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	<title>FreeSpace Wiki - User contributions [en]</title>
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	<updated>2026-11-15T11:37:29Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.9</generator>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTM_Trebuchet&amp;diff=35552</id>
		<title>GTM Trebuchet</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTM_Trebuchet&amp;diff=35552"/>
		<updated>2011-07-14T03:52:28Z</updated>

		<summary type="html">&lt;p&gt;RedAlbatross: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;GTM-55 Trebuchet&#039;&#039;&#039; is a specialized tool developed to assist guarding vessels in the interception of bombers at maximum range before they can deploy their torpedoes.  With a range of 5km, this missile has the longest reach of any fighter-mounted system, and can inflict devestating damage even to heavily shielded bombers.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The primary disadvantages of this weapon are that it lacks agility,  and that it&#039;s a bulky peice of equipment.  While few bombers are nimble enough to even think about evading an incoming Trebuchet, the missile doesn&#039;t stand a very good chance of hitting any type of fighter.  This wouldn&#039;t normally be a large problem for such a specialized system as this, but it is amplified because of each missile&#039;s size, making each fighter able to carry only a few rounds.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Some pilots have reported a high degree of success using this weapon as a sort of light tactical torpedo.  While the missile doesn&#039;t have anywhere near the effective payload of a [[GTM Cyclops]],  it does have the advantages of being longer-ranged, compatible with many fighters and interceptors, and that anti-torpedo defense systems cannot target and destroy an incoming Trebuchet.  Pilots disable a target ship&#039;s anti-fighter beams and flak from a safe distance, then move in for the kill with heavier ordnance. GTVA Command is considering an analysis program to explore this tactic from both an offensive and defensive standpoint.&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Trebuchet.gif]]|caption=The GTM-55 Trebuchet}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
The new GTM-55 Trebuchet was developed as a long-range, anti-bomber missile with an effective range of 4,000 meters. It also utilizes the latest in precision targeting technology for short lock times. The Trebuchet plays a vital role in defensive missions, enabling escort and patrol fighters to intercept incoming bombers without straying from the ship or emplacement under attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Secondary|5 040|6.0|280|840|Average|315|Poor|175|Full|840|20 / 40|Aspect Seeking|N / A|3.5 s|3.0 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|Long-range anti-bomber/anti-subsystem missile. Range of 5 kilometers so you can keep people well out of bomb or beam range from the ship you&#039;re escorting. Effective at taking out turrets in addition to bombers, a useful missile for all escort missions. And any fighter that takes a hit from a Treb is in deep trouble.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dual Trebuchets can take out virtually any fighter or bomber. The only fault this missile has is its lack of maneuverability, and the space they take up in your secondary slots. Always pick up a rack of these if you&#039;re flying intercept.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you&#039;re flying escort, there is nothing better: a rack of 5, and you&#039;ve destroyed 3/4 of any enemy wing before it&#039;s in range to fire on your escorted ships&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remarkably effective weapon, The only time &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt;  to use Trebuchets is inside of range 1300 (approx), at that range its accuracy drops off sharply; better to switch to [[GTM Harpoon|Harpoons]], [[GTM Tornado|Tornados]] or to use primaries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In some missions, if the enemy consists of slower fighters like Mara, Basilisk, Aeshma, Herc II, Seth, and Tauret, and they are quite far away (&amp;gt;3000 m), a single Treb missile can knock them out of the water.  I kid you not, in the campaign mission [[Bearbaiting]], after the Sathanas has jumped out and the Beleth has been destroyed, some fighters may still appear around 3 klicks out.  Use any remaining Trebs against these fighters from long range and you&#039;ll be astonished as to how it can take them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Despite being one of the most effective anti-bomber/anti-turret weapons in the game, the AI is incapable of firing the Trebuchet.  This is because of the combination of the &amp;quot;bomber+&amp;quot; flag and the &amp;quot;huge&amp;quot; flag in the table files.  The first restricts the AI to firing the missile only at bombs and bombers, while the second prevents the AI from using it against smaller ships.  Since these two types of targets are mutually exclusive, there are no valid targets at which the AI can fire the Trebuchet at. If you wish for AI to use Trebuchets in a mission, use the good-secondary-time SEXP.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Touched on but not fully explained in previous comments, this weapon works best when fired in head on or at least low deflection angle passes at the maximum possible range. It flies a lead-pursuit path that makes it very difficult for enemies to evade, because they don&#039;t actually turn around and make the missile chase them, even in agile ships like Maras. Inside a certain range and/or behind a target, though, firing one of these is just a waste of ordinance. It should be noted that on any strikecraft target that isn&#039;t a Nephilim or Seraphim, firing primaries while closing on enemies and with Trebuchets in flight is counterproductive, as it will usually prompt the AI to try and evade your primary fire, the consequence of which is tighter turns than they would otherwise make if a closing Trebuchet volley is the only threat.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>RedAlbatross</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTB_Artemis&amp;diff=35447</id>
		<title>GTB Artemis</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTB_Artemis&amp;diff=35447"/>
		<updated>2011-07-05T03:50:08Z</updated>

		<summary type="html">&lt;p&gt;RedAlbatross: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
The &#039;&#039;&#039;GTB &#039;&#039;Artemis&#039;&#039;&#039;&#039;&#039; is an [[Terrans|Terran]] strike bomber introduced during the [[Second Shivan Incursion]], making its first appearance in [[The King&#039;s Gambit]]. The &#039;&#039;Artemis&#039;&#039; also played a pivotal role in the latter stages of the [[NTF Rebellion]]. The &#039;&#039;Artemis&#039;&#039; has an [[GTB Artemis D.H.|experimental, D.H. variant]].&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
{{shipimage|image=[[image:Gtbartemis-old.jpg]]|caption=The GTB Artemis}}&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The GTB Artemis is the most agile bomber in the GTVA fleet, which makes it ideal for quick-hitting missions against warships and other slow targets. Of the same technological generation as the Boanerges class, the Artemis is less heavily armed and carries a lighter weapon payload, but it is significantly more maneuverable. While the Boanerges can inflict more damage, the Artemis can undertake (and return from) missions the slower Boanerges would have no hope of surviving. All Artemis-class bombers in the GVTA fleet are currently serving with the 2nd and 3rd Battle Groups.&lt;br /&gt;
===FS2 [[MetaStream]] Model Description===&lt;br /&gt;
The GTB Artemis is the most agile bomber in the GTVA fleet, which makes it ideal for quick-hitting missions against warships and other targets whose defenses are slow to react. Of the same technological generation as the Boanerges class, the Artemis is less heavily armed and carries a lighter weapon payload, but it is significantly more maneuverable. While the Boanerges can inflict more damage, the Artemis can undertake (and return from) missions the slower Boanerges would have no hope of surviving. All Artemis-class bombers in the GVTA fleet are currently serving with the 2nd and 3rd 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;
In Greek mythology, Artemis was the twin sister of [[GTF Apollo|Apollo]], and the daughter of [[GTB Zeus|Zeus]] and Leto. Artemis was the goddess of hunting and the wilderness. She was also associated with the moon, in contrast to Apollo who was the sun, hence the name Lucifera.&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Medium Bomber|Han-Ronald Corp.|Poor|65.0 - 65.0|110.0|Medium|275|700|36}}&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;
| colspan=3| Compatible Primaries&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3| [[GTW Subach HL-7|Subach HL-7]], [[GTW Prometheus R|Prometheus R]], [[GTW Prometheus S|Prometheus S]], [[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 Hornet|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| [[GTM MX-64|MX-64]], [[GTM EMP Adv.|EMP Adv.]], [[GTM Stiletto II|Stiletto II]], [[GTM Piranha|Piranha]], [[GTM Hornet|Hornet]], [[GTM Tornado|Tornado]], [[GTM Trebuchet|Trebuchet]], [[GTM Infyrno|Infyrno]], [[GTM Cyclops|Cyclops]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Modding Resources==&lt;br /&gt;
{{shipimage|image=[[Image:Gtbartemis.jpg]]|caption=The GTB Artemis in FS2_Open 3.6.10}}&lt;br /&gt;
&#039;&#039;&#039;Retail&#039;&#039;&#039;:&lt;br /&gt;
:$POF File: ???&lt;br /&gt;
:Textures: ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MediaVP 3.6.10&#039;&#039;&#039;:&lt;br /&gt;
:$POF File: ???&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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{Comment|&lt;br /&gt;
&#039;&#039;The Artemis may be the physical successor to the [[GTB Medusa]], but something of the FS1 [[GTB Athena]]&#039;s spirit must have snuck in there, as the Artemis maneuvers fairly well and is faster than the [[GTF Hercules Mark II]], on a par with the Vasudan [[GVF Tauret]].&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;While it may feel a bit like a heavy fighter, the Artemis isn&#039;t one, and that is most clearly demonstrated by its gun configuration. Hitting a fighter-size target with both shots from the Artemis&#039; single primary bank almost requires divine intervention, with the consequence that dogfighting in an Artemis should be considered a stopgap solution until your escort can pick the offending enemy fighters off you.&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Personally I find the poor primary placement on the Artemis more an irritation than a huge weakness, as I tend to use the [[GTW Subach HL-7|HL-7]] with it and that is well suited to the &amp;quot;hail of fire&amp;quot; approach, I find the Artemis is the best bomber to be using when you really have to dogfight on the way in.&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While not the most potent dogfighter, its primary weapons placement mean you can hit a target that is veering out of your sight, or you can compensate by aiming slightly to the left or right of your intended target. I personally love the Artemis for its maneuverability and top speed. Firing your Cyclops at full burners with this means the bombs will almost definitely hit, as they&#039;re travelling too fast to be hit. A true strike bomber, in every sense of the word.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Watch the energy usage on your primaries with this, four guns firing at full rate of fire will tear through your energy very quickly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Artemis is a good bomber, but its one fault is the placement of its sensors, which are directly in front.  The problem this poses is that if you charge in on a corvette or a destroyer and receive an AAA beam to the face, the sensors are as good as gone.  Without sensors, you can&#039;t target anything or fire any bombs, which sort of defeats a bomber&#039;s purpose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I wanted to like this bomber, because I was hopeful that it would fly like the beloved Athena, but it&#039;s really hard to recommend flying one. Compared to the Athena, it gains the ability to carry torpedoes, but loses the Athena&#039;s superbly placed gunpoints. As the most important reason to take a lighter strike bomber over a heavier craft like the Medusa or Ursa is the speed and ability to protect yourself against fighters, the fact that it&#039;s difficult to hit anything smaller than a Nephilim with your primaries sort of defeats the purpose. If you&#039;re flying surgical strike, all you need is the Trebuchet (plus, with only one gun bank, the Artemis lacks the flexibility to carry anti-subsystem cannons); if you&#039;re looking to torpedo capital ships into oblivion, it&#039;s advisable to take something heavier with a larger payload capacity. The Artemis just suffers from having no real role in combat.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>RedAlbatross</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GVF_Tauret&amp;diff=35446</id>
		<title>GVF Tauret</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GVF_Tauret&amp;diff=35446"/>
		<updated>2011-07-05T03:37:21Z</updated>

		<summary type="html">&lt;p&gt;RedAlbatross: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FS12_Ships}}&lt;br /&gt;
The &#039;&#039;&#039;GVF &#039;&#039;Tauret&#039;&#039;&#039;&#039;&#039; is a [[Vasudans|Vasudan]] heavy assault fighter, introduced during the [[Reconstruction]] era. The unusual design of the &#039;&#039;Tauret&#039;&#039; is based on the [[Apsu-Hek]], a creature that once existed in the deserts of [[Vasuda Prime]].&lt;br /&gt;
&lt;br /&gt;
{{shipimage|image=[[Image:Gvftauret-old.jpg]]|caption=The GVF Tauret}}&lt;br /&gt;
&lt;br /&gt;
==Description:==&lt;br /&gt;
&lt;br /&gt;
===FS2 Tech Room Description===&lt;br /&gt;
The GVF Tauret is replacing the Seth as the Vasudans&#039; heavy assault fighter. While integrating cutting-edge technology developed in collaboration with the Terrans, the Tauret boasts a distinctly Vasudan design. Its unusual configuration was inspired by the Apsu-Hek, a creature that once inhabited the deserts of Vasuda Prime. The Apsu-Hek has become an emblem of the Vasudan diaspora, and the Tauret continues the tradition of symbolic design. Armed with four gun mounts and two missile banks, the Tauret has the speed and firepower to challenge both fighters and warships.&lt;br /&gt;
&lt;br /&gt;
===Developer Notes===&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==Performance:==&lt;br /&gt;
===Statistics===&lt;br /&gt;
{{Ship Stats|Heavy Fighter|Sahr Corporation|Poor|65.0 - 75.0|135.0|Medium|300|530|17.5}}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Technical_Terms_and_Definitions#Gun Mounts|Gun Mounts]]&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellpadding=4 style=&amp;quot;border-collapse: collapse&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#351515;&amp;quot;| &#039;&#039;&#039;FreeSpace 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;
| 2&lt;br /&gt;
| [[GTW Mekhu HL-7|Mekhu HL-7]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 4&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 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]]&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;
| 100&lt;br /&gt;
| [[GTM MX-64|MX-64]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2nd&lt;br /&gt;
| 100&lt;br /&gt;
| [[GTM MX-64|MX-64]]&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 Tempest|Tempest]], [[GTM Harpoon|Harpoon]], [[GTM Hornet|Hornet]], [[GTM Tornado|Tornado]], [[GTM Trebuchet|Trebuchet]], [[GTM Stiletto II|Stiletto II]], [[GTM TAG-B|TAG-B]], [[GTM Infyrno|Infyrno]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Veteran Comments==&lt;br /&gt;
{{comment|&lt;br /&gt;
&#039;&#039;The Tauret is an exceptional Vasudan heavy assault fighter, in the same family as the Hercules Mark II but better in almost every way. It carries an additional pair of guns (6 mounts total), moves faster, and has larger missile bays. It&#039;s still not a really good dogfighter, but for its given role it&#039;s probably the best you could ask for.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Tauret has the qualities that make a heavy assault fighter attractive (thick shields, tough hull, near-bottomless secondary bays), yet it also has speed and maneuverability that are closer to those of a space superiority fighter than an assault. In the hands of a skilled pilot the Tauret can fight on even or nearly even terms with just about any other fighter in the game. Lastly, roll this thought around in your head for awhile: 160 Tornados. That&#039;s the ability to kill 20 enemy fighters or light bombers outright before touching the primaries button.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Small profile except from below or above.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cannot carry the Maxim gun, thus reducing the effectiveness of this ship against capital ships.  Otherwise, this is a decent Vasudan stand-in for the GTF Erinyes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Tauret is let down by its primary energy supply. Its recharge is respectable, the same as either Hercules&#039; and greater than the Myrmidon&#039;s even if only a little more than half that of the exceptional Ares. However, its energy reserves are scarcely more than half that of the Hercs or Ares and two thirds that of the Myrm. This is a common weakness of Vasudan craft and limits their ability in extended engagements.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Don&#039;t fly this fighter like a Herc II. The Tauret has less shielding than the Herc, slightly better acceleration, and slightly less maneuverable as well but is faster by about 10 m/s when cruising or afterburning.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The second primary bank&#039;s guns are set in very tightly-grouped pairs, so close together that I had to move to an external view before I even realized that the ship had four guns in that bank.  This does give it a much smaller field of fire than a ship where the quad guns are spread apart but makes it more likely that all four shots will hit if you are on target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While getting high marks for heavy missile load and numerous guns, bear in mind that this fighter&#039;s guns are grouped rather oddly. The guns are placed on opposite sides of the ships front, making hitting a fighter with all six rather difficult. Against most bombers and heavy fighters this is not really an issue, but against fighters with thin target profiles (such as the Astaroth or the Taurvii) this can be a major handicap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When stationed on the Psamtik during the main Freespace 2 campaign, do your wingmates a huge favor and make them fly this craft over the paper-thin Serapis. Load them up with Prometheus S cannons and full banks of Tornado missiles, and watch them vaporize enemy craft. You&#039;ll thank yourself in every mission.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>RedAlbatross</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTW_Prometheus_S&amp;diff=35445</id>
		<title>GTW Prometheus S</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTW_Prometheus_S&amp;diff=35445"/>
		<updated>2011-07-05T03:31:01Z</updated>

		<summary type="html">&lt;p&gt;RedAlbatross: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;GTW-5 Prometheus (standard) Cannon&#039;&#039;&#039; is one of the best-known weapons of the [[Galactic Terran-Vasudan Alliance]].  Originally developed during the first Great War, it was temporarily retired due to shortages of critical materials. With the development of gas-mining vessels to extract these materials from nebular clouds, this popular design has been recommissioned.&lt;br /&gt;
&lt;br /&gt;
The Prometheus S is an excellent weapon, boasting high hull damage, high shield damage, and very good range.  Almost every fighter and bomber in the Terran and Vasudan catalogs mount this gun.  Disadvantages include a moderate-to-high energy usage, and a relatively slow rate of fire that requires patience and marksmanship to line up shots.&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Proms.gif]]|caption=The GTW-5 Prometheus (standard) Cannon}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
The original GTW-5 Prometheus S was removed from service when the link to Earth was lost and the GTVA was unable to obtain sufficient quantities of argon (a required element in the Prometheus&#039;s power-generation module). Recent deployment of Anuket and Zephyrus gas miners has enabled us to resume production of the GTW-5 Prometheus S. The S-type is a minor variant of the original Prometheus laser cannon. The S-type&#039;s faster recharge cycle and lower energy drain cause many pilots to prefer it over the R variant.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics - Prometheus S===&lt;br /&gt;
{{Primary|1500|2.86|750|30|Very Good|27|Full|30|Poor|10.5}}&lt;br /&gt;
&lt;br /&gt;
===Statistics - Prometheus D===&lt;br /&gt;
{{Primary|900|3.33|450|20|Good|16|Full|20|Poor|7}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|For some reason (probably balancing) many of the original Prometheus&#039; stats were changed for FS2, making it a weaker weapon in many respects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is much debate on which GTW-5 is better the Prometheus S or the [[GTW Prometheus]], it is up to the user to decide. The Prometheus S has lower energy requirements, longer range, and more single hit damage than the [[GTW UD-8 Kayser]], but consumes much more energy, has a slower firing rate, and is less efficient than the other standard FreeSpace 2 weapon, the [[GTW Subach HL-7]]. If you like firing very accurately, and don&#039;t care about fire rate as much, this is the perfect gun for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ideal targets for the Prometheus are larger vessels, such as bombers, cruisers and corvettes. It does a great deal of hull damage. But because of its full shield damage value, it is extremely effective against bombers. As another note, the Prometheus of FS2 acts more like the Banshee of FS1, though with considerably better damage against hulls and lesser damage against shields.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fires farther and faster, hits harder and penetrates shields better than the FS1 version, but pays with a slightly lower fire rate and greater energy consumption; in fact about all this and the [[GTW Prometheus]] have in common is superiority to the [[GTW Prometheus R]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Its projectile speed is the fastest and longest lasting (thus extending its range) after the Maxim and the Morning Star. The higher speed increases accuracy for the same shooting distance (obviously!) against maneuvering targets. This weapon is in fact perfect for taking down Shivan bombers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that, if you outfit both primary banks of an Erinyes with this thing, it is entirely possible to one-salvo-kill some of the lighter fighters in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After spending a long time trying to determine what the best primary to give your wingmen in the Freespace 2 campaign was, I&#039;ve noticed that they seem to do best with this weapon. The high volley damage and relatively long range can be exploited to great effect by the AI&#039;s aiming abilities. If you want to boost your wingmates&#039; effectiveness, and you have this weapon available, it&#039;s a great choice.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>RedAlbatross</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTM_Tornado&amp;diff=35444</id>
		<title>GTM Tornado</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTM_Tornado&amp;diff=35444"/>
		<updated>2011-07-05T03:26:09Z</updated>

		<summary type="html">&lt;p&gt;RedAlbatross: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;GTM-4a Tornado&#039;&#039;&#039; is the direct descendant of the [[GTM Hornet]] swarming missiles. Like that earlier design, the Tornado launcher fires four warheads per salvo.  This newer weapon is much improved though in terms of speed and agility and stands a good chance of intercepting any craft. Its range was also enhanced, and will now reach out to about 1.5km.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Though the updated swarming missiles are a better weapon for dogfighting, this design does have two considerations to keep in mind.  First, the Tornado is slightly larger than the Hornet, meaning fewer missiles can be loaded into an equivalent secondary bay.  And second, due to the way the Tornado&#039;s guidance systems have been programmed, it will not arm its explosive if launched without a target; so you can&#039;t shoot &#039;from the hip&#039; like you can with the Hornet.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Even given these two considerations, this is an excellent choice in a fast-moving fighter melee.&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Tornado.gif]]|caption=The GTM-4a Tornado}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
The GTM-4a Tornado is an upgrade to the Hornet missile. With improved fire control systems and guidance computers, the Tornado can be fired more rapidly and with greater accuracy than the Hornet. Though physically smaller than its predecessor, the Tornado launcher fires more rockets per volley, delivering a more devastating punch. Be advised that a Tornado missile will fail to arm its payload properly if aspect lock has not been achieved before firing.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics - Tornado===&lt;br /&gt;
{{Secondary|1 610|2.5|230|50|Full|50|Average|25|Minimal|7.5|10 / 20|Aspect Seeking|N / A|2.25 s|1.25 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Statistics - Tornado D===&lt;br /&gt;
{{Secondary|1 610|3.0|230|24|Full|24|Good|17|Poor|6|10 / 20|Aspect Seeking|N / A|3.5 s|1.35 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Missile launches in swarms of 4 missiles that fly in [[Weapons.tbl#$Corkscrew:|corkscrew]] motion.&lt;br /&gt;
*Missile must be [[Weapons.tbl#Weapon Flags|locked]] to the target before firing or it will not cause full damage.&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|The Tornado is FS2&#039;s wish-me-dead missile. Salvo a double volley of these at an enemy fighter and he will be in dire straights, if not blown to bits. Even most bombers will have a significant chunk of their hull lost. For one-salvo killing power the Tornado can only be beat by the Trebuchet. That power comes at the price of being able to carry relatively few volleys worth missiles, however. In extended missions you are probably going to better served by a bank of Harpoons, but for quick and dirty pure stopping power, the Tornado is where it&#039;s at.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The main problem with the Tornado is that you only get half the shots you do with the [[GTM Harpoon]], so make every shot count. This weapon is excellent, capable of taking down light bombers like the [[GTB Zeus]] with one double-fire shot, and is almost as maneuverable as the [[GTM Harpoon]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Either choose this, the Trebuchet, or the Tempest as your second secondary rack if you&#039;re a superiority, intercept or heavy. The first secondary should always go to Harpoons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These things don&#039;t shoot 1 at the time unlike the [[GTM Hornet]], all 4 or 8 of them shoot at almost the same instant, wich makes the punch bigger compared to the Hornet. The drawback of this, however, is that countermeasures work better against these compared to hornets... But countermeasures won&#039;t save you anyway, because if you get the right shot with this, it can pretty much outmaneuver anything, and own you as soon as you see them coming your way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One single volley of Tornados can do as much damage as a double volley of Harpoons, provided that all missiles hit.  If they do, the target fighter is in really bad shape.  Keep that in mind when deciding what missiles to use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Tornado&#039;s some kind of missile, all right. Unlike the Hornet, which takes some skill to use effectively, this one doesn&#039;t really require much skill; just get aspect lock and fire. It hardly misses, unless you&#039;re unlucky. It also travels very fast, achieves aspect lock quickly, and deals a lot of damage too. Dual-fire mode can almost destroy any small craft in the game, apart from obscenely heavy-duty spacecraft like the [[SB Seraphim|Seraphim]]. Unfortunately, it is a tad larger than its predecessor, and resupplying can take some time. If anything, this would be the [[GTW UD-8 Kayser|Kayser]] of missiles in the GTVA arsenal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[Herc II]], with its large secondary banks can make very good use of this missile. The stopping power and homing capability is incredible, and in the second missile bank of the Herc II, you&#039;ll find that you have enough ammo (80 missiles) to make it worth it. In something like the [[Perseus]], however, you&#039;ll find that 32 missiles/4 double salvos just isn&#039;t enough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In some cases, such as longer range on higher difficulty, I have noticed that I can hit things better with this missile moreso than with the [[GTM Harpoon]].  And whenever a target gets nailed by this thing head-on (and all missiles hit) many ships are guaranteed to go down in one shot.  This missiles have better turn rates than the Harpoon, making this missile an excellent choice for picking off fighters at medium range in a chase or head-on situation, or even as a last resort.  Take this in dual banks if you don&#039;t have a Harpoon (or if you&#039;re a better shot with this missile, like me).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Something I&#039;ve noticed lately is that the AI seems to be frighteningly competent at using the Tornado. Load up your wingmen with Tornadoes, in a ship that they won&#039;t get splattered quickly in, and watch enemy strikecraft evaporate under storms of Tornado fire. Even under the effects of &amp;quot;Alpha 1&amp;quot; syndrome, you may find that your wingmen are a bit more useful when loaded up with this missile.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>RedAlbatross</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=GTM_Tornado&amp;diff=35443</id>
		<title>GTM Tornado</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=GTM_Tornado&amp;diff=35443"/>
		<updated>2011-07-05T03:25:18Z</updated>

		<summary type="html">&lt;p&gt;RedAlbatross: /* Veteran Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;GTM-4a Tornado&#039;&#039;&#039; is the direct descendant of the [[GTM Hornet]] swarming missiles. Like that earlier design, the Tornado launcher fires four warheads per salvo.  This newer weapon is much improved though in terms of speed and agility and stands a good chance of intercepting any craft. Its range was also enhanced, and will now reach out to about 1.5km.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Though the updated swarming missiles are a better weapon for dogfighting, this design does have two considerations to keep in mind.  First, the Tornado is slightly larger than the Hornet, meaning fewer missiles can be loaded into an equivalent secondary bay.  And second, due to the way the Tornado&#039;s guidance systems have been programmed, it will not arm its explosive if launched without a target; so you can&#039;t shoot &#039;from the hip&#039; like you can with the Hornet.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Even given these two considerations, this is an excellent choice in a fast-moving fighter melee.&lt;br /&gt;
&lt;br /&gt;
{{FS12_Weapons}}&lt;br /&gt;
{{shipimage|image=[[Image:Tornado.gif]]|caption=The GTM-4a Tornado}}&lt;br /&gt;
&lt;br /&gt;
==Tech Room Data==&lt;br /&gt;
The GTM-4a Tornado is an upgrade to the Hornet missile. With improved fire control systems and guidance computers, the Tornado can be fired more rapidly and with greater accuracy than the Hornet. Though physically smaller than its predecessor, the Tornado launcher fires more rockets per volley, delivering a more devastating punch. Be advised that a Tornado missile will fail to arm its payload properly if aspect lock has not been achieved before firing.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
===Statistics - Tornado===&lt;br /&gt;
{{Secondary|1 610|2.5|230|50|Full|50|Average|25|Minimal|7.5|10 / 20|Aspect Seeking|N / A|2.25 s|1.25 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Statistics - Tornado D===&lt;br /&gt;
{{Secondary|1 610|3.0|230|24|Full|24|Good|17|Poor|6|10 / 20|Aspect Seeking|N / A|3.5 s|1.35 s}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Missile launches in swarms of 4 missiles that fly in [[Weapons.tbl#$Corkscrew:|corkscrew]] motion.&lt;br /&gt;
*Missile must be [[Weapons.tbl#Weapon Flags|locked]] to the target before firing or it will not cause full damage.&lt;br /&gt;
&lt;br /&gt;
===Veteran Comments===&lt;br /&gt;
{{Comment|The Tornado is FS2&#039;s wish-me-dead missile. Salvo a double volley of these at an enemy fighter and he will be in dire straights, if not blown to bits. Even most bombers will have a significant chunk of their hull lost. For one-salvo killing power the Tornado can only be beat by the Trebuchet. That power comes at the price of being able to carry relatively few volleys worth missiles, however. In extended missions you are probably going to better served by a bank of Harpoons, but for quick and dirty pure stopping power, the Tornado is where it&#039;s at.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The main problem with the Tornado is that you only get half the shots you do with the [[GTM Harpoon]], so make every shot count. This weapon is excellent, capable of taking down light bombers like the [[GTB Zeus]] with one double-fire shot, and is almost as maneuverable as the [[GTM Harpoon]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Either choose this, the Trebuchet, or the Tempest as your second secondary rack if you&#039;re a superiority, intercept or heavy. The first secondary should always go to Harpoons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These things don&#039;t shoot 1 at the time unlike the [[GTM Hornet]], all 4 or 8 of them shoot at almost the same instant, wich makes the punch bigger compared to the Hornet. The drawback of this, however, is that countermeasures work better against these compared to hornets... But countermeasures won&#039;t save you anyway, because if you get the right shot with this, it can pretty much outmaneuver anything, and own you as soon as you see them coming your way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One single volley of Tornados can do as much damage as a double volley of Harpoons, provided that all missiles hit.  If they do, the target fighter is in really bad shape.  Keep that in mind when deciding what missiles to use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Tornado&#039;s some kind of missile, all right. Unlike the Hornet, which takes some skill to use effectively, this one doesn&#039;t really require much skill; just get aspect lock and fire. It hardly misses, unless you&#039;re unlucky. It also travels very fast, achieves aspect lock quickly, and deals a lot of damage too. Dual-fire mode can almost destroy any small craft in the game, apart from obscenely heavy-duty spacecraft like the [[SB Seraphim|Seraphim]]. Unfortunately, it is a tad larger than its predecessor, and resupplying can take some time. If anything, this would be the [[GTW UD-8 Kayser|Kayser]] of missiles in the GTVA arsenal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[Herc II]], with its large secondary banks can make very good use of this missile. The stopping power and homing capability is incredible, and in the second missile bank of the Herc II, you&#039;ll find that you have enough ammo (80 missiles) to make it worth it. In something like the [[Perseus]], however, you&#039;ll find that 32 missiles/4 double salvos just isn&#039;t enough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In some cases, such as longer range on higher difficulty, I have noticed that I can hit things better with this missile moreso than with the [[GTM Harpoon]].  And whenever a target gets nailed by this thing head-on (and all missiles hit) many ships are guaranteed to go down in one shot.  This missiles have better turn rates than the Harpoon, making this missile an excellent choice for picking off fighters at medium range in a chase or head-on situation, or even as a last resort.  Take this in dual banks if you don&#039;t have a Harpoon (or if you&#039;re a better shot with this missile, like me).}}&lt;br /&gt;
&lt;br /&gt;
Something I&#039;ve noticed lately is that the AI seems to be frighteningly competent at using the Tornado. Load up your wingmen with Tornadoes, in a ship that they won&#039;t get splattered quickly in, and watch enemy strikecraft evaporate under storms of Tornado fire. Even under the effects of &amp;quot;Alpha 1&amp;quot; syndrome, you may find that your wingmen are a bit more useful when loaded up with this missile.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;/div&gt;</summary>
		<author><name>RedAlbatross</name></author>
	</entry>
</feed>