry to the [[GTF Myrmidon]]. Even carries the Helios for reasons unknown.&lt;br /&gt;
&lt;br /&gt;
The Shu is, however, more maneuverable than the Myrmidon, and I personally find the Shu&#039;s five-gun setup simpler to handle than the Myrmidon&#039;s six-gun one, though it appears rather strange at first. A worthy replacement for the aged [[GVF Thoth|Thoth]] as the Vasudans&#039; dedicated space superiority craft in addition to being a serious challenge to the [[GTF Perseus|Perseus]] for the GTVA&#039;s best all-arounder.}}&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
[http://www.freespacemods.net/download.php?view.253 Link | FreeSpaceMods.net]&lt;br /&gt;
&lt;br /&gt;
[http://freespacemods.net/download.php?view.710 Shu Mk II | FreeSpaceMods.net]&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTF_Ezechiel&amp;diff=66112</id>
		<title>GTF Ezechiel</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTF_Ezechiel&amp;diff=66112"/>
		<updated>2025-04-14T14:40:36Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|&#039;&#039;GTF &#039;&#039;&#039;Ezechiel&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Ezechiel_sm.jpg|thumb|right|650px|GTF Ezechiel.]]&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
===Original Tech Room Description===&lt;br /&gt;
The Ezechiel has been recently introduced as the next space superiority fighter to be assigned to the top squadrons of the GTVA. With its origins shrouded in mystery and its impressive performances and weaponry, it&#039;s already a favourite among pilots, and is claimed as being the successful child of a [[GTF Perseus|Perseus]] and an [[GTF Erinyes|Erinyes]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blue Planet Tech Room Description===&lt;br /&gt;
Fresh from the drawing board, the advanced GTF Nyx is one of the newest GTVA heavy fighters. It was commissioned in 2385 as a response to increasing fighter losses to superior UEF fighter designs. A dedicated gunship killer, with heavy armour and firepower, this fighter has become the bane of many a UEF pilot. It marries the [[Erinyes]]&#039; eight gun banks with the agility and versatility of the [[Perseus]] interceptor, producing a sterling design that has become a pilot favorite. Extraordinary cost, however, has slowed its planned deployment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===SOC Variant Tech Room Description===&lt;br /&gt;
When the GTF Nyx was commissioned in 2385, it did not take long before several GTVA elite line squadrons came to complain about the poor engine performance and reduced afterburner longevity of the brand-new Nyx heavy fighter. Consequently, the [[GTF Erinyes]] remained the fighter of choice for many of the GTVA&#039;s elite pilots who deemed having an advantage in speed and compatibility with the Maxim cannon to be of more importance than the stronger shields and larger missile banks of the equally maneuverable Nyx. Alarmed by these assessments and in accordance with the Threat Exigency Initiative, the GTVA contracted Triton Dynamics to design a faster and more maneuverable Nyx heavy fighter, capable of mounting a wider array of primary weapons. While this new design offers increased speed, greater maneuverability and improved afterburner consumption rates, it sacrifices some of its durability and can store less weapons energy in its capacitor. These shortcoming, however, are largely compensated for by a newly designed and experimental power plant capable of replenishing both shields and primary weapons more rapidly. Currently, the new Nyx variant is undergoing its OpEval period and only several elite line squadrons and SOC units are authorized to pilot the expensive variant of the Nyx heavy fighter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
* Original model by &#039;&#039;&#039;Venom&#039;&#039;&#039;&lt;br /&gt;
* Textures by &#039;&#039;&#039;Freespaceking&#039;&#039;&#039;&lt;br /&gt;
* Alternate SOC texture by &#039;&#039;&#039;FSOSara&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
*&#039;&#039;&#039;GTF Ezechiel&#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#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;
| Senecal Hydrospace&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;
| 70.0 - 85.0 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;
| 135.0 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| 450&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 19 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;GTF Nyx&#039;&#039;&#039;&lt;br /&gt;
{{Ship_box&lt;br /&gt;
|name = GTF &#039;&#039;Nyx&#039;&#039;&lt;br /&gt;
|type = Advanced Space Superiority&lt;br /&gt;
|manufacturer = RNI Systems&lt;br /&gt;
|maneuverability = Good&lt;br /&gt;
|yaw_pitch_roll = 3.8, 4.2, 3.8&lt;br /&gt;
|max_velocity = 60 - 80&lt;br /&gt;
|max_ab_velocity = 140&lt;br /&gt;
|max_ab_duration = 4.00&lt;br /&gt;
|armor = Average&lt;br /&gt;
|hitpoints = 350&lt;br /&gt;
|shields = 650&lt;br /&gt;
|length = 17&lt;br /&gt;
|gun_bank_1 = 4&lt;br /&gt;
|gun_bank_2 = 4&lt;br /&gt;
|missile_bank_1 = 80&lt;br /&gt;
|missile_bank_2 = 80&lt;br /&gt;
|countermeasures = 35&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;GTF Ezechiel&#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;???&#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;
| 4&lt;br /&gt;
| [[GTW Subach HL-7|Subach HL-7]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2st&lt;br /&gt;
| 4&lt;br /&gt;
| [[GTW Prometheus R|Prometheus R]]&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 Subach HL-7|Subach HL-7]], [[GTW Akheton SDG|Akheton SDG]], [[GTW Prometheus R|Prometheus R]], [[GTW Prometheus S|Prometheus S]], [[GTW Morning Star|Morning Star]], [[GTW UD-8 Kayser|UD-8 Kayser]], [[GTW Lamprey|Lamprey]], [[GTW Circe|Circe]], [[GTW Maxim|Maxim]]&lt;br /&gt;
|}&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;???&#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 Harpoon|Harpoon]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 50&lt;br /&gt;
| [[GTM Hornet|Hornet]]&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 Tempest|Tempest]], [[GTM MX-64|MX-64]], [[GTM Hornet|Hornet]], [[GTM Tornado|Tornado]], [[GTM Harpoon|Harpoon]], [[GTM Trebuchet|Trebuchet]],  [[GTM EMP Adv.|EMP Adv.]], [[GTM Infyrno|Infyrno]], [[GTM TAG-A|TAG-A]], [[GTM TAG-B|TAG-B]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;GTF Nyx&#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;
| 4&lt;br /&gt;
| [[Balor]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 4&lt;br /&gt;
| [[Balor]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[Balor]], [[GTW Subach HL-7|Subach HL-7]], [[GTW Akheton SDG|Akheton SDG]], [[GTW Morning Star|Morning Star]], [[GTW Prometheus S|Prometheus S]], [[GTW Prometheus R|Prometheus R]], [[GTW UD-8 Kayser|UD-8 Kayser]]&lt;br /&gt;
|}&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 Tornado|Tornado]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 80&lt;br /&gt;
| [[GTM Trebuchet|Trebuchet]]&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-64|Rockeye]], [[GTM Tempest|Tempest]], [[GTM Harpoon|Harpoon]], [[GTM TAG-A|TAG-A]], [[GTM TAG-B|TAG-B]], [[GTM TAG-C|TAG-C]], [[GTM Trebuchet|Trebuchet]], [[GTM Stiletto II|Stiletto II]], [[GTM Hornet|Hornet]], [[GTM Tornado|Tornado]], [[GTM EMP Adv.|EMP Adv.]]&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:Ezechiels.jpg|Jadehawk&#039;s reskin pack.&lt;br /&gt;
Image:Ezechiel-ED.jpg|The GTF Ezechiel in Earth Defense.&lt;br /&gt;
Image:GTF Ezechiel-C.jpg|The GTF Ezechiel-C in Earth Defense.&lt;br /&gt;
Image:Nyx.png|The GTF Nyx in Blue Planet.&lt;br /&gt;
Image:SOCNyx.png|thumb|A SOC Nyx variant in Blue Planet.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|Inferno Nostos&#039;s [[GTF Ereshkigal]] is a different model based on this design.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What can I say? One of the most SEXIEST ships I&#039;ve ever seen! Man, 8 primaries can takeout almost anything very quickly...Would be nice if it came in a full packet. (EDIT: Yes! found the file with the TBL and shield info! I recommend you turn 3d loadout on.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Actually quite an old user-made ship. It has aged well, though is slightly unoptimized by current standards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If anybody ever had anything bad to say about the GTVA&#039;s earlier heavy fighters, they will fall silent upon seeing and flying this ship. Not only is it agile and durable enough to handle most fighters, it also has the speed, firepower and weapons compatibility necessary to fly as an interceptor or heavy missile boat. As always, the presence of eight gun banks means that attempting to mount dual [[UD-8 Kayser|Kaysers]] is not exactly the best idea in the world.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bane of many a UEF fighter pilot, especially annoying when they tear up behind you spamming [[Balor|Balors]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s not quite as maneuverable and not nearly as fast as a [[Perseus]], but it&#039;s every bit as deadly as an [[Erinyes]]. It&#039;s slightly more maneuverable than an [[Erinyes]], with a smaller overall target profile, a much better reactor, more hitpoints, and more (and faster regenerating) shields. When using this fighter, remember that it turns much more quickly &amp;quot;right and left&amp;quot; than &amp;quot;up and down&amp;quot;. The Nyx has an enormous power output; higher than any other Alliance - high enough to mitigate worries about primary efficiency even in high-difficulty settings; take all [[UD-8 Kayser|Kaysers]] if you have to in order to end the fight quickly. The afterburner is good, and recharges quickly. When fighting a Nyx, try to approach from the top or bottom, and use any speed, range, or maneuverability advantage you have. Even a [[UEF Uriel|Uriel]] will get heavily damaged in a head-on exchange with a Nyx, so avoid it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In [[Aristeia]], you get a chance to fly the Nyx in Blue Planet, and it&#039;s a rewarding experience if you&#039;re good at flying heavy craft. Shame you couldn&#039;t fly it with Trebuchet missiles, otherwise, that mission would probably be as easy as cake. 128 Tornadoes plus about 1.5x-ish the energy capacity of the [[GTF Ares]] can turn the tide in dogfights. Do not hesitate to take [[Balor|Balors]] instead of those tempting [[UD-8 Kayser|Kaysers]] in higher difficulties, because of the energy consumption rate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An incredible fighter that the GTVA has been wanting ever since the [[GTF Hercules|original Hercules]] became outdated. Fantastic primary firepower, with excellent placement and good flexibility. Great secondary capacity as well, which is split into two large banks for a welcome degree of versatility and personalization in loadout. Good speed, especially with afterburners, and good enough maneuverability to truly dogfight with all but the most nimble and deadly of fighters. On top of that, its durability truly is that of a fairly heavy fighter. In the hands of a skilled pilot, this craft is very deadly against most foes and is the one of the GTVA&#039;s fighter classes that makes everyone very, very afraid. Good thing for the UEF that there aren&#039;t too many of them yet, due to (understandably) high production costs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The SOC variant is BP canon as of War in Heaven Act 3 &amp;amp;mdash; they are encountered during [[Eyes in the Storm]].}}&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
*&#039;&#039;&#039;GTF Ezechiel&#039;&#039;&#039;&lt;br /&gt;
**[http://www.freespacemods.net/download.php?view.150| Original GTF Ezechiel | FSmods.net]&lt;br /&gt;
**[http://www.freespacemods.net/download.php?view.539| Retextures of the GTF Ezechiel | FSmods.net]&lt;br /&gt;
*Blue Planet: WiH Part 1 &lt;br /&gt;
** [http://www.hard-light.net/forums/index.php?topic=70745.0 Release Thread | Hard-light forums]&lt;br /&gt;
*SOC Variant&lt;br /&gt;
** [http://www.freespacemods.net/download.php?view.872 Download | FSMods.net]&lt;br /&gt;
*[https://www.freespacemods.net/download_927.html Earth Defence dump | FSMods]&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTF_Ezechiel&amp;diff=66111</id>
		<title>GTF Ezechiel</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTF_Ezechiel&amp;diff=66111"/>
		<updated>2025-04-14T14:37:26Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: No need for highlighting BP skins, so I standarize them with other skins in gallery section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|&#039;&#039;GTF &#039;&#039;&#039;Ezechiel&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Ezechiel_sm.jpg|thumb|right|650px|GTF Ezechiel.]]&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
===Original Tech Room Description===&lt;br /&gt;
The Ezechiel has been recently introduced as the next space superiority fighter to be assigned to the top squadrons of the GTVA. With its origins shrouded in mystery and its impressive performances and weaponry, it&#039;s already a favourite among pilots, and is claimed as being the successful child of a [[GTF Perseus|Perseus]] and an [[GTF Erinyes|Erinyes]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blue Planet Tech Room Description===&lt;br /&gt;
Fresh from the drawing board, the advanced GTF Nyx is one of the newest GTVA heavy fighters. It was commissioned in 2385 as a response to increasing fighter losses to superior UEF fighter designs. A dedicated gunship killer, with heavy armour and firepower, this fighter has become the bane of many a UEF pilot. It marries the [[Erinyes]]&#039; eight gun banks with the agility and versatility of the [[Perseus]] interceptor, producing a sterling design that has become a pilot favorite. Extraordinary cost, however, has slowed its planned deployment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===SOC Variant Tech Room Description===&lt;br /&gt;
When the GTF Nyx was commissioned in 2385, it did not take long before several GTVA elite line squadrons came to complain about the poor engine performance and reduced afterburner longevity of the brand-new Nyx heavy fighter. Consequently, the [[GTF Erinyes]] remained the fighter of choice for many of the GTVA&#039;s elite pilots who deemed having an advantage in speed and compatibility with the Maxim cannon to be of more importance than the stronger shields and larger missile banks of the equally maneuverable Nyx. Alarmed by these assessments and in accordance with the Threat Exigency Initiative, the GTVA contracted Triton Dynamics to design a faster and more maneuverable Nyx heavy fighter, capable of mounting a wider array of primary weapons. While this new design offers increased speed, greater maneuverability and improved afterburner consumption rates, it sacrifices some of its durability and can store less weapons energy in its capacitor. These shortcoming, however, are largely compensated for by a newly designed and experimental power plant capable of replenishing both shields and primary weapons more rapidly. Currently, the new Nyx variant is undergoing its OpEval period and only several elite line squadrons and SOC units are authorized to pilot the expensive variant of the Nyx heavy fighter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
* Original model by &#039;&#039;&#039;Venom&#039;&#039;&#039;&lt;br /&gt;
* Textures by &#039;&#039;&#039;Freespaceking&#039;&#039;&#039;&lt;br /&gt;
* Alternate SOC texture by &#039;&#039;&#039;FSOSara&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
*&#039;&#039;&#039;GTF Ezechiel&#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#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;
| Senecal Hydrospace&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;
| 70.0 - 85.0 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;
| 135.0 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| 450&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 19 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;GTF Nyx&#039;&#039;&#039;&lt;br /&gt;
{{Ship_box&lt;br /&gt;
|name = GTF &#039;&#039;Nyx&#039;&#039;&lt;br /&gt;
|type = Advanced Space Superiority&lt;br /&gt;
|manufacturer = RNI Systems&lt;br /&gt;
|maneuverability = Good&lt;br /&gt;
|yaw_pitch_roll = 3.8, 4.2, 3.8&lt;br /&gt;
|max_velocity = 60 - 80&lt;br /&gt;
|max_ab_velocity = 140&lt;br /&gt;
|max_ab_duration = 4.00&lt;br /&gt;
|armor = Average&lt;br /&gt;
|hitpoints = 350&lt;br /&gt;
|shields = 650&lt;br /&gt;
|length = 17&lt;br /&gt;
|gun_bank_1 = 4&lt;br /&gt;
|gun_bank_2 = 4&lt;br /&gt;
|missile_bank_1 = 80&lt;br /&gt;
|missile_bank_2 = 80&lt;br /&gt;
|countermeasures = 35&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;GTF Ezechiel&#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;???&#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;
| 4&lt;br /&gt;
| [[GTW Subach HL-7|Subach HL-7]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2st&lt;br /&gt;
| 4&lt;br /&gt;
| [[GTW Prometheus R|Prometheus R]]&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 Subach HL-7|Subach HL-7]], [[GTW Akheton SDG|Akheton SDG]], [[GTW Prometheus R|Prometheus R]], [[GTW Prometheus S|Prometheus S]], [[GTW Morning Star|Morning Star]], [[GTW UD-8 Kayser|UD-8 Kayser]], [[GTW Lamprey|Lamprey]], [[GTW Circe|Circe]], [[GTW Maxim|Maxim]]&lt;br /&gt;
|}&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;???&#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 Harpoon|Harpoon]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 50&lt;br /&gt;
| [[GTM Hornet|Hornet]]&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 Tempest|Tempest]], [[GTM MX-64|MX-64]], [[GTM Hornet|Hornet]], [[GTM Tornado|Tornado]], [[GTM Harpoon|Harpoon]], [[GTM Trebuchet|Trebuchet]],  [[GTM EMP Adv.|EMP Adv.]], [[GTM Infyrno|Infyrno]], [[GTM TAG-A|TAG-A]], [[GTM TAG-B|TAG-B]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;GTF Nyx&#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;
| 4&lt;br /&gt;
| [[Balor]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 4&lt;br /&gt;
| [[Balor]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[Balor]], [[GTW Subach HL-7|Subach HL-7]], [[GTW Akheton SDG|Akheton SDG]], [[GTW Morning Star|Morning Star]], [[GTW Prometheus S|Prometheus S]], [[GTW Prometheus R|Prometheus R]], [[GTW UD-8 Kayser|UD-8 Kayser]]&lt;br /&gt;
|}&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 Tornado|Tornado]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 80&lt;br /&gt;
| [[GTM Trebuchet|Trebuchet]]&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-64|Rockeye]], [[GTM Tempest|Tempest]], [[GTM Harpoon|Harpoon]], [[GTM TAG-A|TAG-A]], [[GTM TAG-B|TAG-B]], [[GTM TAG-C|TAG-C]], [[GTM Trebuchet|Trebuchet]], [[GTM Stiletto II|Stiletto II]], [[GTM Hornet|Hornet]], [[GTM Tornado|Tornado]], [[GTM EMP Adv.|EMP Adv.]]&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:Ezechiels.jpg|Jadehawk&#039;s reskin pack.&lt;br /&gt;
Image:Ezechiel-ED.jpg|The GTF Ezechiel in Earth Defense.&lt;br /&gt;
Image:GTF Ezechiel-C.jpg|The GTF Ezechiel-C in Earth Defense.&lt;br /&gt;
Image:Nyx.png|The GTF Nyx in Blue Planet.&lt;br /&gt;
Image:SOCNyx.png|thumb|A SOC Ezechiel variant in Blue Planet.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|Inferno Nostos&#039;s [[GTF Ereshkigal]] is a different model based on this design.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What can I say? One of the most SEXIEST ships I&#039;ve ever seen! Man, 8 primaries can takeout almost anything very quickly...Would be nice if it came in a full packet. (EDIT: Yes! found the file with the TBL and shield info! I recommend you turn 3d loadout on.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Actually quite an old user-made ship. It has aged well, though is slightly unoptimized by current standards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If anybody ever had anything bad to say about the GTVA&#039;s earlier heavy fighters, they will fall silent upon seeing and flying this ship. Not only is it agile and durable enough to handle most fighters, it also has the speed, firepower and weapons compatibility necessary to fly as an interceptor or heavy missile boat. As always, the presence of eight gun banks means that attempting to mount dual [[UD-8 Kayser|Kaysers]] is not exactly the best idea in the world.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bane of many a UEF fighter pilot, especially annoying when they tear up behind you spamming [[Balor|Balors]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s not quite as maneuverable and not nearly as fast as a [[Perseus]], but it&#039;s every bit as deadly as an [[Erinyes]]. It&#039;s slightly more maneuverable than an [[Erinyes]], with a smaller overall target profile, a much better reactor, more hitpoints, and more (and faster regenerating) shields. When using this fighter, remember that it turns much more quickly &amp;quot;right and left&amp;quot; than &amp;quot;up and down&amp;quot;. The Nyx has an enormous power output; higher than any other Alliance - high enough to mitigate worries about primary efficiency even in high-difficulty settings; take all [[UD-8 Kayser|Kaysers]] if you have to in order to end the fight quickly. The afterburner is good, and recharges quickly. When fighting a Nyx, try to approach from the top or bottom, and use any speed, range, or maneuverability advantage you have. Even a [[UEF Uriel|Uriel]] will get heavily damaged in a head-on exchange with a Nyx, so avoid it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In [[Aristeia]], you get a chance to fly the Nyx in Blue Planet, and it&#039;s a rewarding experience if you&#039;re good at flying heavy craft. Shame you couldn&#039;t fly it with Trebuchet missiles, otherwise, that mission would probably be as easy as cake. 128 Tornadoes plus about 1.5x-ish the energy capacity of the [[GTF Ares]] can turn the tide in dogfights. Do not hesitate to take [[Balor|Balors]] instead of those tempting [[UD-8 Kayser|Kaysers]] in higher difficulties, because of the energy consumption rate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An incredible fighter that the GTVA has been wanting ever since the [[GTF Hercules|original Hercules]] became outdated. Fantastic primary firepower, with excellent placement and good flexibility. Great secondary capacity as well, which is split into two large banks for a welcome degree of versatility and personalization in loadout. Good speed, especially with afterburners, and good enough maneuverability to truly dogfight with all but the most nimble and deadly of fighters. On top of that, its durability truly is that of a fairly heavy fighter. In the hands of a skilled pilot, this craft is very deadly against most foes and is the one of the GTVA&#039;s fighter classes that makes everyone very, very afraid. Good thing for the UEF that there aren&#039;t too many of them yet, due to (understandably) high production costs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The SOC variant is BP canon as of War in Heaven Act 3 &amp;amp;mdash; they are encountered during [[Eyes in the Storm]].}}&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
*&#039;&#039;&#039;GTF Ezechiel&#039;&#039;&#039;&lt;br /&gt;
**[http://www.freespacemods.net/download.php?view.150| Original GTF Ezechiel | FSmods.net]&lt;br /&gt;
**[http://www.freespacemods.net/download.php?view.539| Retextures of the GTF Ezechiel | FSmods.net]&lt;br /&gt;
*Blue Planet: WiH Part 1 &lt;br /&gt;
** [http://www.hard-light.net/forums/index.php?topic=70745.0 Release Thread | Hard-light forums]&lt;br /&gt;
*SOC Variant&lt;br /&gt;
** [http://www.freespacemods.net/download.php?view.872 Download | FSMods.net]&lt;br /&gt;
*[https://www.freespacemods.net/download_927.html Earth Defence dump | FSMods]&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTVA_Colossus&amp;diff=66104</id>
		<title>GTVA Colossus</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTVA_Colossus&amp;diff=66104"/>
		<updated>2025-04-12T22:34:50Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: note about Colly&amp;#039;s visuals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
The largest space-faring warship ever constructed by the [[Terrans]] or [[Vasudans]], the &#039;&#039;&#039;GTVA &#039;&#039;Colossus&#039;&#039;&#039;&#039;&#039; was the result of twenty years of joint effort from dozens of contractors from across the [[Galactic Terran-Vasudan Alliance]].  Logging in with a length of six kilometers, this behemoth was equipped with over eighty weapon turrets, in addition to over 240 combat spacecraft.&lt;br /&gt;
&lt;br /&gt;
With the offensive power that exceeded most [[GTVA]] battle groups, the &#039;&#039;Colossus&#039;&#039; was designed to combat the [[Shivans]] upon their return to Allied territory.  The prospective target was one or more [[SD Lucifer|&#039;&#039;Lucifer&#039;&#039;]]-class super-destroyers, and it was deemed that the &#039;&#039;Colossus&#039;&#039; would not only have the firepower not only to destroy such a foe, but also to survive multiple hits from a &#039;&#039;Lucifer&#039;&#039;&#039;s primary weapon system.&lt;br /&gt;
&lt;br /&gt;
Although the &#039;&#039;Colossus&#039;&#039; was a joint endeavor of both the Terrans and Vasudans, it is apparent that the ship itself exhibits more Terran design traits than Vasudan. It can be assumed that some of the Vasudan elements manifest themselves in less immediately overt ways.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{Gtvaship&lt;br /&gt;
| image     = [[File:Willy B-Colossus-MVP2014.png|300px]]&lt;br /&gt;
| name      = GTVA &#039;&#039;Colossus&#039;&#039;&lt;br /&gt;
| class     = GTVA &#039;&#039;Colossus&#039;&#039;&lt;br /&gt;
| 1stapp    = [[The Sixth Wonder]]&lt;br /&gt;
| inservice = [[NTF Rebellion]]&amp;lt;br&amp;gt;[[Second Shivan Incursion]]&lt;br /&gt;
| faction   = [[Galactic Terran-Vasudan Alliance]]&lt;br /&gt;
| fate      = [[Their Finest Hour|Destroyed]] by [[SJ Sathanas|SJ &#039;&#039;Sathanas 17&#039;&#039;]]&lt;br /&gt;
}}&lt;br /&gt;
The first combat deployment of the &#039;&#039;Colossus&#039;&#039; was against the [[Neo-Terran Front]].  It can be truthfully said that it was the &#039;&#039;Colossus&#039;&#039; that was the ultimate factor in the NTF&#039;s collapse.  NTF forces proved to be [[Feint! Parry! Riposte!|no match]] for the &#039;&#039;Colossus&#039;&#039; and her battle group, and the rebels made every effort to avoid direct combat with the warship.  With his fleet shattered, and the remnants being actively pursued and destroyed by the &#039;&#039;Colossus&#039;&#039;, [[Famous persons|Admiral Aken Bosch]] gave the order to flee GTVA space to the relative safety of the nebula beyond [[Gamma Draconis]].&lt;br /&gt;
&lt;br /&gt;
With the NTF defeated, the &#039;&#039;Colossus&#039;&#039; was finally to fulfill the role her designers had envisioned for her: the defeat of a second Shivan incursion.  However, as it turned out, the challenge was not to be [[SD Lucifer|SD &#039;&#039;Lucifer&#039;&#039;]]-class superdestroyers, but rather the even more massive [[SJ Sathanas|SJ &#039;&#039;Sathanas&#039;&#039;]]-class juggernaut.  Twenty years of constant struggle finally culminated with the &#039;&#039;Colossus&#039;&#039;&#039;s destruction of the [[SJ Sathanas|&#039;&#039;Sathanas&#039;&#039;]], all at the cost of moderate damage to the &#039;&#039;Colossus&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All would have been well was it not for the [[Shivans]] possessing multiple juggernauts.  In the closing stages of the Battle of [[Capella]], the &#039;&#039;Colossus&#039;&#039; was deployed to interdict Shivan traffic at the [[Gamma Draconis]] jump node in [[Capella]] to divert enemy forces and attention away from the [[GTD Bastion|&#039;&#039;Bastion&#039;&#039;]], which was en route to collapse the jump corridor to [[Epsilon Pegasi]].  The ploy succeeded, as the [[Shivans]] first deployed a [[SD Ravana]], then a [[SJ Sathanas|SJ &#039;&#039;Sathanas&#039;&#039;]] to engage the &#039;&#039;Colossus&#039;&#039;.  In her weakened state, it was obvious that the &#039;&#039;Colossus&#039;&#039; would not survive an engagement with another &#039;&#039;Sathanas&#039;&#039;-class juggernaut, and Allied Command ordered the &#039;&#039;Colossus&#039;&#039; to withdraw.&lt;br /&gt;
&lt;br /&gt;
However, with the success of the &#039;&#039;Bastion&#039;&#039;&#039;s critical mission in doubt, the &#039;&#039;Colossus&#039;&#039; disobeyed the direct order from Allied Command, and refused to disengage. Subsequently, the &#039;&#039;Colossus&#039;&#039; was destroyed with the loss of all hands.  The thirty-thousand officers and crew of the &#039;&#039;Colossus&#039;&#039; willingly sacrificed themselves to ensure the continued survival of the billions of individuals making up the Terran and Vasudan species, and ultimately, the [[Galactic Terran-Vasudan Alliance]].&lt;br /&gt;
&lt;br /&gt;
==Confirmed kills==&lt;br /&gt;
*NTCv &#039;&#039;Hawkwood&#039;&#039; (Destroyed at Enif Station)&lt;br /&gt;
*NTD &#039;&#039;Repulse&#039;&#039; (Admiral Koth&#039;s flagship. Kamikaze attacked the Colossus)&lt;br /&gt;
*NTD &#039;&#039;Andronicus&#039;&#039; (Reported destroyed in Command Briefing)&lt;br /&gt;
*NTC &#039;&#039;Camisard&#039;&#039; (Reported destroyed in Command Briefing)&lt;br /&gt;
*NTC &#039;&#039;Vanguard&#039;&#039; (&#039;&#039;Reported destroyed in Endgame&#039;&#039;)&lt;br /&gt;
*NTCv &#039;&#039;Congreve&#039;&#039; (&#039;&#039;Implied destroyed in Endgame&#039;&#039;)&lt;br /&gt;
*NTCv &#039;&#039;Danton&#039;&#039; (&#039;&#039;Endgame&#039;&#039;)&lt;br /&gt;
*SJ &#039;&#039;Sathanas&#039;&#039; (First, High Noon mission)&lt;br /&gt;
*SD &#039;&#039;Beast&#039;&#039; (Destroyed shortly before &#039;&#039;Sathanas 17&#039;&#039; destroyed the Colossus)&lt;br /&gt;
&lt;br /&gt;
==Quotes==&lt;br /&gt;
&amp;quot;This is the GTVA &#039;&#039;Colossus&#039;&#039;. Fighters, stand clear of hostile warships. All batteries, fire at will!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is the GTVA &#039;&#039;Colossus&#039;&#039;. Admiral Koth, you are ordered to power down your engines immediately and surrender.  The Polaris jump node is blockaded, there is no escape.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You are sacrificing thousands of lives for nothing!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If only Koth had surrendered rather than playing Martyr, his crew would still be alive&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A Shivan juggernaut has jumped within range. What&#039;s the status of the [[GTD Bastion|&#039;&#039;Bastion&#039;&#039;]]?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We&#039;ll hold them back here. Just get the [[GTD Bastion|&#039;&#039;Bastion&#039;&#039;]] through!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Colossus cutscene==&lt;br /&gt;
&#039;&#039;&#039;Narrator:&#039;&#039;&#039; &#039;&#039;The following is classified level Rho. Unauthorized access is punishable under the GTVA security act, Deneb convention, section 21.3.5. We vanquished the Shivans in the Great War but the hard questions remained. How would we confront the threat of future invasion? The Shivans might return at any time, any place, without warning. How would we fight the next threat to the very existence of our species? In 2345, on the tenth anniversary of the Shivan attack on Ross 128, the Vasudan emperor Khonsu II addressed the newly-formed GTVA General Assembly. The emperor inaugurated an ambitious and unprecedented joint endeavor: The GTVA &#039;&#039;Colossus&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Khonsu II:&#039;&#039;&#039; &#039;&#039;Together we built a civilization on the ruins of the [[Great War]], and now we stand on the threshold of a new era of prosperity and harmony. With Project Colossus, the Vasudan people celebrate our shared covenant of peaceful co-existence and mutual defense of our Terran allies.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Narrator:&#039;&#039;&#039; &#039;&#039;The &#039;&#039;Colossus&#039;&#039; is the most powerful space faring warship ever constructed. Spanning six kilometers from bow to stern, the &#039;&#039;Colossus&#039;&#039; has taken over twenty years to complete. Twelve &#039;&#039;Lucifer&#039;&#039;-class destroyers can fit within its massive hull. Its state-of-the-art weaponry includes forty-five laser turrets, fifteen flak guns, twelve missile batteries, and twelve beam cannons. The &#039;&#039;Colossus&#039;&#039; wields more firepower than five &#039;&#039;Orion&#039;&#039;-class destroyers combined. Sixty fighter and bomber wings are housed in its vast hangar and its crew numbers over thirty thousand. Among its major contractors are industry giants Triton Dynamics, Subach-Innes, and the Akheton Corporation. The alliance now wages war on multiple fronts: in Deneb, Alpha Centuri, Epsilon Pegasi, and the [[Nebula System|mysterious nebula]] beyond Gamma Draconis. Once deployed the &#039;&#039;Colossus&#039;&#039; will end these conflicts swiftly and decisively. If ever the Shivans return to threaten our worlds we will be ready to face the challenge, securing peace for today and for generations to come.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
{{shipimage|image=[[File:Gtvacolossus-old.jpg]]|caption=The GTVA &#039;&#039;Colossus&#039;&#039;}}&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The GTVA &#039;&#039;Colossus&#039;&#039; resulted from an endeavor unprecedented in Terran or Vasudan history. This 6-kilometer-long behemoth is the result of 20 years of joint effort from dozens of contractors of both races. The &#039;&#039;Colossus&#039;&#039; is the most powerful space-faring warship ever made, bristling with over 80 weapon turrets. It also houses 60 fighter and bomber wings and requires a crew of over 30,000. The firepower of the &#039;&#039;Colossus&#039;&#039; is greater than that of most GTVA battle groups.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
===Name Origin===&lt;br /&gt;
Used in Latin to refer to large statues, the term is used in English (in lower case, being a common noun) to refer to anything of large size.&lt;br /&gt;
&lt;br /&gt;
The sixth of the Seven Wonders of the Ancient World was the Colossus of Rhodes, a giant bronze statue representing the god [[Helios]] that was constructed following a very important military victory. This is why the first mission featuring the &#039;&#039;Colossus&#039;&#039; is named &amp;quot;[[The Sixth Wonder]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship_box&lt;br /&gt;
|table_style = &lt;br /&gt;
|name = GTVA &#039;&#039;Colossus&#039;&#039;&lt;br /&gt;
|type = &#039;&#039;See [[GTVA Colossus ship type debate]]&#039;&#039;&lt;br /&gt;
|manufacturer = All canon [[corporations]]&lt;br /&gt;
|yaw_pitch_roll = 200.0, 200.0, 200.0&lt;br /&gt;
|max_velocity = 25.0&lt;br /&gt;
|hitpoints = 1 000 000&lt;br /&gt;
|length = 6166&lt;br /&gt;
|width = &lt;br /&gt;
|height = &lt;br /&gt;
|turrets = 63&lt;br /&gt;
|fighters = 240&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&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:#300505;&amp;quot;| &#039;&#039;&#039;FreeSpace 2&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: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;
| [[Terran Turret]]&lt;br /&gt;
| 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Terran Huge Turret]]&lt;br /&gt;
| 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Standard Flak]]&lt;br /&gt;
| 12&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[MX-52]]&lt;br /&gt;
| 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[GTM Piranha|Piranha]]&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[AAAf]]&lt;br /&gt;
| 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[TerSlash]]&lt;br /&gt;
| 7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[BGreen]]&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Modding Resources==&lt;br /&gt;
{{shipimage|image=[[File:Gtvacolossus.jpg|600px]]|caption=The GTVA Colossus in FS2_Open with the [[mediavps]] enabled}}&lt;br /&gt;
&#039;&#039;&#039;Retail&#039;&#039;&#039;:&lt;br /&gt;
:$POF File: Colossus.pof&lt;br /&gt;
:Textures: ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MediaVP 2014&#039;&#039;&#039;:&lt;br /&gt;
:$POF File: Colossus.pof&lt;br /&gt;
:Textures: ???&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
History&amp;lt;br&amp;gt;&lt;br /&gt;
Proposed by: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
First WIP Post: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
First In-Game Model: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
Completed In-Game Model: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
Final Corrections: ??? on ???&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:RScreen0025.jpg | Admiral Koth engages the GTVA &#039;&#039;Colossus&#039;&#039;. &lt;br /&gt;
File:RScreen0073.png | Demonstrating the meaning of superior firepower.&lt;br /&gt;
File:RScreen0044.png | The GTVA &#039;&#039;Colossus&#039;&#039;. &lt;br /&gt;
File:RScreen0047.png | The &#039;&#039;Colossus&#039;&#039; meets its end at the hands of the [[Shivans]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|The 6 BGreen beams of the Colossus are powerful and allow it to have no trouble taking on multiple destroyers at once while taking minimal damage in return. The Colossus is an all-round good ship &amp;amp;mdash; it has plenty of armor, a large number of turrets, and it&#039;s surprisingly fast for a ship of its size, matching the speed of the Sathanas and outpacing all destroyers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The GTVA Colossus is not that great at killing ships of equal size to it. The placement of its main beam turrets are all over the ship, meaning that maximum firepower cannot be directed against heavier ships. However, this does also have its advantages. It means that no capital ship can be in a safe spot from it. It is also loaded with massive amounts of anti-fighter and bomber weaponry, making it a nightmare to attack. These anti-fighter weapons are also located around the main beams of the warship, making it more difficult to disable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Colossus has a blind spot above its upper-rear section, which is outside the firing arc of all the Colossus&#039; anti-capship beams. This space is large enough for two [[GTC Fenris|&#039;&#039;Fenris&#039;&#039; cruiser]]s to camp at and beam it to death over the course of an hour, as the Majestic and Refute will do in [[Feint! Parry! Riposte!]] if they survive long enough to finish travelling most of their waypoints.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Colossus model is infamous for its low moment-of-inertia value, which causes it to swing around like a baseball bat during tight turns. This is also partly because its pivot point is located at the very back, where the huge engines are. Most other ships in contrast, including the Sathanas, have their pivot point located near the centre of the ship, so their turns look more normal even if their moment-of-inertia value is similar to the Colossus&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the firepower demonstrated by the Colossus in [[High Noon]] was due to pushing the beams and fire control to their limit, resulting in considerable damage to the ship and weapons even if the Sathanas never fired a shot. Replacing the Colossus&#039; default beams with more powerful beams without even mentioning overloads is not good at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Strangely enough, the Colossus is never mentioned as either a destroyer, superdestroyer or a juggernaut in the game, instead being ambiguously called a warship. This sparked a debate, as every other canon ship was given a ship type excluding the Colossus. Further details on this debate may be found [[GTVA Colossus ship type debate|here]].&lt;br /&gt;
&lt;br /&gt;
The most likely reason for the Colossus&#039; lack of a &amp;quot;ship type&amp;quot; is simply because the GTVA intended to build only one. It would be unnecessary to give it a designation since they were never planning to mass-produce such a huge and costly warship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Although many tend to praise the Colossus for its well-distributed anticapital firepower, this tactic, sadly, may usually prove ineffective. For example, if an attack operation against the Colossus were planned, the attacker&#039;s warships would have to be placed in one spot, so that the Colossus could only fire a fraction of its beam count. In short, the Colossus rarely is able to demonstrate its full firepower, since the enemy would not dare engage it from all sides anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Design-wise, Colossus is archetypical example of Capella-era terran ship design. It shares all primary traits with other ships of this generation, so Deimos, Aeolus, Hecate and even Iceni. The game describes her as a deep mix of terran and vasudan technologies, but nothing about her visuals indicates anykind of vasudan influence, except the golden-ish color of armor plating. Ironically the only terran ship that uses the same golden-tinted Capital01-02 is [[NTF Iceni|Iceni]].  }}&lt;br /&gt;
&lt;br /&gt;
[[Category:Unique ships|Colossus, GTVA]]&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=TCa_Sagittarius&amp;diff=66100</id>
		<title>TCa Sagittarius</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=TCa_Sagittarius&amp;diff=66100"/>
		<updated>2025-04-08T21:15:48Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: a noice screenshot by Mobius because why not&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|&#039;&#039;TCa &#039;&#039;&#039;Sagittarius&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
[[Image:tcasagittarius.jpg|thumb|right|470px|Original TCa Sagittarius as featured in the [[Terran-Vasudan War Project|TVWP]].]]&lt;br /&gt;
[[Image:TCaSagittarius.png|thumb|right|470px|HTL Sagittarius.]]&lt;br /&gt;
[[Image:NuSagiWiki.png|thumb|right|470px|2021 PBR Sagittarius.]]&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===TVWP Description===&lt;br /&gt;
Designed when only the largest of ships could use any form of subspace drive, the Sagittarius (or Sagi for short) quickly established itself as the carrier class of choice.  Engineered to not waste a moment on the battlefield, the Sagi&#039;s efficient design allows it to quickly pick up and drop off fighters and transports between short jumps into and out of a battle area.  So effective is the Sagi that it has become the symbol of space-based military, endearing itself to its crews like no other ship.&lt;br /&gt;
&lt;br /&gt;
===Exile Description===&lt;br /&gt;
Outer Rim Syndicate - Syr Darya Carrier&lt;br /&gt;
&lt;br /&gt;
After the Secession War, ORS High Command requested a dedicated carrier to house short-range fighter squadrons on missions in remote sectors of Syndicate space. As a result, the &#039;&#039;Sagittarius&#039;&#039;-class carrier deployed during the Unification War was refitted with state-of-the-art weaponry, engine systems and reactive armor. From all these new modifications, the &#039;&#039;Syr Darya&#039;&#039;-class carrier was born. 34 &#039;&#039;Syr Darya&#039;&#039; carriers were constructed and played a major part in numerous engagements reinforcing ORS warships and supply convoys with fighters while they remained far away from the war zone. During the Shivan invasion, the Syndicate equipped the carriers with a pair of light rail cannons to enhance their escort capabilities and allow them to assist the refugee convoys. The few surviving &#039;&#039;Syr Darya&#039;&#039;-class carriers like the &#039;&#039;Graf Zeppelin&#039;&#039; or the &#039;&#039;Jarema&#039;&#039; became valuable assets in the Exodus Fleet due to their ability to deploy fighter squadrons where necessary without the need to risk destroyers.&lt;br /&gt;
&lt;br /&gt;
===Twist of Fate Description===&lt;br /&gt;
Originally deployed by the former United States of America, the venerable Hyperion is the GTA&#039;s oldest class of ships capable of bearing fighters. Much smaller and weaker than a destroyer, a Hyperion-class vessel deploys its fighters from behind the front lines, as a Hyperion-class carrier is neither powerful nor durable. As more Orion-class destroyers are built, these vessels are steadily being deactivated. Their only real saving grace is a remarkably strong anti-fighter armament. &lt;br /&gt;
&lt;br /&gt;
===The Sixth Seal Description===&lt;br /&gt;
A relic of the pre-GTA era, the GTCa Sagittarius heavy carrier was originally designed for the Earther Federation before the widespread adoption of fighter-mounted subspace drives. Serving as a mobile strikecraft base, it was equipped with one of the most advanced subspace drives of its time, granting it exceptional strategic mobility. While most Federation-era warships were retired after the Unification War, the Sagittarius proved its enduring value and was the only capital ship of its class to be integrated into the Galactic Terran Alliance fleet. Even after the introduction of intrasystem fighter drives, the Sagittarius was continually upgraded with modern subspace drives and weapons systems. Today, it primarily serves as a system exploration vessel capable of prolonged operations far from supply lines or as an emergency escort for Orion-class destroyers in critical engagements.&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
*Model by &#039;&#039;&#039;Ryx&#039;&#039;&#039;&lt;br /&gt;
*HTL by &#039;&#039;&#039;Taristin&#039;&#039;&#039;&lt;br /&gt;
*2021 Rework by &#039;&#039;&#039;Nyctaeus&#039;&#039;&#039;, with texturing assistance from &#039;&#039;&#039;MjnMixael&#039;&#039;&#039;. Multipart turret models by &#039;&#039;&#039;DahBlount&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
*&#039;&#039;&#039;TVWP&#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#Type|Type]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Carrier&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 45 000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Width|Width]]&#039;&#039;&#039;&lt;br /&gt;
| 315 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Height|Height]]&#039;&#039;&#039;&lt;br /&gt;
| 230 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 1000 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exile&#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; | 314.99 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Height|Height]]&#039;&#039;&#039;&lt;br /&gt;
| 266.91 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 1005.99 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Turrets|Turrets]]&#039;&#039;&#039;&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Fighterbays|Fighterbays]]&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
|}&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;TVWP&#039;&#039;&#039;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Exile&#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;
| 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;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Light Turret&lt;br /&gt;
| 8 (x2)&lt;br /&gt;
| Syndicate Turret&lt;br /&gt;
| 11&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| AAA Turret&lt;br /&gt;
| 2&lt;br /&gt;
| AFSwarm&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Firestorm&lt;br /&gt;
| 15&lt;br /&gt;
| Standard Railgun&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Plasma Shotgun&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:SyrDarya.jpg|ORCa Syr Darya in Exile.&lt;br /&gt;
Image:Gtcahyperion.jpg|GTCa Hyperion in Twist of Fate.&lt;br /&gt;
Image:NuSyrDarya.png|Reworked model of ORCa Syr Darya in Exile 2.0.&lt;br /&gt;
Image:SagiFaustus.png|[[The Sixth Seal]] reskin, sharing material setup with HTL Faustus.&lt;br /&gt;
Image:TSSR182.jpg| Heavily damaged Sagittarius-class carrier escorted by Aten. Screenshot from The Sixth Seal, taken by Mobius.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|What looks like a small, additional hangarbays located in the middle of long broadsides of the ship is just a decoration. The fake hangarbays are not big enough for majority of FS strikecraft classes, and they are covered by invisible walls anyway. Only front and rear hangars are functional. Avoid deploying strikecraft from the carrier during intense maneuvers, as the exiting craft will crush on the wall inside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This ship is usually armed with tons of blob turrets. I find it quite dangerous opponent for unshielded craft. It comes with impressive armament in both [[Twist of Fate]] and [[Unification War]], but in [[Exile]] majority of turrets got removed. Exile modpack armed this ship with pair of spinal railgun cannons, and while it has double the spinal firepower of [[ORC Amalthea]], it&#039;s the same railgun that must appear en-masse on multi-barreled turrets to be truly effective. Syr Darya is terrible attacker, and it&#039;s even worse at defending itself against enemy fighters and bombers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first released version of the HTL was known from collision errors caused by infamous Collada exporter for 3DS MAX. You can distinguish buggy versions by long, dark, unnatural shadow cast on the broadsides. It got reconvered by Mjn.Mixael to adress this issue, and re-released by Nyctaeus. Nyx&#039;s version has identical turret layout as Syr Darya from Exile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2021 rework removes side hangars and replaces them with greebles. It also comes with unique turret layout resembling Ryx&#039;s original model. }}&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
*TVWP Demo: &lt;br /&gt;
**[http://www.hard-light.net/forums/index.php/topic,51123.0.html Release thread | Hard-light forums]&lt;br /&gt;
*High-poly version: &lt;br /&gt;
**[http://www.freespacemods.net/download.php?view.874 Download | FSMods.net]&lt;br /&gt;
**[http://www.mediafire.com/?mycco2mbvrv4nxn Download | Mediafire]&lt;br /&gt;
*2021 Rework:&lt;br /&gt;
**[https://www.hard-light.net/forums/index.php?topic=97858.0 Release thread]&lt;br /&gt;
*Exile - ORS Reskin&lt;br /&gt;
**[http://www.hard-light.net/forums/index.php?topic=91672.0 Release thread]&lt;br /&gt;
*The Sixth Seal - Faustus-style maps&lt;br /&gt;
**[https://www.hard-light.net/forums/index.php?topic=99578.0 Release thread]&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=File:TSSR182.jpg&amp;diff=66099</id>
		<title>File:TSSR182.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=File:TSSR182.jpg&amp;diff=66099"/>
		<updated>2025-04-08T21:14:15Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTI_Castalia&amp;diff=66070</id>
		<title>GTI Castalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTI_Castalia&amp;diff=66070"/>
		<updated>2025-03-26T01:55:56Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BPArticle}}&lt;br /&gt;
[[Image:UEI Kumari.jpg|thumb|right|650px|{{PAGENAME}}]]&lt;br /&gt;
==Description:==&lt;br /&gt;
===Blue Planet Tech Room Description===&lt;br /&gt;
The largest of Federation installations is the Kumari. These massive structures form the core of every space community, and are a self-contained hub of trade, communications and industry. Although these structures were not designed for long-term accommodation, many crew, pilots and civilians based on a Kumari consider these stations their home.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
*Model and textures by &#039;&#039;&#039;Vasudan Admiral&#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;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship_box&lt;br /&gt;
|name = GTI Castalia&lt;br /&gt;
|yaw_pitch_roll = 200 - 200 - 200&lt;br /&gt;
|hitpoints = 75000&lt;br /&gt;
|length = 1822.37&lt;br /&gt;
|width = 1274.9&lt;br /&gt;
|height = 853.91&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Ship_box&lt;br /&gt;
|name = UEI Kumari&lt;br /&gt;
|yaw_pitch_roll = 200 - 200 - 200&lt;br /&gt;
|hitpoints = 100000&lt;br /&gt;
|length = 4100.34&lt;br /&gt;
|width = 2868.53&lt;br /&gt;
|height = 1921.3&lt;br /&gt;
|turrets = 20&lt;br /&gt;
|fighterbays = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
*&#039;&#039;&#039;Blue Planet&#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;
| Empty&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Burst Flak&lt;br /&gt;
| 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Point Defense Turret&lt;br /&gt;
| 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Modding Resources==&lt;br /&gt;
:$POF File: Castalia_Repair_Yard1.pof&lt;br /&gt;
:Texture list: CastaliaHull;CastaliaScan-trans&lt;br /&gt;
&lt;br /&gt;
:$POF File: UEI_Kumari.pof&lt;br /&gt;
:Texture list: CastaliaHull;CastaliaScan-trans;SlrsGuns;krnasubs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:NostosCepheus.png|EAI Cepheus from [[Inferno Nostos]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|The version provided in BP is properly tabled and turreted, as well as significantly scaled up from VA&#039;s original release to the 2013 modelling contest. It replaces the older [[GTI Aeglos]] model.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Certainly modelled for animation code in mind, as evidenced by modelled cranes and robotic arms with complex child objects hierarchy. Some of those parts have inverted normals, just like other details of this model. Avoid box-like details on the far side of main construction yard. If you glitch through inverted normals of those things, your fighter will be trapped forever inside.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you want to use it in your mod, take EAI Cepheus from Inferno Nostos. It comes complete with LODs, debris and fixes for inverted normals. Also it comes with separate model of a drydock for large capitalships, used for [[EASD Nemesis]]. }}&lt;br /&gt;
&lt;br /&gt;
==External links:==&lt;br /&gt;
*Original release:&lt;br /&gt;
**[http://www.hard-light.net/forums/index.php?topic=84897.msg1715420#msg1715420 2013 HLP Modelling Contest | Hard-light forums]&lt;br /&gt;
*Blue Planet:&lt;br /&gt;
**[https://www.hard-light.net/forums/index.php?topic=90802.0 RELEASE - Blue Planet]&lt;br /&gt;
*Cepheus version - Inferno Nostos:&lt;br /&gt;
**[https://www.hard-light.net/forums/index.php?topic=99492.0 RELEASE - Inferno R2]&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTI_Castalia&amp;diff=66069</id>
		<title>GTI Castalia</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTI_Castalia&amp;diff=66069"/>
		<updated>2025-03-26T01:55:16Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: Cepheus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BPArticle}}&lt;br /&gt;
[[Image:UEI Kumari.jpg|thumb|right|650px|{{PAGENAME}}]]&lt;br /&gt;
==Description:==&lt;br /&gt;
===Blue Planet Tech Room Description===&lt;br /&gt;
The largest of Federation installations is the Kumari. These massive structures form the core of every space community, and are a self-contained hub of trade, communications and industry. Although these structures were not designed for long-term accommodation, many crew, pilots and civilians based on a Kumari consider these stations their home.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
*Model and textures by &#039;&#039;&#039;Vasudan Admiral&#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;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship_box&lt;br /&gt;
|name = GTI Castalia&lt;br /&gt;
|yaw_pitch_roll = 200 - 200 - 200&lt;br /&gt;
|hitpoints = 75000&lt;br /&gt;
|length = 1822.37&lt;br /&gt;
|width = 1274.9&lt;br /&gt;
|height = 853.91&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Ship_box&lt;br /&gt;
|name = UEI Kumari&lt;br /&gt;
|yaw_pitch_roll = 200 - 200 - 200&lt;br /&gt;
|hitpoints = 100000&lt;br /&gt;
|length = 4100.34&lt;br /&gt;
|width = 2868.53&lt;br /&gt;
|height = 1921.3&lt;br /&gt;
|turrets = 20&lt;br /&gt;
|fighterbays = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
*&#039;&#039;&#039;Blue Planet&#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;
| Empty&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Burst Flak&lt;br /&gt;
| 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Point Defense Turret&lt;br /&gt;
| 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Modding Resources==&lt;br /&gt;
:$POF File: Castalia_Repair_Yard1.pof&lt;br /&gt;
:Texture list: CastaliaHull;CastaliaScan-trans&lt;br /&gt;
&lt;br /&gt;
:$POF File: UEI_Kumari.pof&lt;br /&gt;
:Texture list: CastaliaHull;CastaliaScan-trans;SlrsGuns;krnasubs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:NostosCepheus.png|EAI Cepheus from [[Inferno Nostos]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|The version provided in BP is properly tabled and turreted, as well as significantly scaled up from VA&#039;s original release to the 2013 modelling contest. It replaces the older [[GTI Aeglos]] model.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Certainly modelled for animation code in mind, as evidenced by modelled cranes and robotic arms with complex child objects hierarchy. Some of those parts have inverted normals, just like other details of this model. Avoid box-like details on the far side of main construction yard. If you glitch through inverted normals of those things, your fighter will be trapped forever inside.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you want to use it in your mod, take EAI Cepheus from Inferno Nostos. It comes complete with LODs, debris and fixes for inverted normals. Also it comes with separate model of larger drydock for large capitalship, used for [[EASD Nemesis]]. }}&lt;br /&gt;
&lt;br /&gt;
==External links:==&lt;br /&gt;
*Original release:&lt;br /&gt;
**[http://www.hard-light.net/forums/index.php?topic=84897.msg1715420#msg1715420 2013 HLP Modelling Contest | Hard-light forums]&lt;br /&gt;
*Blue Planet:&lt;br /&gt;
**[https://www.hard-light.net/forums/index.php?topic=90802.0 RELEASE - Blue Planet]&lt;br /&gt;
*Cepheus version - Inferno Nostos:&lt;br /&gt;
**[https://www.hard-light.net/forums/index.php?topic=99492.0 RELEASE - Inferno R2]&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=File:NostosCepheus.png&amp;diff=66068</id>
		<title>File:NostosCepheus.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=File:NostosCepheus.png&amp;diff=66068"/>
		<updated>2025-03-26T01:48:27Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTB_Danaus&amp;diff=66066</id>
		<title>GTB Danaus</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTB_Danaus&amp;diff=66066"/>
		<updated>2025-03-25T17:05:07Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: TSS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|&#039;&#039;GTB &#039;&#039;&#039;Danaus&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
[[Image:gfbdanaus.jpg|thumb|right|650px|The {{PAGENAME}} in INFR1]]&lt;br /&gt;
[[Image:Danaus_Nyx.jpg|thumb|right|650px|HTL {{PAGENAME}} from the Dysnomia dump]]&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===INFR1 Tech Room Description===&lt;br /&gt;
The Danaus-class bomber helps form the core of GTVA bomber squadrons. For a bomber, it handles well enough to be used in anti-fighter roles, and its eight gunpoints make short work of anything in its sights. Capable of carrying a variety of munitions from the Sniper long range missile to the Cyclops and Assassin bombs, the Danaus is usually used to destroy cruisers and corvettes, and disable subsystems on larger targets.&lt;br /&gt;
&lt;br /&gt;
===The Sixth Seal Tech Room Description===&lt;br /&gt;
Manufactured by Dynamic Metamer, the GTB Danaus is serving as the primary GTI medium bomber since 2329. Renowned for its durability, the Danaus features a reinforced hull capable of withstanding prolonged turret fire, allowing it to deliver its payload of Hellstorm missiles and retreat safely. Its three individual missile banks enable pilots to carry a diverse range of anti-fighter and anti-capital ship ordnance, while six primary gunpoints - split into two independent weapon groups - offer respectable defensive capabilities in dogfights with heavier fighters. The Danaus is also a favored platform for testing experimental weapons developed by GTI&#039;s R&amp;amp;D branch, cementing its place as a versatile and dependable bomber.&lt;br /&gt;
&lt;br /&gt;
===Credits List===&lt;br /&gt;
*Model by &#039;&#039;&#039;Aldo&#039;&#039;&#039; with textures by &#039;&#039;&#039;Venom(Nico)&#039;&#039;&#039; and with conversion help from &#039;&#039;&#039;Woomeister&#039;&#039;&#039;&lt;br /&gt;
*HTL 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;
{|&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; | Strike Bomber&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]&#039;&#039;&#039;&lt;br /&gt;
| Dynamic Metamer&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;
| 65.0 - 85.0 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;
| 100.0 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;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| 800&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 36 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;
| 4&lt;br /&gt;
| Hastor&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 4&lt;br /&gt;
| Subach HL-12&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| Subach HL-12, Adv Disruptor, [[Prometheus]], Hastor&lt;br /&gt;
|}&lt;br /&gt;
&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;
{| 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;
| [[Hornet]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 60&lt;br /&gt;
| [[GTM Cyclops|Cyclops]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3rd&lt;br /&gt;
| 60&lt;br /&gt;
| [[GTM Cyclops|Cyclops]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Secondaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| Hurricane, Shocker, Vortex, [tiletto III, [[Hornet]], [[GTM EMP Adv.|EMP Adv.]], Firestorm, A.S.R, Sniper, Assassin, [[GTM Cyclops|Cyclops]], Defender&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;
*Inferno Release 1: http://www.freespacemods.net/download.php?view.95&lt;br /&gt;
*HTL from the [https://www.hard-light.net/forums/index.php?topic=94790.0 Dysnomia dump]&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=TCa_Sagittarius&amp;diff=66063</id>
		<title>TCa Sagittarius</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=TCa_Sagittarius&amp;diff=66063"/>
		<updated>2025-03-24T13:53:37Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: TSS stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|&#039;&#039;TCa &#039;&#039;&#039;Sagittarius&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
[[Image:tcasagittarius.jpg|thumb|right|470px|Original TCa Sagittarius as featured in the [[Terran-Vasudan War Project|TVWP]].]]&lt;br /&gt;
[[Image:TCaSagittarius.png|thumb|right|470px|HTL Sagittarius.]]&lt;br /&gt;
[[Image:NuSagiWiki.png|thumb|right|470px|2021 PBR Sagittarius.]]&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===TVWP Description===&lt;br /&gt;
Designed when only the largest of ships could use any form of subspace drive, the Sagittarius (or Sagi for short) quickly established itself as the carrier class of choice.  Engineered to not waste a moment on the battlefield, the Sagi&#039;s efficient design allows it to quickly pick up and drop off fighters and transports between short jumps into and out of a battle area.  So effective is the Sagi that it has become the symbol of space-based military, endearing itself to its crews like no other ship.&lt;br /&gt;
&lt;br /&gt;
===Exile Description===&lt;br /&gt;
Outer Rim Syndicate - Syr Darya Carrier&lt;br /&gt;
&lt;br /&gt;
After the Secession War, ORS High Command requested a dedicated carrier to house short-range fighter squadrons on missions in remote sectors of Syndicate space. As a result, the &#039;&#039;Sagittarius&#039;&#039;-class carrier deployed during the Unification War was refitted with state-of-the-art weaponry, engine systems and reactive armor. From all these new modifications, the &#039;&#039;Syr Darya&#039;&#039;-class carrier was born. 34 &#039;&#039;Syr Darya&#039;&#039; carriers were constructed and played a major part in numerous engagements reinforcing ORS warships and supply convoys with fighters while they remained far away from the war zone. During the Shivan invasion, the Syndicate equipped the carriers with a pair of light rail cannons to enhance their escort capabilities and allow them to assist the refugee convoys. The few surviving &#039;&#039;Syr Darya&#039;&#039;-class carriers like the &#039;&#039;Graf Zeppelin&#039;&#039; or the &#039;&#039;Jarema&#039;&#039; became valuable assets in the Exodus Fleet due to their ability to deploy fighter squadrons where necessary without the need to risk destroyers.&lt;br /&gt;
&lt;br /&gt;
===Twist of Fate Description===&lt;br /&gt;
Originally deployed by the former United States of America, the venerable Hyperion is the GTA&#039;s oldest class of ships capable of bearing fighters. Much smaller and weaker than a destroyer, a Hyperion-class vessel deploys its fighters from behind the front lines, as a Hyperion-class carrier is neither powerful nor durable. As more Orion-class destroyers are built, these vessels are steadily being deactivated. Their only real saving grace is a remarkably strong anti-fighter armament. &lt;br /&gt;
&lt;br /&gt;
===The Sixth Seal Description===&lt;br /&gt;
A relic of the pre-GTA era, the GTCa Sagittarius heavy carrier was originally designed for the Earther Federation before the widespread adoption of fighter-mounted subspace drives. Serving as a mobile strikecraft base, it was equipped with one of the most advanced subspace drives of its time, granting it exceptional strategic mobility. While most Federation-era warships were retired after the Unification War, the Sagittarius proved its enduring value and was the only capital ship of its class to be integrated into the Galactic Terran Alliance fleet. Even after the introduction of intrasystem fighter drives, the Sagittarius was continually upgraded with modern subspace drives and weapons systems. Today, it primarily serves as a system exploration vessel capable of prolonged operations far from supply lines or as an emergency escort for Orion-class destroyers in critical engagements.&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
*Model by &#039;&#039;&#039;Ryx&#039;&#039;&#039;&lt;br /&gt;
*HTL by &#039;&#039;&#039;Taristin&#039;&#039;&#039;&lt;br /&gt;
*2021 Rework by &#039;&#039;&#039;Nyctaeus&#039;&#039;&#039;, with texturing assistance from &#039;&#039;&#039;MjnMixael&#039;&#039;&#039;. Multipart turret models by &#039;&#039;&#039;DahBlount&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
*&#039;&#039;&#039;TVWP&#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#Type|Type]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Carrier&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 45 000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Width|Width]]&#039;&#039;&#039;&lt;br /&gt;
| 315 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Height|Height]]&#039;&#039;&#039;&lt;br /&gt;
| 230 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 1000 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exile&#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; | 314.99 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Height|Height]]&#039;&#039;&#039;&lt;br /&gt;
| 266.91 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 1005.99 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Turrets|Turrets]]&#039;&#039;&#039;&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Fighterbays|Fighterbays]]&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
|}&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;TVWP&#039;&#039;&#039;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Exile&#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;
| 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;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Light Turret&lt;br /&gt;
| 8 (x2)&lt;br /&gt;
| Syndicate Turret&lt;br /&gt;
| 11&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| AAA Turret&lt;br /&gt;
| 2&lt;br /&gt;
| AFSwarm&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Firestorm&lt;br /&gt;
| 15&lt;br /&gt;
| Standard Railgun&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Plasma Shotgun&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:SyrDarya.jpg|ORCa Syr Darya in Exile.&lt;br /&gt;
Image:Gtcahyperion.jpg|GTCa Hyperion in Twist of Fate.&lt;br /&gt;
Image:NuSyrDarya.png|Reworked model of ORCa Syr Darya in Exile 2.0.&lt;br /&gt;
Image:SagiFaustus.png|The Sixth Seal reskin, sharing material setup with HTL Faustus.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|What looks like a small, additional hangarbays located in the middle of long broadsides of the ship is just a decoration. The fake hangarbays are not big enough for majority of FS strikecraft classes, and they are covered by invisible walls anyway. Only front and rear hangars are functional. Avoid deploying strikecraft from the carrier during intense maneuvers, as the exiting craft will crush on the wall inside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This ship is usually armed with tons of blob turrets. I find it quite dangerous opponent for unshielded craft. It comes with impressive armament in both [[Twist of Fate]] and [[Unification War]], but in [[Exile]] majority of turrets got removed. Exile modpack armed this ship with pair of spinal railgun cannons, and while it has double the spinal firepower of [[ORC Amalthea]], it&#039;s the same railgun that must appear en-masse on multi-barreled turrets to be truly effective. Syr Darya is terrible attacker, and it&#039;s even worse at defending itself against enemy fighters and bombers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first released version of the HTL was known from collision errors caused by infamous Collada exporter for 3DS MAX. You can distinguish buggy versions by long, dark, unnatural shadow cast on the broadsides. It got reconvered by Mjn.Mixael to adress this issue, and re-released by Nyctaeus. Nyx&#039;s version has identical turret layout as Syr Darya from Exile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2021 rework removes side hangars and replaces them with greebles. It also comes with unique turret layout resembling Ryx&#039;s original model. }}&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
*TVWP Demo: &lt;br /&gt;
**[http://www.hard-light.net/forums/index.php/topic,51123.0.html Release thread | Hard-light forums]&lt;br /&gt;
*High-poly version: &lt;br /&gt;
**[http://www.freespacemods.net/download.php?view.874 Download | FSMods.net]&lt;br /&gt;
**[http://www.mediafire.com/?mycco2mbvrv4nxn Download | Mediafire]&lt;br /&gt;
*2021 Rework:&lt;br /&gt;
**[https://www.hard-light.net/forums/index.php?topic=97858.0 Release thread]&lt;br /&gt;
*Exile - ORS Reskin&lt;br /&gt;
**[http://www.hard-light.net/forums/index.php?topic=91672.0 Release thread]&lt;br /&gt;
*The Sixth Seal - Faustus-style maps&lt;br /&gt;
**[https://www.hard-light.net/forums/index.php?topic=99578.0 Release thread]&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTB_Euryale&amp;diff=66062</id>
		<title>GTB Euryale</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTB_Euryale&amp;diff=66062"/>
		<updated>2025-03-24T13:42:02Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: release, mod info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Inferno Ships|&#039;&#039;GTB &#039;&#039;&#039;Euryale&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
[[Image:GTB_Euryale_INF.jpg|thumb|right|650px|GTB Euryale as seen in first release of Inferno Nostos]]&lt;br /&gt;
[[Image:EuryaleInfWiki.png|thumb|right|650px|Nostos Re-Release PBR reskin]]&lt;br /&gt;
[[Image:EuryaleFS1Wiki.png|thumb|right|650px|Ursa-themed reskin as seen in The Sixth Seal]]&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===Inferno Nostos Tech Room Description===&lt;br /&gt;
Advanced Terran medium bomber.&lt;br /&gt;
&lt;br /&gt;
Designed to destroy cruisers and corvettes, Dynamic Metamer produced the Euryale as a companion to the Rhea, intended to replace the outdated Artemis bomber. Unlike its companion bomber, the Euryale&#039;s development proceeded smoothly, beginning with Han-Ronald&#039;s venerable Medusa as a baseline and applying six decades of technical innovation to produce the most sophisticated medium bomber in the fleet. Mounting a DM-72 reactor core powering its dense shielding system and sporting the latest generation of active armor systems, the Euryale is built to take a beating. Three missile bays mounting all conventional GTVA ordnance, along with a dedicated bank of Plasma Accelerator Cannons, gives the Euryale the firepower to take on anything smaller than a destroyer. &lt;br /&gt;
&lt;br /&gt;
Perhaps the Euryale&#039;s most controversial design decision is its active defense measures. Terran bomber pilots have long advocated for the return of defense turrets on next-generation bomber designs, but the Euryale eschews a turret system in favor of the SPELLS tactical engagement system.  The Euryale mounts the OVERDRIVE afterburner supercharger, and the SMARTBOMB electromagnetic pulse defensive weapon.  Initial results have been promising for both the SPELLS suite and the bomber itself, but skepticism among the bomber corps remains high.&lt;br /&gt;
&lt;br /&gt;
===The Sixth Seal Tech Room Description===&lt;br /&gt;
The Euryale is an aging medium bomber design, developed by Han-Ronald some five years after the start of the Terran-Vasudan War. In response to the recently integrated GTA navy&#039;s lack of a system with more ordnance capacity than the Mustang Beta and more maneuverability than the Atlas, the freshly incorporated Han-Ronald sought to develop a ship designed along similar lines to their Kestrel heavy fighter, phased out shortly after the war&#039;s beginning. The Euryale features an ergonomic welded slab-steel fuselage with quick-removal Kraftei-style mounting points for engine thrusters, stabilizers, and ordnance bays. While most fighter and bomber developers have moved on to more advanced spaceframe structures, the simplicity and durability of the otherwise crude design allows for low maintenance costs and ease of repair in the field compared to other designs, ranging from basic patching to full unit removal for overhaul or replacement.&lt;br /&gt;
&lt;br /&gt;
The Euryale&#039;s largest weakness is its ordnance bays. While spacious, the ship&#039;s obsolete hardware and guidance systems have rendered the Euryale unable to use much more than the latest variants of the Quake heavy bomb, or more basic missile designs. With new ordnance in development, including advanced anti-cruiser munitions, Han-Ronald has already begun testing of a new ship - the GTB Medusa - to replace the venerable bomber for the next decade or more to come. Though little more than pictures have been released of it so far, the Medusa appears to follow very heavily in the Euryale&#039;s design principles, and speculation remains on whether any components from older Euryale spaceframes will be cannibalized to expedite the new bomber&#039;s introduction.&lt;br /&gt;
&lt;br /&gt;
===Credits List===&lt;br /&gt;
*Model by &#039;&#039;&#039;BrotherBryon&#039;&#039;&#039; with textures by &#039;&#039;&#039;Nyctaeus&#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; | Advanced Medium Bomber&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]&#039;&#039;&#039;&lt;br /&gt;
| Dynamic Metamer&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]&#039;&#039;&#039;&lt;br /&gt;
| Low&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 65.0 - 80.0 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;
| 105.0 mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 700&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| 900&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 48 m&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=3 style=&amp;quot;background:#800040;&amp;quot;| &#039;&#039;&#039;Inferno Nostos&#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;
| MPAC&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| 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| [1:] LPAC, MPAC&lt;br /&gt;
[2:] Subach HL-12, Subach SD-14, Prometheus, Prometheus G, Hastor, Aquinas&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:#800040;&amp;quot;| &#039;&#039;&#039;Inferno: Nostos&#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;
| Ghost&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 60&lt;br /&gt;
| Cyclops II&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3rd&lt;br /&gt;
| 100&lt;br /&gt;
| Titan&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Secondaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [1:] Shocker, Hurricane, Shadow, Ghost, Stiletto III, Hornet M, Maelstrom, Corinthos, Arbalest, Cyclops II&lt;br /&gt;
[2 and 3:] Shocker, Shadow, Ghost, Stiletto III, Corinthos, Cyclops II, Titan&lt;br /&gt;
|}&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|Not to be confused with ORB Euryale from [[Exile]], as this one uses [[GTB Medusa|Medusa]] model with recolored textures and altered POF file.}}&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
*Inferno: Nostos [https://www.hard-light.net/forums/index.php?topic=94800 Release thread | Hard-light forums]&lt;br /&gt;
*RELEASE THREAD:&lt;br /&gt;
**&#039;&#039;&#039;[https://www.hard-light.net/forums/index.php?topic=98065.msg1913339#msg1913339 Download | Hard-Light Productions]&lt;br /&gt;
*FS1 Reskin - [[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;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=File:EuryaleFS1Wiki.png&amp;diff=66061</id>
		<title>File:EuryaleFS1Wiki.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=File:EuryaleFS1Wiki.png&amp;diff=66061"/>
		<updated>2025-03-24T13:36:54Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=File:EuryaleInfWiki.png&amp;diff=66060</id>
		<title>File:EuryaleInfWiki.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=File:EuryaleInfWiki.png&amp;diff=66060"/>
		<updated>2025-03-24T13:35:34Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=PVG_Oasis&amp;diff=66058</id>
		<title>PVG Oasis</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=PVG_Oasis&amp;diff=66058"/>
		<updated>2025-03-24T13:29:02Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: &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 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>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=PVG_Oasis&amp;diff=66055</id>
		<title>PVG Oasis</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=PVG_Oasis&amp;diff=66055"/>
		<updated>2025-03-24T13:23:38Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: &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 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>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=PVG_Oasis&amp;diff=66052</id>
		<title>PVG Oasis</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=PVG_Oasis&amp;diff=66052"/>
		<updated>2025-03-24T13:21:09Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: &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>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=PVG_Oasis&amp;diff=66051</id>
		<title>PVG Oasis</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=PVG_Oasis&amp;diff=66051"/>
		<updated>2025-03-24T13:20:27Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: TSS Oasis + some more stuff&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;.&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>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=File:HTLOasisWiki.png&amp;diff=66050</id>
		<title>File:HTLOasisWiki.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=File:HTLOasisWiki.png&amp;diff=66050"/>
		<updated>2025-03-24T13:10:23Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: reworked Oasis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
reworked Oasis&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTF_Antaeus&amp;diff=66049</id>
		<title>GTF Antaeus</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTF_Antaeus&amp;diff=66049"/>
		<updated>2025-03-24T13:09:40Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: &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>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTF_Antaeus&amp;diff=66048</id>
		<title>GTF Antaeus</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTF_Antaeus&amp;diff=66048"/>
		<updated>2025-03-24T13:05:41Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: &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;
===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>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=File:Antek2Wiki.png&amp;diff=66047</id>
		<title>File:Antek2Wiki.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=File:Antek2Wiki.png&amp;diff=66047"/>
		<updated>2025-03-24T13:01:14Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: TSS Antaeus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
TSS Antaeus&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=SSD_Vidyadhar&amp;diff=66026</id>
		<title>SSD Vidyadhar</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=SSD_Vidyadhar&amp;diff=66026"/>
		<updated>2025-02-26T21:57:34Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Inferno Ships|&#039;&#039;&#039;{{PAGENAME}}}}&lt;br /&gt;
{{shipimage|image=[[Image:Vidyadhar.jpg|650px]]|caption=The {{PAGENAME}}}}&lt;br /&gt;
==Description:==&lt;br /&gt;
===Tech Room Description===&lt;br /&gt;
There is a single word to describe the Vidyadhar, and that is &#039;monster&#039;. Preliminary scans indicate that the Vidyadhar is an obscenely heavily armed weapon platform, this superdestroyer is equipped with a single juggernaught-calibre cannon in addition to multiple destroyer class weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
*Model and textures by &#039;&#039;&#039;BrotherBryon&#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;
{|&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; | 1318 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Height|Height]]&#039;&#039;&#039;&lt;br /&gt;
| 906 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 4119 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Turrets|Turrets]]&#039;&#039;&#039;&lt;br /&gt;
| 47&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Fighterbays|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;[[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;
| S-B-MegaHuge&lt;br /&gt;
| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| S-B-Huge&lt;br /&gt;
| 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| S-B-AAA&lt;br /&gt;
| 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| S-AF-Las-A&lt;br /&gt;
| 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| S-AF-Flak-A&lt;br /&gt;
| 12&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| S-AF-Cluster-B&lt;br /&gt;
| 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|Main beam of this ship is actually invisible, non-collidable box, so it&#039;s impossible to destroy it without sexping. In [[Inferno Nostos]], player disarm Vidy&#039;s main weapon by destroying it&#039;s weapons subsystem located underneath the large, overlapping plates on the ship&#039;s spine. Park your bomber underneath the plates, so point defenses cannot hit you, and pummel the subsystem until it dies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vidyadhar was once a superjuggernaut. One of several superjugg designs produced by Woomeister for cancalled Inferno R2. Placement of the main beam is reminiscent of a subspace rift weapon a juggernaut version of Vidyadhar used to have. None of the six front claws is actually a turret, so the ship comes with no other offensive armament typical to Shivan ships, and the rest of her beams are located on the sides.&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;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=EACv_Darkness&amp;diff=66025</id>
		<title>EACv Darkness</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=EACv_Darkness&amp;diff=66025"/>
		<updated>2025-02-26T11:53:31Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Inferno_Ships}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Eacvdarkness.jpg|thumb|right|480px|Original EACv &#039;&#039;Darkness&#039;&#039; from INFR1.]]&lt;br /&gt;
[[Image:Eacvdarkness_htl.jpg|thumb|right|480px|High-poly EACv &#039;&#039;Darkness&#039;&#039; by FSF and Droid803.]]&lt;br /&gt;
[[Image:EACv_Skotas.jpg|thumb|right|480px|First version of EACv &#039;&#039;Skotas&#039;&#039; as seen in [[Inferno Nostos]].]]&lt;br /&gt;
[[Image:Infscpdarkness_htl.jpg|thumb|right|480px|PBR retexture of EACv &#039;&#039;Skotas&#039;&#039; as seen in re-release of [[Inferno Nostos]]]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;EACv &#039;&#039;Darkness&#039;&#039;&#039;&#039;&#039; is an [[Earth Alliance]] corvette with very heavily shielded turrets and formidable anti-warship beam cannons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===Inferno R1 Description===&lt;br /&gt;
Although less well-armed than the Phobos, the Darkness-class, the EA&#039;s sole corvette, is nevertheless a major threat to opposing capital ships. Multiple medium cannons adorn her port and starboard quarters, a configuration similar to that of our Alexandria model. Anti-subsystem strikes on the Darkness&#039; turrets are practically futile, as they are very heavily shielded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Inferno Nostos Description===&lt;br /&gt;
Although less well-armed than the Phobos, the Skotas-class of light corvettes is nevertheless a major threat to opposing cruisers and corvettes. Its Geodess missile system can attack any warship from extreme range and from almost any angle. Heavily shielded turrets on the Skotas will frustrate most attempts to disarm the corvette, so most commanders prefer to destroy it or chase it off rather than secure it for infiltration and capture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
* Original model by &#039;&#039;&#039;Styxx&#039;&#039;&#039; (??)&lt;br /&gt;
* Hi-poly model by &#039;&#039;&#039;FSF&#039;&#039;&#039; and &#039;&#039;&#039;Droid803&#039;&#039;&#039;&lt;br /&gt;
* Inferno reskin by &#039;&#039;&#039;TheDagger&#039;&#039;&#039; and &#039;&#039;&#039;Nyctaeus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
The HTL model has eight huge submarine-style VLS tubes from which it can launch long-range torpedoes on the dorsal surface (where a stinger launcher used to be), but otherwise has an identical turret layout.&lt;br /&gt;
Skotas variant adds a small fighterbay above the nose, easy to overlook.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
*&#039;&#039;&#039;INFR1&#039;&#039;&#039;&lt;br /&gt;
{{Ship Stats|Corvette|Earth Alliance|N/A|35.0|N/A|N/A|115000|N/A|N/A}}&lt;br /&gt;
&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; | 426.82 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Height|Height]]&#039;&#039;&#039;&lt;br /&gt;
| 608.81 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 1255.92 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Turrets|Turrets]]&#039;&#039;&#039;&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Fighterbays|Fighterbays]]&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
|}&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;Inferno R1&#039;&#039;&#039;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#300505;&amp;quot;| &#039;&#039;&#039;Nostos&#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;
| 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;
| EA Turret&lt;br /&gt;
| 1&lt;br /&gt;
| EA-AW-Rail-B&lt;br /&gt;
| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| EA RFT&lt;br /&gt;
| 8&lt;br /&gt;
| EA-AF-Blast-C&lt;br /&gt;
| 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Hell Storm&lt;br /&gt;
| 1&lt;br /&gt;
| EA-B-Medium&lt;br /&gt;
| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Stinger&lt;br /&gt;
| 2&lt;br /&gt;
| EA-AF-Mis-C&lt;br /&gt;
| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MSilv&lt;br /&gt;
| 4&lt;br /&gt;
| EA-AF-Flak-B&lt;br /&gt;
| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| EA-Geodess-B&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{comment|&#039;&#039;Originally made for [[Machina Terra]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As the tech description says, turrets are very heavily armored, with the exception of the Stinger launchers, making it rather difficult to disarm them. However, they aren&#039;t too dangerous to you or your friendly warships in the missions they appear in [[INFR1]]. Simply take out their stinger batteries and you can safely ignore them most of the time.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
* Inferno Nostos (renamed to Skotas): https://www.hard-light.net/forums/index.php?topic=94800&lt;br /&gt;
* Inferno R1 (original): https://www.hard-light.net/forums/index.php?topic=94800&lt;br /&gt;
&lt;br /&gt;
[[Category:Inferno Ships]]&lt;br /&gt;
[[Category:User-made Ships]]&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=EACv_Darkness&amp;diff=66024</id>
		<title>EACv Darkness</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=EACv_Darkness&amp;diff=66024"/>
		<updated>2025-02-26T11:52:11Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Inferno_Ships}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Eacvdarkness.jpg|thumb|right|480px|Original EACv &#039;&#039;Darkness&#039;&#039; from INFR1.]]&lt;br /&gt;
[[Image:Eacvdarkness_htl.jpg|thumb|right|480px|High-poly EACv &#039;&#039;Darkness&#039;&#039; by FSF and Droid803.]]&lt;br /&gt;
[[Image:EACv_Skotas.jpg|thumb|right|480px|First version of EACv &#039;&#039;Skotas&#039;&#039; as seen in [[Inferno Nostos]].]]&lt;br /&gt;
[[Image:Infscpdarkness_htl.jpg|thumb|right|480px|PBR retexture of EACv &#039;&#039;Skotas&#039;&#039; as seen in re-release of [[Inferno Nostos]]]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;EACv &#039;&#039;Darkness&#039;&#039;&#039;&#039;&#039; is an [[Earth Alliance]] corvette with very heavily shielded turrets and formidable anti-warship beam cannons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===Inferno R1 Description===&lt;br /&gt;
Although less well-armed than the Phobos, the Darkness-class, the EA&#039;s sole corvette, is nevertheless a major threat to opposing capital ships. Multiple medium cannons adorn her port and starboard quarters, a configuration similar to that of our Alexandria model. Anti-subsystem strikes on the Darkness&#039; turrets are practically futile, as they are very heavily shielded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Inferno Nostos Description===&lt;br /&gt;
Although less well-armed than the Phobos, the Skotas-class of light corvettes is nevertheless a major threat to opposing cruisers and corvettes. Its Geodess missile system can attack any warship from extreme range and from almost any angle. Heavily shielded turrets on the Skotas will frustrate most attempts to disarm the corvette, so most commanders prefer to destroy it or chase it off rather than secure it for infiltration and capture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
* Original model by &#039;&#039;&#039;Styxx&#039;&#039;&#039; (??)&lt;br /&gt;
* Hi-poly model by &#039;&#039;&#039;FSF&#039;&#039;&#039; and &#039;&#039;&#039;Droid803&#039;&#039;&#039;&lt;br /&gt;
* Inferno reskin by &#039;&#039;&#039;TheDagger&#039;&#039;&#039; and &#039;&#039;&#039;Nyctaeus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
&lt;br /&gt;
Originally made for [[Machina Terra]].&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
*&#039;&#039;&#039;INFR1&#039;&#039;&#039;&lt;br /&gt;
{{Ship Stats|Corvette|Earth Alliance|N/A|35.0|N/A|N/A|115000|N/A|N/A}}&lt;br /&gt;
&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; | 426.82 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Height|Height]]&#039;&#039;&#039;&lt;br /&gt;
| 608.81 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 1255.92 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Turrets|Turrets]]&#039;&#039;&#039;&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Fighterbays|Fighterbays]]&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
|}&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;Inferno R1&#039;&#039;&#039;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#300505;&amp;quot;| &#039;&#039;&#039;Nostos&#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;
| 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;
| EA Turret&lt;br /&gt;
| 1&lt;br /&gt;
| EA-AW-Rail-B&lt;br /&gt;
| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| EA RFT&lt;br /&gt;
| 8&lt;br /&gt;
| EA-AF-Blast-C&lt;br /&gt;
| 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Hell Storm&lt;br /&gt;
| 1&lt;br /&gt;
| EA-B-Medium&lt;br /&gt;
| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Stinger&lt;br /&gt;
| 2&lt;br /&gt;
| EA-AF-Mis-C&lt;br /&gt;
| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MSilv&lt;br /&gt;
| 4&lt;br /&gt;
| EA-AF-Flak-B&lt;br /&gt;
| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| EA-Geodess-B&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{comment|&#039;&#039;As the tech description says, turrets are very heavily armored, with the exception of the Stinger launchers, making it rather difficult to disarm them. However, they aren&#039;t too dangerous to you or your friendly warships in the missions they appear in [[INFR1]]. Simply take out their stinger batteries and you can safely ignore them most of the time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The HTL model has eight huge submarine-style VLS tubes from which it can launch long-range torpedoes on the dorsal surface (where a stinger launcher used to be), but otherwise has an identical turret layout.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skotas variant adds a small fighterbay above the nose, easy to overlook.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
* Inferno Nostos (renamed to Skotas): https://www.hard-light.net/forums/index.php?topic=94800&lt;br /&gt;
* Inferno R1 (original): https://www.hard-light.net/forums/index.php?topic=94800&lt;br /&gt;
&lt;br /&gt;
[[Category:Inferno Ships]]&lt;br /&gt;
[[Category:User-made Ships]]&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=EACv_Darkness&amp;diff=66023</id>
		<title>EACv Darkness</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=EACv_Darkness&amp;diff=66023"/>
		<updated>2025-02-26T11:51:19Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Inferno_Ships}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Eacvdarkness.jpg|thumb|right|480px|Original EACv &#039;&#039;Darkness&#039;&#039; from INFR1.]]&lt;br /&gt;
[[Image:Eacvdarkness_htl.jpg|thumb|right|480px|High-poly EACv &#039;&#039;Darkness&#039;&#039; by FSF and Droid803.]]&lt;br /&gt;
[[Image:EACv_Skotas.jpg|thumb|right|480px|First version of EACv &#039;&#039;Skotas&#039;&#039; as seen in [[Inferno Nostos]].]]&lt;br /&gt;
[[Image:Infscpdarkness_htl.jpg|thumb|right|480px|PBR retexture of EACv &#039;&#039;Skotas&#039;&#039; as seen in re-release of [[Inferno Nostos]]]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;EACv &#039;&#039;Darkness&#039;&#039;&#039;&#039;&#039; is an [[Earth Alliance]] corvette with very heavily shielded turrets and formidable anti-warship beam cannons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===Inferno R1 Description===&lt;br /&gt;
Although less well-armed than the Phobos, the Darkness-class, the EA&#039;s sole corvette, is nevertheless a major threat to opposing capital ships. Multiple medium cannons adorn her port and starboard quarters, a configuration similar to that of our Alexandria model. Anti-subsystem strikes on the Darkness&#039; turrets are practically futile, as they are very heavily shielded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Inferno Nostos Description===&lt;br /&gt;
Although less well-armed than the Phobos, the Skotas-class of light corvettes is nevertheless a major threat to opposing cruisers and corvettes. Its Geodess missile system can attack any warship from extreme range and from almost any angle. Heavily shielded turrets on the Skotas will frustrate most attempts to disarm the corvette, so most commanders prefer to destroy it or chase it off rather than secure it for infiltration and capture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
* Original model by &#039;&#039;&#039;Styxx&#039;&#039;&#039; (??)&lt;br /&gt;
* Hi-poly model by &#039;&#039;&#039;FSF&#039;&#039;&#039; and &#039;&#039;&#039;Droid803&#039;&#039;&#039;&lt;br /&gt;
* Inferno reskin by &#039;&#039;&#039;TheDagger&#039;&#039;&#039; and &#039;&#039;&#039;Nyctaeus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
&lt;br /&gt;
Originally made for [[Machina Terra]].&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
*&#039;&#039;&#039;INFR1&#039;&#039;&#039;&lt;br /&gt;
{{Ship Stats|Corvette|Earth Alliance|N/A|35.0|N/A|N/A|115000|N/A|N/A}}&lt;br /&gt;
&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; | 426.82 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Height|Height]]&#039;&#039;&#039;&lt;br /&gt;
| 608.81 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 1255.92 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Turrets|Turrets]]&#039;&#039;&#039;&lt;br /&gt;
| 24&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Fighterbays|Fighterbays]]&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
|}&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;Inferno R1&#039;&#039;&#039;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#300505;&amp;quot;| &#039;&#039;&#039;Nostos&#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;
| 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;
| EA Turret&lt;br /&gt;
| 1&lt;br /&gt;
| EA-AW-Rail-B&lt;br /&gt;
| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| EA RFT&lt;br /&gt;
| 8&lt;br /&gt;
| EA-AF-Blast-C&lt;br /&gt;
| 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Hell Storm&lt;br /&gt;
| 1&lt;br /&gt;
| EA-B-Medium&lt;br /&gt;
| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Stinger&lt;br /&gt;
| 2&lt;br /&gt;
| EA-AF-Mis-C&lt;br /&gt;
| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MSilv&lt;br /&gt;
| 4&lt;br /&gt;
| EA-AF-Flak-B&lt;br /&gt;
| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| EA-Geodess-B&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{comment|&#039;&#039;As the tech description says, turrets are very heavily armored, with the exception of the Stinger launchers, making it rather difficult to disarm them. However, they aren&#039;t too dangerous to you or your friendly warships in the missions they appear in [[INFR1]]. Simply take out their stinger batteries and you can safely ignore them most of the time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The HTL model has eight huge submarine-style VLS tubes from which it can launch long-range torpedoes on the dorsal surface (where a stinger launcher used to be), but otherwise has an identical turret layout.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skotas variant adds a small fighterbay above the nose, easy to overlook.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
* Inferno Nostos (renamed to Skotas): https://www.hard-light.net/forums/index.php?topic=94800&lt;br /&gt;
* Inferno R1 (original): https://www.hard-light.net/forums/index.php?topic=94800&lt;br /&gt;
&lt;br /&gt;
[[Category:Inferno Ships]]&lt;br /&gt;
[[Category:User-made Ships]]&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=SCv_Scylla&amp;diff=66022</id>
		<title>SCv Scylla</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=SCv_Scylla&amp;diff=66022"/>
		<updated>2025-02-25T20:39:12Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: page upgrade for no reason&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Inferno_Ships}}&lt;br /&gt;
&lt;br /&gt;
{{shipimage|image=[[Image:Scvscylla.jpg|480px]]|caption=Original SCv Scylla}}&lt;br /&gt;
&lt;br /&gt;
If the [[SCv Moloch]] class of corvettes led you to think that the Shivans can only fail with corvette designs the &#039;&#039;Scylla&#039;&#039; will quickly change your mind. This corvette is incredibly fast and is also armed to the teeth: its 5 beam cannons are usually enough to wipe out warships of corvette size and below and threaten destroyers.&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===Inferno R1 Description===&lt;br /&gt;
The Scylla is the most fearsome corvette in the Shivan arsenal. Extremely fast, well-armed and heavily shielded against our weapons, it is a dire threat to our cruisers and corvettes, and can lash out against destroyers with its heavy forward cannon. Fortunately, its weapons are rather weak and its point defence armament is relatively poor, with only a handful of laser turrets and a pair of AAA beams.&lt;br /&gt;
{{shipimage|image=[[Image:Scylla.JPG|480px]]|caption=HTL SCv Scylla}}&lt;br /&gt;
&lt;br /&gt;
===Inferno: Nostos Description===&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
===Exile Description===&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
HTL version of the Scylla comes in two versions. First features three beam cannons on the biggest front arms along with couple additional turrets and the second is drag&#039;n&#039;drop replacement for Scylla in Inferno Release 1.&lt;br /&gt;
&lt;br /&gt;
It&#039;s the first model release of Nyctaeus. Has very inefficient UV layout, so using 4096px texture is recommended. Texture was baked from vanilla tiles and parts of textures of [[SSD Bhaal]].&lt;br /&gt;
===Name origin===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Scylla&#039;&#039; is a sea monster that appears in Homer&#039;s &#039;&#039;Odissey&#039;&#039; and threatens Ulysses and his crew of survivors.&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
&lt;br /&gt;
*Original version by &#039;&#039;&#039;unknown&#039;&#039;&#039;, probably Aldo&lt;br /&gt;
*Hi-Poly version by &#039;&#039;&#039;Nyctaeus&#039;&#039;&#039;, released under his old nickname &#039;&#039;&#039;Betrayal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Corvette|Shivan|30.0|50.0|N/A|N/A|90000|N/A|N/A}}&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;Inferno R1&#039;&#039;&#039;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#300505;&amp;quot;| &#039;&#039;&#039;Inferno: Nostos&#039;&#039;&#039;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#300505;&amp;quot;| &#039;&#039;&#039;Exile&#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;
| style=&amp;quot;width:120px&amp;quot; |Turret Type&lt;br /&gt;
| style=&amp;quot;width:60px&amp;quot; |Amount&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;
| 14&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[SAAA]]&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Shivan Missile&lt;br /&gt;
| 2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[LRed]]&lt;br /&gt;
| 1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| MRed&lt;br /&gt;
| 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{comment| Very strong opponent in Inferno Release 1 when it comes to capship combat. With a single LRed on her nose and four additional medium beams, this corvette technically has higher firepower than a Demon or a Ravana, but most ships in INFR1 have much more hitpoints to balance more beams. Her point-defenses are mostly blob turrrets so if you avoid pair of SAAAs, you should be fine. &lt;br /&gt;
&lt;br /&gt;
HTL version replaces the spinal cannon with three medium beams, but turret layout is otherwise almost identical. Both Exile and Inferno: Nostos use the version with three spinal beams.}}&lt;br /&gt;
&lt;br /&gt;
==Related links==&lt;br /&gt;
&lt;br /&gt;
; Hi-Poly version:&lt;br /&gt;
* [http://www.hard-light.net/forums/index.php?topic=87197.0 Release thread]&lt;br /&gt;
&lt;br /&gt;
[[Category:Inferno Ships]]&lt;br /&gt;
[[Category:User-made Ships]]&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=TCa_Sagittarius&amp;diff=66019</id>
		<title>TCa Sagittarius</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=TCa_Sagittarius&amp;diff=66019"/>
		<updated>2025-02-19T12:20:56Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: credits + Veteran Comments&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|&#039;&#039;TCa &#039;&#039;&#039;Sagittarius&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
[[Image:tcasagittarius.jpg|thumb|right|470px|Original TCa Sagittarius as featured in the [[Terran-Vasudan War Project|TVWP]].]]&lt;br /&gt;
[[Image:TCaSagittarius.png|thumb|right|470px|HTL Sagittarius.]]&lt;br /&gt;
[[Image:NuSagiWiki.png|thumb|right|470px|2021 PBR Sagittarius.]]&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===TVWP Description===&lt;br /&gt;
Designed when only the largest of ships could use any form of subspace drive, the Sagittarius (or Sagi for short) quickly established itself as the carrier class of choice.  Engineered to not waste a moment on the battlefield, the Sagi&#039;s efficient design allows it to quickly pick up and drop off fighters and transports between short jumps into and out of a battle area.  So effective is the Sagi that it has become the symbol of space-based military, endearing itself to its crews like no other ship.&lt;br /&gt;
&lt;br /&gt;
===Exile Description===&lt;br /&gt;
Outer Rim Syndicate - Syr Darya Carrier&lt;br /&gt;
&lt;br /&gt;
After the Secession War, ORS High Command requested a dedicated carrier to house short-range fighter squadrons on missions in remote sectors of Syndicate space. As a result, the &#039;&#039;Sagittarius&#039;&#039;-class carrier deployed during the Unification War was refitted with state-of-the-art weaponry, engine systems and reactive armor. From all these new modifications, the &#039;&#039;Syr Darya&#039;&#039;-class carrier was born. 34 &#039;&#039;Syr Darya&#039;&#039; carriers were constructed and played a major part in numerous engagements reinforcing ORS warships and supply convoys with fighters while they remained far away from the war zone. During the Shivan invasion, the Syndicate equipped the carriers with a pair of light rail cannons to enhance their escort capabilities and allow them to assist the refugee convoys. The few surviving &#039;&#039;Syr Darya&#039;&#039;-class carriers like the &#039;&#039;Graf Zeppelin&#039;&#039; or the &#039;&#039;Jarema&#039;&#039; became valuable assets in the Exodus Fleet due to their ability to deploy fighter squadrons where necessary without the need to risk destroyers.&lt;br /&gt;
&lt;br /&gt;
===Twist of Fate Description===&lt;br /&gt;
Originally deployed by the former United States of America, the venerable Hyperion is the GTA&#039;s oldest class of ships capable of bearing fighters. Much smaller and weaker than a destroyer, a Hyperion-class vessel deploys its fighters from behind the front lines, as a Hyperion-class carrier is neither powerful nor durable. As more Orion-class destroyers are built, these vessels are steadily being deactivated. Their only real saving grace is a remarkably strong anti-fighter armament. &lt;br /&gt;
===Credits===&lt;br /&gt;
*Model by &#039;&#039;&#039;Ryx&#039;&#039;&#039;&lt;br /&gt;
*HTL by &#039;&#039;&#039;Taristin&#039;&#039;&#039;&lt;br /&gt;
*2021 Rework by &#039;&#039;&#039;Nyctaeus&#039;&#039;&#039;, with texturing assistance from &#039;&#039;&#039;MjnMixael&#039;&#039;&#039;. Multipart turret models by &#039;&#039;&#039;DahBlount&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
*&#039;&#039;&#039;TVWP&#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#Type|Type]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Carrier&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 45 000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Width|Width]]&#039;&#039;&#039;&lt;br /&gt;
| 315 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Height|Height]]&#039;&#039;&#039;&lt;br /&gt;
| 230 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 1000 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exile&#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; | 314.99 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Height|Height]]&#039;&#039;&#039;&lt;br /&gt;
| 266.91 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 1005.99 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Turrets|Turrets]]&#039;&#039;&#039;&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Fighterbays|Fighterbays]]&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
|}&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;TVWP&#039;&#039;&#039;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Exile&#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;
| 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;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Light Turret&lt;br /&gt;
| 8 (x2)&lt;br /&gt;
| Syndicate Turret&lt;br /&gt;
| 11&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| AAA Turret&lt;br /&gt;
| 2&lt;br /&gt;
| AFSwarm&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Firestorm&lt;br /&gt;
| 15&lt;br /&gt;
| Standard Railgun&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Plasma Shotgun&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:SyrDarya.jpg|ORCa Syr Darya in Exile.&lt;br /&gt;
Image:Gtcahyperion.jpg|GTCa Hyperion in Twist of Fate.&lt;br /&gt;
Image:NuSyrDarya.png|Reworked model of ORCa Syr Darya in Exile 2.0.&lt;br /&gt;
Image:SagiFaustus.png|Alternate skin sharing material setup with HTL Faustus.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|What looks like a small, additional hangarbays located in the middle of long broadsides of the ship is just a decoration. The fake hangarbays are not big enough for majority of FS strikecraft classes, and they are covered by invisible walls anyway. Only front and rear hangars are functional. Avoid deploying strikecraft from the carrier during intense maneuvers, as the exiting craft will crush on the wall inside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This ship is usually armed with tons of blob turrets. I find it quite dangerous opponent for unshielded craft. It comes with impressive armament in both [[Twist of Fate]] and [[Unification War]], but in [[Exile]] majority of turrets got removed. Exile modpack armed this ship with pair of spinal railgun cannons, and while it has double the spinal firepower of [[ORC Amalthea]], it&#039;s the same railgun that must appear en-masse on multi-barreled turrets to be truly effective. Syr Darya is terrible attacker, and it&#039;s even worse at defending itself against enemy fighters and bombers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first released version of the HTL was known from collision errors caused by infamous Collada exporter for 3DS MAX. You can distinguish buggy versions by long, dark, unnatural shadow cast on the broadsides. It got reconvered by Mjn.Mixael to adress this issue, and re-released by Nyctaeus. Nyx&#039;s version has identical turret layout as Syr Darya from Exile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2021 rework removes side hangars and replaces them with greebles. It also comes with unique turret layout resembling Ryx&#039;s original model. }}&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
*TVWP Demo: &lt;br /&gt;
**[http://www.hard-light.net/forums/index.php/topic,51123.0.html Release thread | Hard-light forums]&lt;br /&gt;
*High-poly version: &lt;br /&gt;
**[http://www.freespacemods.net/download.php?view.874 Download | FSMods.net]&lt;br /&gt;
**[http://www.mediafire.com/?mycco2mbvrv4nxn Download | Mediafire]&lt;br /&gt;
*Exile&lt;br /&gt;
**[http://www.hard-light.net/forums/index.php?topic=91672.0 Release thread]&lt;br /&gt;
*2021 Rework:&lt;br /&gt;
**[https://www.hard-light.net/forums/index.php?topic=97858.0 Release thread]&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=TCa_Sagittarius&amp;diff=66018</id>
		<title>TCa Sagittarius</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=TCa_Sagittarius&amp;diff=66018"/>
		<updated>2025-02-19T00:02:35Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: expanding gallery + formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|&#039;&#039;TCa &#039;&#039;&#039;Sagittarius&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
[[Image:tcasagittarius.jpg|thumb|right|470px|Original TCa Sagittarius as featured in the [[Terran-Vasudan War Project|TVWP]].]]&lt;br /&gt;
[[Image:TCaSagittarius.png|thumb|right|470px|HTL Sagittarius.]]&lt;br /&gt;
[[Image:NuSagiWiki.png|thumb|right|470px|2021 PBR Sagittarius.]]&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===TVWP Description===&lt;br /&gt;
Designed when only the largest of ships could use any form of subspace drive, the Sagittarius (or Sagi for short) quickly established itself as the carrier class of choice.  Engineered to not waste a moment on the battlefield, the Sagi&#039;s efficient design allows it to quickly pick up and drop off fighters and transports between short jumps into and out of a battle area.  So effective is the Sagi that it has become the symbol of space-based military, endearing itself to its crews like no other ship.&lt;br /&gt;
&lt;br /&gt;
===Exile Description===&lt;br /&gt;
Outer Rim Syndicate - Syr Darya Carrier&lt;br /&gt;
&lt;br /&gt;
After the Secession War, ORS High Command requested a dedicated carrier to house short-range fighter squadrons on missions in remote sectors of Syndicate space. As a result, the &#039;&#039;Sagittarius&#039;&#039;-class carrier deployed during the Unification War was refitted with state-of-the-art weaponry, engine systems and reactive armor. From all these new modifications, the &#039;&#039;Syr Darya&#039;&#039;-class carrier was born. 34 &#039;&#039;Syr Darya&#039;&#039; carriers were constructed and played a major part in numerous engagements reinforcing ORS warships and supply convoys with fighters while they remained far away from the war zone. During the Shivan invasion, the Syndicate equipped the carriers with a pair of light rail cannons to enhance their escort capabilities and allow them to assist the refugee convoys. The few surviving &#039;&#039;Syr Darya&#039;&#039;-class carriers like the &#039;&#039;Graf Zeppelin&#039;&#039; or the &#039;&#039;Jarema&#039;&#039; became valuable assets in the Exodus Fleet due to their ability to deploy fighter squadrons where necessary without the need to risk destroyers.&lt;br /&gt;
&lt;br /&gt;
===Twist of Fate Description===&lt;br /&gt;
Originally deployed by the former United States of America, the venerable Hyperion is the GTA&#039;s oldest class of ships capable of bearing fighters. Much smaller and weaker than a destroyer, a Hyperion-class vessel deploys its fighters from behind the front lines, as a Hyperion-class carrier is neither powerful nor durable. As more Orion-class destroyers are built, these vessels are steadily being deactivated. Their only real saving grace is a remarkably strong anti-fighter armament. &lt;br /&gt;
===Credits===&lt;br /&gt;
*Model by &#039;&#039;&#039;Ryx&#039;&#039;&#039;&lt;br /&gt;
*HTL by &#039;&#039;&#039;Taristin&#039;&#039;&#039;&lt;br /&gt;
*2021 Rework by &#039;&#039;&#039;Nyctaeus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
*&#039;&#039;&#039;TVWP&#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#Type|Type]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Carrier&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 45 000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Width|Width]]&#039;&#039;&#039;&lt;br /&gt;
| 315 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Height|Height]]&#039;&#039;&#039;&lt;br /&gt;
| 230 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 1000 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exile&#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; | 314.99 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Height|Height]]&#039;&#039;&#039;&lt;br /&gt;
| 266.91 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 1005.99 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Turrets|Turrets]]&#039;&#039;&#039;&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Fighterbays|Fighterbays]]&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
|}&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;TVWP&#039;&#039;&#039;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Exile&#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;
| 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;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Light Turret&lt;br /&gt;
| 8 (x2)&lt;br /&gt;
| Syndicate Turret&lt;br /&gt;
| 11&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| AAA Turret&lt;br /&gt;
| 2&lt;br /&gt;
| AFSwarm&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Firestorm&lt;br /&gt;
| 15&lt;br /&gt;
| Standard Railgun&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Plasma Shotgun&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:SyrDarya.jpg|ORCa Syr Darya in Exile.&lt;br /&gt;
Image:Gtcahyperion.jpg|GTCa Hyperion in Twist of Fate.&lt;br /&gt;
Image:NuSyrDarya.png|Reworked model of ORCa Syr Darya in Exile 2.0.&lt;br /&gt;
Image:SagiFaustus.png|Alternate skin sharing material setup with HTL Faustus.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|What looks like a small, additional hangarbays located in the middle of long broadsides of the ship is just a decoration. The fake hangarbays are not big enough for majority of FS strikecraft classes, and they are covered by invisible walls anyway. Only front and rear hangars are functional. Avoid deploying strikecraft from the carrier during intense maneuvers, as the exiting craft will crush on the wall inside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This ship is usually armed with tons of blob turrets. I find it quite dangerous opponent for unshielded craft. It comes with impressive armament in both [[Twist of Fate]] and [[Unification War]], but in [[Exile]] majority of turrets got removed. Exile modpack armed this ship with pair of spinal railgun cannons, and while it has double the spinal firepower of [[ORC Amalthea]], it&#039;s the same railgun that must appear en-masse on multi-barreled turrets to be truly effective. Syr Darya is terrible attacker, and it&#039;s even worse at defending itself against enemy fighters and bombers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first released version of the HTL was known from collision errors caused by infamous Collada exporter for 3DS MAX. You can distinguish buggy versions by long, dark, unnatural shadow cast on the broadsides. It got reconvered by Mjn.Mixael to adress this issue, and re-released by Nyctaeus. Nyx&#039;s version has identical turret layout as Syr Darya from Exile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Uses the same mesh as the [[GTCa Hyperion]].}}&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
*TVWP Demo: &lt;br /&gt;
**[http://www.hard-light.net/forums/index.php/topic,51123.0.html Release thread | Hard-light forums]&lt;br /&gt;
*High-poly version: &lt;br /&gt;
**[http://www.freespacemods.net/download.php?view.874 Download | FSMods.net]&lt;br /&gt;
**[http://www.mediafire.com/?mycco2mbvrv4nxn Download | Mediafire]&lt;br /&gt;
*Exile&lt;br /&gt;
**[http://www.hard-light.net/forums/index.php?topic=91672.0 Release thread]&lt;br /&gt;
*2021 Rework:&lt;br /&gt;
**[https://www.hard-light.net/forums/index.php?topic=97858.0 Release thread]&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=File:SagiFaustus.png&amp;diff=66017</id>
		<title>File:SagiFaustus.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=File:SagiFaustus.png&amp;diff=66017"/>
		<updated>2025-02-18T23:56:19Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: one more skin&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
one more skin&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=File:NuSyrDarya.png&amp;diff=66016</id>
		<title>File:NuSyrDarya.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=File:NuSyrDarya.png&amp;diff=66016"/>
		<updated>2025-02-18T23:55:15Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: from Exile 2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
from Exile 2.0&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=TCa_Sagittarius&amp;diff=66015</id>
		<title>TCa Sagittarius</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=TCa_Sagittarius&amp;diff=66015"/>
		<updated>2025-02-18T23:54:05Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: Gallery + merging concent of GTCa Hyperion. Can somebody delete/redirect GTCa Hyperion?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|&#039;&#039;TCa &#039;&#039;&#039;Sagittarius&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
[[Image:tcasagittarius.jpg|thumb|right|450px|Original TCa Sagittarius as featured in the [[Terran-Vasudan War Project|TVWP]].]]&lt;br /&gt;
[[Image:TCaSagittarius.png|thumb|right|450px|HTL Sagittarius.]]&lt;br /&gt;
[[Image:NuSagiWiki.png|thumb|right|450px|2021 PBR Sagittarius.]]&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===TVWP Description===&lt;br /&gt;
Designed when only the largest of ships could use any form of subspace drive, the Sagittarius (or Sagi for short) quickly established itself as the carrier class of choice.  Engineered to not waste a moment on the battlefield, the Sagi&#039;s efficient design allows it to quickly pick up and drop off fighters and transports between short jumps into and out of a battle area.  So effective is the Sagi that it has become the symbol of space-based military, endearing itself to its crews like no other ship.&lt;br /&gt;
&lt;br /&gt;
===Exile Description===&lt;br /&gt;
Outer Rim Syndicate - Syr Darya Carrier&lt;br /&gt;
&lt;br /&gt;
After the Secession War, ORS High Command requested a dedicated carrier to house short-range fighter squadrons on missions in remote sectors of Syndicate space. As a result, the &#039;&#039;Sagittarius&#039;&#039;-class carrier deployed during the Unification War was refitted with state-of-the-art weaponry, engine systems and reactive armor. From all these new modifications, the &#039;&#039;Syr Darya&#039;&#039;-class carrier was born. 34 &#039;&#039;Syr Darya&#039;&#039; carriers were constructed and played a major part in numerous engagements reinforcing ORS warships and supply convoys with fighters while they remained far away from the war zone. During the Shivan invasion, the Syndicate equipped the carriers with a pair of light rail cannons to enhance their escort capabilities and allow them to assist the refugee convoys. The few surviving &#039;&#039;Syr Darya&#039;&#039;-class carriers like the &#039;&#039;Graf Zeppelin&#039;&#039; or the &#039;&#039;Jarema&#039;&#039; became valuable assets in the Exodus Fleet due to their ability to deploy fighter squadrons where necessary without the need to risk destroyers.&lt;br /&gt;
&lt;br /&gt;
===Twist of Fate Description===&lt;br /&gt;
Originally deployed by the former United States of America, the venerable Hyperion is the GTA&#039;s oldest class of ships capable of bearing fighters. Much smaller and weaker than a destroyer, a Hyperion-class vessel deploys its fighters from behind the front lines, as a Hyperion-class carrier is neither powerful nor durable. As more Orion-class destroyers are built, these vessels are steadily being deactivated. Their only real saving grace is a remarkably strong anti-fighter armament. &lt;br /&gt;
===Credits===&lt;br /&gt;
*Model by &#039;&#039;&#039;Ryx&#039;&#039;&#039;&lt;br /&gt;
*HTL by &#039;&#039;&#039;Taristin&#039;&#039;&#039;&lt;br /&gt;
*2021 Rework by &#039;&#039;&#039;Nyctaeus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
*&#039;&#039;&#039;TVWP&#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#Type|Type]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Carrier&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 45 000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Width|Width]]&#039;&#039;&#039;&lt;br /&gt;
| 315 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Height|Height]]&#039;&#039;&#039;&lt;br /&gt;
| 230 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 1000 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exile&#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; | 314.99 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Height|Height]]&#039;&#039;&#039;&lt;br /&gt;
| 266.91 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 1005.99 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Turrets|Turrets]]&#039;&#039;&#039;&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Fighterbays|Fighterbays]]&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
|}&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;TVWP&#039;&#039;&#039;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Exile&#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;
| 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;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Light Turret&lt;br /&gt;
| 8 (x2)&lt;br /&gt;
| Syndicate Turret&lt;br /&gt;
| 11&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| AAA Turret&lt;br /&gt;
| 2&lt;br /&gt;
| AFSwarm&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Firestorm&lt;br /&gt;
| 15&lt;br /&gt;
| Standard Railgun&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Plasma Shotgun&lt;br /&gt;
| 2&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:SyrDarya.jpg|ORCa Syr Darya in Exile.&lt;br /&gt;
Image:Gtcahyperion.jpg|GTCa Hyperion in [[Twist of Fate]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|What looks like a small, additional hangarbays located in the middle of long broadsides of the ship is just a decoration. The fake hangarbays are not big enough for majority of FS strikecraft classes, and they are covered by invisible walls anyway. Only front and rear hangars are functional. Avoid deploying strikecraft from the carrier during intense maneuvers, as the exiting craft will crush on the wall inside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This ship is usually armed with tons of blob turrets. I find it quite dangerous opponent for unshielded craft. It comes with impressive armament in both [[Twist of Fate]] and [[Unification War]], but in [[Exile]] majority of turrets got removed. Exile modpack armed this ship with pair of spinal railgun cannons, and while it has double the spinal firepower of [[ORC Amalthea]], it&#039;s the same railgun that must appear en-masse on multi-barreled turrets to be truly effective. Syr Darya is terrible attacker, and it&#039;s even worse at defending itself against enemy fighters and bombers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first released version of the HTL was known from collision errors caused by infamous Collada exporter for 3DS MAX. You can distinguish buggy versions by long, dark, unnatural shadow cast on the broadsides. It got reconvered by Mjn.Mixael to adress this issue, and re-released by Nyctaeus. Nyx&#039;s version has identical turret layout as Syr Darya from Exile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Uses the same mesh as the [[GTCa Hyperion]].}}&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
*TVWP Demo: &lt;br /&gt;
**[http://www.hard-light.net/forums/index.php/topic,51123.0.html Release thread | Hard-light forums]&lt;br /&gt;
*High-poly version: &lt;br /&gt;
**[http://www.freespacemods.net/download.php?view.874 Download | FSMods.net]&lt;br /&gt;
**[http://www.mediafire.com/?mycco2mbvrv4nxn Download | Mediafire]&lt;br /&gt;
*Exile&lt;br /&gt;
**[http://www.hard-light.net/forums/index.php?topic=91672.0 Release thread]&lt;br /&gt;
*2021 Rework:&lt;br /&gt;
**[https://www.hard-light.net/forums/index.php?topic=97858.0 Release thread]&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=TCa_Sagittarius&amp;diff=66014</id>
		<title>TCa Sagittarius</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=TCa_Sagittarius&amp;diff=66014"/>
		<updated>2025-02-18T23:40:03Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: mah rework&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|&#039;&#039;TCa &#039;&#039;&#039;Sagittarius&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
[[Image:tcasagittarius.jpg|thumb|right|450px|Original TCa Sagittarius as featured in the [[Terran-Vasudan War Project|TVWP]].]]&lt;br /&gt;
[[Image:TCaSagittarius.png|thumb|right|450px|HTL Sagittarius.]]&lt;br /&gt;
[[Image:SyrDarya.jpg|thumb|right|450px|The ORCa Syr Darya in Exile.]]&lt;br /&gt;
[[Image:NuSagiWiki.png|thumb|right|450px|2021 PBR Sagittarius.]]&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===TVWP Description===&lt;br /&gt;
Designed when only the largest of ships could use any form of subspace drive, the Sagittarius (or Sagi for short) quickly established itself as the carrier class of choice.  Engineered to not waste a moment on the battlefield, the Sagi&#039;s efficient design allows it to quickly pick up and drop off fighters and transports between short jumps into and out of a battle area.  So effective is the Sagi that it has become the symbol of space-based military, endearing itself to its crews like no other ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Exile Description===&lt;br /&gt;
Outer Rim Syndicate - Syr Darya Carrier&lt;br /&gt;
&lt;br /&gt;
After the Secession War, ORS High Command requested a dedicated carrier to house short-range fighter squadrons on missions in remote sectors of Syndicate space. As a result, the &#039;&#039;Sagittarius&#039;&#039;-class carrier deployed during the Unification War was refitted with state-of-the-art weaponry, engine systems and reactive armor. From all these new modifications, the &#039;&#039;Syr Darya&#039;&#039;-class carrier was born. 34 &#039;&#039;Syr Darya&#039;&#039; carriers were constructed and played a major part in numerous engagements reinforcing ORS warships and supply convoys with fighters while they remained far away from the war zone. During the Shivan invasion, the Syndicate equipped the carriers with a pair of light rail cannons to enhance their escort capabilities and allow them to assist the refugee convoys. The few surviving &#039;&#039;Syr Darya&#039;&#039;-class carriers like the &#039;&#039;Graf Zeppelin&#039;&#039; or the &#039;&#039;Jarema&#039;&#039; became valuable assets in the Exodus Fleet due to their ability to deploy fighter squadrons where necessary without the need to risk destroyers.&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
*Model by &#039;&#039;&#039;Ryx&#039;&#039;&#039;&lt;br /&gt;
*HTL by &#039;&#039;&#039;Taristin&#039;&#039;&#039;&lt;br /&gt;
*2021 Rework by &#039;&#039;&#039;Nyctaeus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
*&#039;&#039;&#039;TVWP&#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#Type|Type]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; | Carrier&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| 45 000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Width|Width]]&#039;&#039;&#039;&lt;br /&gt;
| 315 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Height|Height]]&#039;&#039;&#039;&lt;br /&gt;
| 230 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 1000 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exile&#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; | 314.99 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Height|Height]]&#039;&#039;&#039;&lt;br /&gt;
| 266.91 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 1005.99 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Turrets|Turrets]]&#039;&#039;&#039;&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Fighterbays|Fighterbays]]&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
|}&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;TVWP&#039;&#039;&#039;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;Exile&#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;
| 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;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Light Turret&lt;br /&gt;
| 8 (x2)&lt;br /&gt;
| Syndicate Turret&lt;br /&gt;
| 11&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| AAA Turret&lt;br /&gt;
| 2&lt;br /&gt;
| AFSwarm&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Firestorm&lt;br /&gt;
| 15&lt;br /&gt;
| Standard Railgun&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Plasma Shotgun&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|What looks like a small, additional hangarbays located in the middle of long broadsides of the ship is just a decoration. The fake hangarbays are not big enough for majority of FS strikecraft classes, and they are covered by invisible walls anyway. Only front and rear hangars are functional. Avoid deploying strikecraft from the carrier during intense maneuvers, as the exiting craft will crush on the wall inside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This ship is usually armed with tons of blob turrets. I find it quite dangerous opponent for unshielded craft. It comes with impressive armament in both [[Twist of Fate]] and [[Unification War]], but in [[Exile]] majority of turrets got removed. Exile modpack armed this ship with pair of spinal railgun cannons, and while it has double the spinal firepower of [[ORC Amalthea]], it&#039;s the same railgun that must appear en-masse on multi-barreled turrets to be truly effective. Syr Darya is terrible attacker, and it&#039;s even worse at defending itself against enemy fighters and bombers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first released version of the HTL was known from collision errors caused by infamous Collada exporter for 3DS MAX. You can distinguish buggy versions by long, dark, unnatural shadow cast on the broadsides. It got reconvered by Mjn.Mixael to adress this issue, and re-released by Nyctaeus. Nyx&#039;s version has identical turret layout as Syr Darya from Exile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Uses the same mesh as the [[GTCa Hyperion]].}}&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
*TVWP Demo: &lt;br /&gt;
**[http://www.hard-light.net/forums/index.php/topic,51123.0.html Release thread | Hard-light forums]&lt;br /&gt;
*High-poly version: &lt;br /&gt;
**[http://www.freespacemods.net/download.php?view.874 Download | FSMods.net]&lt;br /&gt;
**[http://www.mediafire.com/?mycco2mbvrv4nxn Download | Mediafire]&lt;br /&gt;
*Exile&lt;br /&gt;
**[http://www.hard-light.net/forums/index.php?topic=91672.0 Release thread]&lt;br /&gt;
*2021 Rework:&lt;br /&gt;
**[https://www.hard-light.net/forums/index.php?topic=97858.0 Release thread]&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=File:NuSagiWiki.png&amp;diff=66013</id>
		<title>File:NuSagiWiki.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=File:NuSagiWiki.png&amp;diff=66013"/>
		<updated>2025-02-18T23:37:10Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: reworked Sagittarius&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
reworked Sagittarius&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=ACB_Enyo&amp;diff=65607</id>
		<title>ACB Enyo</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=ACB_Enyo&amp;diff=65607"/>
		<updated>2024-03-17T21:34:59Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: ingame picc&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|&#039;&#039;ACB &#039;&#039;&#039;Enyo&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
[[Image:EnyoWiki.png|thumb|right|480px|ACB Enyo ingame.]]&lt;br /&gt;
[[Image:ACB_Enyo.png|thumb|right|480px|ACB Enyo rendered on IRay engine.]]&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===[[Series Resurrecta]] Tech Room Description===&lt;br /&gt;
An elite prototype Block III of the Athena line of light bombers was developed by Dynamic Metamer specifically for the Adharan Navy, mostly thanks to the cemented relations between this corporation and the Coalition. Christened the ACB Enyo, this unit features two additional primary weapon mounts, and an expanded secondary capacity divided between three independent fire control systems, as well as an enhanced afterburner.&lt;br /&gt;
&lt;br /&gt;
Although the Athena and its derivatives seem to be in decline across Pan-Terran military forces, the Adhara Coalition strongly favors the light bomber concept over the heavy fighter, and adapts its squadrons accordingly. Although the Enyo retains all the basic features of the Athena, it&#039;s also a better overall dogfighter compatible with the majority of modern weaponry meant for that task. In the right tactical conditions, Enyo wings would be indistinguishable in terms of dogfighting capabilities from ordinary fighter wings. As of early 2342, the deployment of the Block III Athena, or Enyo, light bombers is at an early stage. Present only onboard the most important installations and warships, the replacement of Athena units with the Enyo is an ongoing process. This involves not only introducing completely new Enyo units, but also extensive retrofits of Block II Athena bombers at the Dynamic Metamer facilities in Capella to bring them up to Enyo standard.&lt;br /&gt;
&lt;br /&gt;
===Credits List===&lt;br /&gt;
*Model by &#039;&#039;&#039;Nyctaeus&#039;&#039;&#039;&lt;br /&gt;
*Conceptualization by &#039;&#039;&#039;Nyctaeus&#039;&#039;&#039; and &#039;&#039;&#039;Mobius&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Name Origin===&lt;br /&gt;
[https://en.wikipedia.org/wiki/Enyo Enyo] is a war goddess from Greek mythology, oftentimes associated with the god [[Ares]] who fulfilled an identical role. Festivals in honor of Enyo generally also included celebrations to [[Athena]]. The Romans later identified Enyo as Bellona.&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; | Light Bomber&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]&#039;&#039;&#039;&lt;br /&gt;
| Dynamic Metamer&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]&#039;&#039;&#039;&lt;br /&gt;
| TBFIL&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| TBFIL 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;
| TBFIL mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| TBFIL&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| TBFIL&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| TBFIL&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| TBFIL 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=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:40px&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;
| 20&lt;br /&gt;
| TBFIL&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| TBFIL&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=4| Compatible Primaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4| TBFIL, TBFIL, TBFIL, TBFIL, TBFIL, TBFIL, TBFIL, TBFIL, TBFIL, TBFIL&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;
{| 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;
| TBFIL&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 60&lt;br /&gt;
| TBFIL&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 100&lt;br /&gt;
| TBFIL&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Secondaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| TBFIL, TBFIL, TBFIL, TBFIL, TBFIL, TBFIL, TBFIL&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|Fly it like you usually do with [[UEF Uriel]], but without Archer cannon. Enyo inherited all pros of her parent design, expanded them, and eliminated some major flaws like low weapon compatibility. 4+2 setup of excellently positioned primary banks makes her craft of a choice for anti-subsystem strikes and capable dogfighter, but she also offers large missile capacity divided into 3 banks. Pretty OP craft on very easy, easy and medium, but higher difficulty levels will reveal that she suffers from the same issues as regular Athena, Hercules of Ares, and she&#039;s simply not maneuverable enough to catch up with nimble targets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
TBFIL&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=File:EnyoWiki.png&amp;diff=65606</id>
		<title>File:EnyoWiki.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=File:EnyoWiki.png&amp;diff=65606"/>
		<updated>2024-03-17T21:32:35Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: Ingame asset&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Ingame asset&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTB_Athena&amp;diff=65605</id>
		<title>GTB Athena</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTB_Athena&amp;diff=65605"/>
		<updated>2024-03-17T21:27:26Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}{{shipimage|image=[[Image:athena320x240.jpg]]|caption=The GTB Athena}}The &#039;&#039;&#039;GTB &#039;&#039;Athena&#039;&#039;&#039;&#039;&#039; (dubbed the &amp;quot;Lightning Bomber&amp;quot;) is a [[Terran]] light bomber introduced during the opening stages of the [[Great War]]. Although unable to carry the heavier anti-capital warheads, the &#039;&#039;Athena&#039;&#039; is the favored delivery vehicle for the anti-subsystem [[Stiletto]] missile, making it highly effective for surgical strikes.&lt;br /&gt;
&lt;br /&gt;
Being the lightest bomber of all known Terran bombers, the &#039;&#039;Athena&#039;&#039; provided a reasonably effective deterrence to hostile fighters, and has on more than one occasion been mistaken for a fighter.&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS1 Tech Room Description===&lt;br /&gt;
The smallest bomber in the fleet, the Athena has oftentimes been mistaken for a fighter.  However, one should not be fooled by its small size.  The Athena can carry light bombs, and most missiles.  It also has the ability to dogfight well.  Its strong shielding and hull make it the favored &amp;quot;Lightning Bomber&amp;quot; of the GTA.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
Excellent for hit-and-run bombing.  Good speed for its size, with a high capacity afterburner reserve.&lt;br /&gt;
&lt;br /&gt;
===Command Brief Animation===&lt;br /&gt;
[[Image:CB Athena 80 M.png|The GTSc Faustus schematic in a CB Animation.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Name origin===&lt;br /&gt;
In Greek mythology, Athena is the goddess of heroic endeavor, and the daughter of [[GTB Zeus|Zeus]]. Athena was also a companion, or simply helper, of many other Greek mythological heroes like Heracles. It is said that Athena was warlike, much like [[GTF Ares|Ares]], her half-brother.&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; | Light Bomber&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]&#039;&#039;&#039;&lt;br /&gt;
| Dynamic Metamer&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Maneuverability|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;
| 60.0 - 75.0 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;
| 120.0 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;
| 250&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;
| 20 m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
[[Image:GTBAthena.png|thumb|right|480px|Older upgraded GTB Athena]]&lt;br /&gt;
[[Image:Nyxthena.png|thumb|right|480px|Current GTB Athena from MediaVPs 4.8.0.]]&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;FreeSpace 1&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:50px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:50px&amp;quot; |Guns&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW Avenger|Avenger]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| [[GTW Flail|Flail]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTW ML-16|ML-16 Laser]], [[GTW Disruptor|Distruptor]], [[GTW Avenger|Avenger]], [[GTW Flail|Flail]], [[GTW Leech Cannon|Leech Cannon]], [[GTW Shield Breaker|S-Breaker]]&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Missile Banks|Missile Banks]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;FreeSpace 1&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:50px&amp;quot; |Bank&lt;br /&gt;
| style=&amp;quot;width:50px&amp;quot; |Capacity&lt;br /&gt;
| style=&amp;quot;width:200px&amp;quot; |Standard Loadout&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1st&lt;br /&gt;
| 80&lt;br /&gt;
| [[GTM Phoenix V|Phoenix V]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 80&lt;br /&gt;
| [[GTM Synaptic|Synaptic]]&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 D-Missile|D-Missile]], [[GTM Fury|Fury]], [[GTM Phoenix V|Phoenix V]], [[GTM Synaptic|Synaptic]], [[GTM Stiletto|Stiletto]], [[GTM Interceptor|Interceptor]], [[GTM EM Pulse|EM Pulse]], [[GTM Cluster Bomb|Cluster Bomb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Modding Resources==&lt;br /&gt;
&#039;&#039;&#039;Retail&#039;&#039;&#039;:&lt;br /&gt;
:$POF File: bomber01.pof&lt;br /&gt;
:Textures: bomber01-01a(/b/c), Thruster01&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FSPort MediaVPs 3.6.13&#039;&#039;&#039;:&lt;br /&gt;
:$POF File: fighter05.pof&lt;br /&gt;
:Textures: bomber01-01, Glass, Tercoc01&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MediaVPs 4.8.0&#039;&#039;&#039;:&lt;br /&gt;
:$POF File: Athena.pof&lt;br /&gt;
:Textures: AthenaUV, Athena-Dead, Glass-Trans, Damage, Tercoc01&lt;br /&gt;
History&amp;lt;br&amp;gt;&lt;br /&gt;
Model by: Nyctaeus&amp;lt;br&amp;gt;&lt;br /&gt;
Textures by: Nyctaeus&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|&lt;br /&gt;
&#039;&#039;I always wanted to love the Athena, but its lack of any serious anti-cap ship capablity made it a non-choice when going against anything bigger than a transport.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Athena is the ultimate tool for a fighter pilot. But not a bomber pilot. It has higher speed than the Hercules, good maneuverability, and can haul an equal if not greater amount of ordnance. It has a thin target profile from the the sides and front-back. Its gun setup is the best for dogfighting or bomb interception ever seen in a FreeSpace game, more than compensating for its inability to carry the [[GTW Prometheus|Prometheus]] or [[GTW Banshee|Banshee]]. If you want to carry real bombs, though, you&#039;ll have to get a Medusa. The Athena also functions frighteningly well as a kind of heavy interceptor, with a full loadout of Phoenix Vs (10 per bank, which means 20) and good speed. Imagine flying this as a heavier Apollo that sacrifices the Prometheus for the Phoenix V, and you&#039;ll be fine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If it could carry the [[GTW Prometheus|Prometheus]] or the [[GTM Hornet|Hornet]], I would prefer it to the [[GTF Hercules]] as a heavy fighter, but the lack of these and any proper bombs means there&#039;s always a ship better than it for most missions. On the other hand prior to the more advanced ships and weapons it does make a good heavy complement to the [[GTF Apollo |Apollo]] and the [[GTF Valkyrie|Valkyrie]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Athena is probably one of the best ships in the whole FS universe. It&#039;s fast, maneuverable, hard to hit, has great primary weapon placement and can take a lot of punishment. It can&#039;t carry the big bombs, but then again, crippling strikes are its forte. Loaded with Stiletto and Fury missiles, it can quickly disarm and disable any ship, making it a easy prey for others. The only real downside to this jewel is its incompatibility with some of the more advanced weapons.&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;This is the ship I swear by. The speed, amount of maneuvering it has, shields, and amount of ordnance it can carry, along with its almost nil front/side profile. With the exception of speed, I view this ship as the ideal anti-bomber ship, largely due to its ability to pepper a bomber squadron down to almost nothing (mostly with Fury and Synaptic warheads), and then swoop in to finish the stragglers off. I single-handedly finished off the Hades with this ship, and prefer it highly over any Hercules variant, or the Zeus, with its far larger target profile, facts which plagued me for much of FS2. Why the Athena had been chucked for the Zeus (which is slower, packs fewer missiles, and disturbingly more fragile), or never re-entered circulation as a proven ship (imagine if it could carry Piranha or Infyrno warheads), nobody will ever know.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Think of the Athena as similar to the Herc Mk II. It&#039;s more fragile(250/500 hull/shield compared to 275/610 for the Herc II), carries a bit less ordnance(80/80 to 80/100), is larger, and has the same afterburner speed, but is faster(60 to 55m/s) and has gunpoints far better placed for engaging enemies than the Herc II. Your best bet for using this ship is to follow the tried and true method of Interceptor spam for dealing with fighters, Phoenix spam for dealing with bombers, and Stiletto spam for dealing with warship turrets. The gun placement will allow you to better pick off anything that gets too close, and quad Avengers are good enough against most fighter and bomber threats. For cruisers, just load up on Furies, but a Hercules with dual Prometheus and Hornets or a Zeus with dual Prometheus and Tsunamis will do the job far faster.&#039;&#039;}}&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=ACB_Enyo&amp;diff=65597</id>
		<title>ACB Enyo</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=ACB_Enyo&amp;diff=65597"/>
		<updated>2024-02-29T15:24:05Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: veteran comments&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|&#039;&#039;ACB &#039;&#039;&#039;Enyo&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{shipimage|image=[[Image:ACB_Enyo.png|650px|]]|caption=ACB Enyo}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===[[Series Resurrecta]] Tech Room Description===&lt;br /&gt;
An elite prototype Block III of the Athena line of light bombers was developed by Dynamic Metamer specifically for the Adharan Navy, mostly thanks to the cemented relations between this corporation and the Coalition. Christened the ACB Enyo, this unit features two additional primary weapon mounts, and an expanded secondary capacity divided between three independent fire control systems, as well as an enhanced afterburner.&lt;br /&gt;
&lt;br /&gt;
Although the Athena and its derivatives seem to be in decline across Pan-Terran military forces, the Adhara Coalition strongly favors the light bomber concept over the heavy fighter, and adapts its squadrons accordingly. Although the Enyo retains all the basic features of the Athena, it&#039;s also a better overall dogfighter compatible with the majority of modern weaponry meant for that task. In the right tactical conditions, Enyo wings would be indistinguishable in terms of dogfighting capabilities from ordinary fighter wings. As of early 2342, the deployment of the Block III Athena, or Enyo, light bombers is at an early stage. Present only onboard the most important installations and warships, the replacement of Athena units with the Enyo is an ongoing process. This involves not only introducing completely new Enyo units, but also extensive retrofits of Block II Athena bombers at the Dynamic Metamer facilities in Capella to bring them up to Enyo standard.&lt;br /&gt;
&lt;br /&gt;
===Credits List===&lt;br /&gt;
*Model by &#039;&#039;&#039;Nyctaeus&#039;&#039;&#039;&lt;br /&gt;
*Conceptualization by &#039;&#039;&#039;Nyctaeus&#039;&#039;&#039; and &#039;&#039;&#039;Mobius&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Name Origin===&lt;br /&gt;
[https://en.wikipedia.org/wiki/Enyo Enyo] is a war goddess from Greek mythology, oftentimes associated with the god [[Ares]] who fulfilled an identical role. Festivals in honor of Enyo generally also included celebrations to [[Athena]]. The Romans later identified Enyo as Bellona.&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; | Light Bomber&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Manufacturer|Manufacturer]]&#039;&#039;&#039;&lt;br /&gt;
| Dynamic Metamer&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Maneuverablity|Maneuverability]]&#039;&#039;&#039;&lt;br /&gt;
| TBFIL&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Max Velocity|Max Velocity]]&#039;&#039;&#039;&lt;br /&gt;
| TBFIL 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;
| TBFIL mps&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Armor|Armor]]&#039;&#039;&#039;&lt;br /&gt;
| TBFIL&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Hitpoints|Hitpoints]]&lt;br /&gt;
| TBFIL&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical_Terms_and_Definitions#Shields|Shields]]&lt;br /&gt;
| TBFIL&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| TBFIL 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=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:40px&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;
| 20&lt;br /&gt;
| TBFIL&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 2&lt;br /&gt;
| 20&lt;br /&gt;
| TBFIL&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=4| Compatible Primaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4| TBFIL, TBFIL, TBFIL, TBFIL, TBFIL, TBFIL, TBFIL, TBFIL, TBFIL, TBFIL&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;
{| 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;
| TBFIL&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 60&lt;br /&gt;
| TBFIL&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 100&lt;br /&gt;
| TBFIL&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3| Compatible Secondaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| TBFIL, TBFIL, TBFIL, TBFIL, TBFIL, TBFIL, TBFIL&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|Fly it like you usually do with [[UEF Uriel]], but without Archer cannon. Enyo inherited all pros of her parent design, expanded them, and eliminated some major flaws like low weapon compatibility. 4+2 setup of excellently positioned primary banks makes her craft of a choice for anti-subsystem strikes and capable dogfighter, but she also offers large missile capacity divided into 3 banks. Pretty OP craft on very easy, easy and medium, but higher difficulty levels will reveal that she suffers from the same issues as regular Athena, Hercules of Ares, and she&#039;s simply not maneuverable enough to catch up with nimble targets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
TBFIL&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GVCv_Udjat&amp;diff=65595</id>
		<title>GVCv Udjat</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GVCv_Udjat&amp;diff=65595"/>
		<updated>2024-02-28T19:36:12Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: nudjat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User-made Ships|&#039;&#039;GVCv &#039;&#039;&#039;Udjat&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
[[Image:GVCvUdjat.png|thumb|right|480px|Original GVCv Udjat.]]&lt;br /&gt;
[[Image:Udjatsnormal.jpg|thumb|right|480px|First HTL GVCv Udjat]]&lt;br /&gt;
[[Image:Udjatisf.jpg|thumb|right|480px|Imperial Special Forces variant from [[The Scroll of Atankharzim]]. ]]&lt;br /&gt;
[[Image:Nudjat1Wiki.png|thumb|right|480px|2023 PBR rework.]]&lt;br /&gt;
[[Image:Nudjat2Wiki.png|thumb|right|480px|ISF version of 2023 rework.]]&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===Scroll of Atankharzim Tech Room Description===&lt;br /&gt;
The GVCv Udjat has been designed as a self-sufficent multi-role capital ship.  With twin reactors to power its engines and weapons array, the Udjat is an optimal attack craft, outrunning any other capital vessel in the GTVA and delivering a devastating punch with its four primary beam cannons and enhanced anti-fighter defences.  An efficient internal configuration allows the corvette to host up to 32 combat spacecraft in its fighterbay.  As production of these craft enters full swing, the Udjat is expected to become a mainstay of the Vasudan navy.&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
*Original model by &#039;&#039;&#039;GalEmp&#039;&#039;&#039;&lt;br /&gt;
*HTL by &#039;&#039;&#039;Nyctaeus&#039;&#039;&#039;&lt;br /&gt;
*2023 upgrade by &#039;&#039;&#039;Nyctaeus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
Reworked two times, and even illustrates my learning curve. Both reworks are drag&#039;n&#039;drop replacements. PBR rework can be obtained from Scroll modpack. &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; | Corvette&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;
| 40&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;
| 80 000&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;
| 337 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Height|Height]]&#039;&#039;&#039;&lt;br /&gt;
| 200 m&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Technical_Terms_and_Definitions#Length|Length]]&#039;&#039;&#039;&lt;br /&gt;
| 908 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;
| [[VSlash]]&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[SVas]]&lt;br /&gt;
| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[AAAf]]&lt;br /&gt;
| 4&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Standard Flak]]&lt;br /&gt;
| 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Terran Huge Turret]]&lt;br /&gt;
| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Terran Turret]]&lt;br /&gt;
| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Fighter Killer]]&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{comment|Interesting Corvette as it comes with a much requested Fighter Bay.}}&lt;br /&gt;
&lt;br /&gt;
==Download link:==&lt;br /&gt;
* Original version: http://sa.freespacemods.net/oldjat.zip&lt;br /&gt;
* HTL version [GTVA and ISF variants]: https://www.hard-light.net/forums/index.php?topic=94217.0&lt;br /&gt;
* 2023 PBR Rework - The Scroll of Atankharzim: https://www.hard-light.net/forums/index.php?topic=93943.0&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=File:Nudjat2Wiki.png&amp;diff=65594</id>
		<title>File:Nudjat2Wiki.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=File:Nudjat2Wiki.png&amp;diff=65594"/>
		<updated>2024-02-28T19:27:24Z</updated>

		<summary type="html">&lt;p&gt;Nyctaeus: PBR dark Udjat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
PBR dark Udjat&lt;/div&gt;</summary>
		<author><name>Nyctaeus</name></author>
	</entry>
</feed>