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	<updated>2026-11-15T10:30:49Z</updated>
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		<id>https://wiki.hard-light.org/index.php?title=Ships.tbl&amp;diff=63240</id>
		<title>Ships.tbl</title>
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		<updated>2021-03-04T21:33:17Z</updated>

		<summary type="html">&lt;p&gt;Zonination: /* $Power Output: */ (set date to ISO-8601 format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TableVersionGit|2020-08-13 UTC|e01c799cc1e7c1a36222954db1d4d37f68b26b67}}&lt;br /&gt;
{{Tables}}&lt;br /&gt;
The &#039;&#039;&#039;ships.tbl&#039;&#039;&#039; defines all the ship classes used in FSO.&lt;br /&gt;
&lt;br /&gt;
This table is one of the [[Modular Tables]] and can be extended with xxx-shp.tbm&lt;br /&gt;
&lt;br /&gt;
==General Format==&lt;br /&gt;
*Ship.tbl is formed of several different sections.&lt;br /&gt;
*All sections beginning with &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; need &amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;End before the next section.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Default Player Ship&#039;&#039;&#039;&lt;br /&gt;
***Defines the default player ship in the game and also in the FRED. If in a mission appears a ship that has not been properly included to tables then game replaces the ship with the Default Player Ship.&lt;br /&gt;
**&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Engine Wash Info&#039;&#039;&#039;&lt;br /&gt;
***Includes all the definitions of all engine washes used in the game.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Templates&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for ship templates}}&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Ship Classes&#039;&#039;&#039;&lt;br /&gt;
:**Includes entries for every ship and also defines their attributes that are used in the game&lt;br /&gt;
:**Is discussed in detail at [[Ships.tbl#Table_Options|Table Options]] section.&lt;br /&gt;
{{Table202|&lt;br /&gt;
:*&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;Wing Formations&#039;&#039;&#039;&lt;br /&gt;
:**Includes the list of custom wingmate formations}}&lt;br /&gt;
:*&#039;&#039;&#039;$Player Ship Precedence&#039;&#039;&#039;&lt;br /&gt;
:**Player Ship Precedence is used in ship selection when a ship specified by the mission designer is not available to the player.  The next ship on the list is used in its place (assuming that ship is allowed for the player)&lt;br /&gt;
&lt;br /&gt;
==Default Player Ship==&lt;br /&gt;
*Defines the default ship in the game.&lt;br /&gt;
*Syntax: &#039;&#039;Name&#039;&#039;, name of ship model as defined in [[Ships.tbl#Table_Options|Table Options]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Wash==&lt;br /&gt;
*Defines the engines washes&lt;br /&gt;
*First entry must be named &#039;default&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Defines the name of the engine wash.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Angle:===&lt;br /&gt;
*Defines the angle from the engine where the engine wash exists&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, degrees&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Radius Mult:===&lt;br /&gt;
*Defines engine wash multiplier&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Length:===&lt;br /&gt;
*Defines the length of the engine wash&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;
===$Intensity:===&lt;br /&gt;
*Defines the strength of the engine wash&lt;br /&gt;
*This setting does nothing&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
   $Name:           Default&lt;br /&gt;
   $Angle:          10.0&lt;br /&gt;
   $Radius Mult:    1.2&lt;br /&gt;
   $Length:         400&lt;br /&gt;
   $Intensity:      1.0&lt;br /&gt;
&lt;br /&gt;
==Ship Template Options==&lt;br /&gt;
{{Warning|&lt;br /&gt;
The ship templates feature, when originally introduced, caused crashes and memory issues. Between 2014/07/24 and 2015/8/20, it was removed from the codebase. In short: do not use in versions prior to 3.7.4.}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Example of template usage [[Ship_Templates]] in which both [[GTB Artemis]] variants have been defined using a single template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of template&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;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Another template can be used as template for the current template&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name}}&lt;br /&gt;
&lt;br /&gt;
==Ships Table Options==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Name:===&lt;br /&gt;
*Model name that is used also in game. It is also used as name for the whole ship entry.&amp;lt;br&amp;gt;There are two special characters can be used in the name: &#039;&#039;&#039;#&#039;&#039;&#039; and &#039;&#039;&#039;@&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;#&#039;&#039;&#039;. It&#039;s used in the middle of the name and cannot be the first character in the $Name: string. It makes the right part of the name not being shown in the ship class info of the target window, (or beside the target brackets in FS_Open builds). It allows making different versions of a base ship while showing the same class name inside the game.&amp;lt;br&amp;gt;An example from FSPort FreeSpace 1: The &#039;&#039;&#039;SF Dragon#weakened&#039;&#039;&#039; ship, used in [[Enter the Dragon]], appears to the player just as any other &#039;&#039;&#039;SF Dragon&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;@&#039;&#039;&#039;. It&#039;s used before the proper ship name. It is fully ignored by the game. Moreover, &#039;&#039;&#039;@WhateverShip&#039;&#039;&#039; and &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; are exactly the same name and therefore they both appear as &#039;&#039;&#039;WhateverShip&#039;&#039;&#039; inside the game. It just allows the user marking ships in the table because of any modding reason.&amp;lt;br&amp;gt;In the retail FS2 ships there are several ships starting by &#039;&#039;&#039;@&#039;&#039;&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name&lt;br /&gt;
&lt;br /&gt;
===+nocreate===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*In [[Modular Tables]] name can be followed by line &#039;&#039;&#039;+nocreate&#039;&#039;&#039; that prevent game from creating an incomplete entry by leaving the entry unread unless it already exists (either in ship.tbl or in earlier parsed *-shp.tbm files) by the time the *-shp.tbm is read.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===+Use Template:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the table entry to use template based on an existing table entry instead of creating totally new one&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the template}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alt Name:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Alternative $Name: for the ship.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, Alternate $Name:}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Short name:===&lt;br /&gt;
*Shortened model name, for FRED, Usually more descriptive than the real name.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Species:===&lt;br /&gt;
*Defines species (Terran, Vasudan or Shivan). Determines many things, including the color of the engine glow, the flyby sound effects, the briefing icon and the support ship.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*More species have been enabled, and all of these have to be defined in [[species_defs.tbl]].}}&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the species&lt;br /&gt;
**Example: &#039;&#039;Terran&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Technical Description===&lt;br /&gt;
List of descriptive terms for techroom and ship selection screens. Number after the quotes refers to [[tstrings.tbl]]&lt;br /&gt;
&lt;br /&gt;
====+Type:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Maneuverability:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Armor:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Manufacturer:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Tech Title:====&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines name of the ship as displayed in the tech room&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Tech Description:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Requires &#039;&#039;&#039;$end_multi_text&#039;&#039;&#039; after the entry&lt;br /&gt;
*Example:&lt;br /&gt;
::XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
::$end_multi_text&lt;br /&gt;
&lt;br /&gt;
====+Length:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Gun Mounts:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
====+Missile Banks:====&lt;br /&gt;
*Syntax: XSTR(&amp;quot;&#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;&amp;quot;, integer)&lt;br /&gt;
*Example: XSTR(&amp;quot;&amp;quot;, -1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Selection Effect:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines which selection effect to use when the -ship_choice_3d commandline flag is enabled or no ani can be found for the selected ship.&lt;br /&gt;
*Syntax: String, either &amp;quot;FS1&amp;quot;, or &amp;quot;Off&amp;quot;. This defaults to the FS2 effect.}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit POF file:===&lt;br /&gt;
{{Table3610|*Filename of the cockpit model file&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename}}&lt;br /&gt;
&lt;br /&gt;
===+Cockpit Offset:===&lt;br /&gt;
{{Table3610|*Defines the offset of the cockpit model&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Cockpit Display:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines a rectangle surface on a cockpit texture that can be updated dynamically. Multiple displays can be defined, but only one needs to be defined for each texture on the cockpit model.&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
*The filename of the cockpit texture to be replaced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Offsets:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) The offsets of the rectangle surface into the texture that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Size:&#039;&#039;&#039;&lt;br /&gt;
* The size of the rectangle surface that will be drawn into.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, two &#039;&#039;&#039;integers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Background:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the background of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Foreground:&#039;&#039;&#039;&lt;br /&gt;
* (Optional) Filename of the bitmap to be used as the foreground of this display.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, texture filename&lt;br /&gt;
*&#039;&#039;&#039;+Display Name:&#039;&#039;&#039;&lt;br /&gt;
* A name to be used as a reference handle.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$POF File:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String.pof&#039;&#039;&#039;&#039;&#039;, model filename&lt;br /&gt;
&lt;br /&gt;
===$POF file Techroom:===&lt;br /&gt;
*Filename of the model file (.pof) at data/models folder; used only in the weapon loadout screen&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;
===$Texture Replace:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+old:&#039;&#039;&#039;&lt;br /&gt;
*Defines the texture to be replaced&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;+new:&#039;&#039;&#039;&lt;br /&gt;
*Defines the new texture&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$POF Target File:===&lt;br /&gt;
*Optional hud targeting model&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;
===$POF Target LOD:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the LOD (Level-Of-Detail) of target model used in the HUD targetbox&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Detail Distance:===&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 default to (from left to right): 1/8, 1/4, 1, 4, and 8, and may be overridden by the [[Ai_profiles.tbl#$Detail Distance Multiplier:|$Detail Distance Multiplier]]&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;
&lt;br /&gt;
===$Collision LOD:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Defines an alternative LOD (Level-Of-Detail) to use for collision detection. Using this can increase performance without visible drawbacks if the LOD chosen has much simpler geometry but the shape still closely matches the base model.&lt;br /&gt;
*This works as follows: collision detection proceeds normally through the various model/submodel radius and bounding box checks based on LOD0, but when the game decides to perform a mesh-based collision check of a given submodel, it will use the submodel&#039;s LOD mesh instead. However, all submodels do not need to have a counterpart in the given LOD; if one is not found, the closest alternative will automatically be used instead.&lt;br /&gt;
*For example, if &#039;&#039;$Collision LOD: 3&#039;&#039; is used and the submodel engine01a is checked for a hit, the game will attempt to use the mesh of engine01d instead. However, if there is no engine01d submodel, the game will find the closest alternative: it&#039;ll look for engine01c, then engine01b, and finally fall back to engine01a. Note the implications of for example the root LOD submodel (detaild, detail3, etc) including the geometry of subsystem submodels; if detail0 is checked for a collision before engine01a, and detail3 includes the engine geometry (as opposed to having it in engine01d), then the subsystem engine01a cannot be hit.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$ND:===&lt;br /&gt;
NOTE: this option has done nothing since before 2008&lt;br /&gt;
&lt;br /&gt;
*No Dim field field was used in FreeSpace for ship lights. Use of glowmaps is preferred to the $ND entry. Only noticeable in Glide or Software mode.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;42, 42, 224&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Enable Team Colors:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Enables Team Colors for a ship without setting a default color setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Default Team:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Specifies the default team name to be used for coloring a ship.&lt;br /&gt;
*None will set the default to &#039;no coloring&#039;.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the teams as defined in [[colors.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Show Damage:===&lt;br /&gt;
*No function at all. The engine will read values, but discard them. In 3.6.10 or later, this can be left out without adverse consequences.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, usually yes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Lightning Type:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Changes the damage lightning effect shown on highly damaged ships. &lt;br /&gt;
*Can be defined as:&lt;br /&gt;
**&#039;&#039;None&#039;&#039;&lt;br /&gt;
**&#039;&#039;Default&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Impact:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the collision&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;
===$Impact Spew:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Used to define the impact particle spew&lt;br /&gt;
*Note: You CANNOT define a different type of particle spew here; the only option possible is listed below&lt;br /&gt;
*&#039;&#039;&#039;+Max particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum number of particles spewed&lt;br /&gt;
**Setting to zero causes model to generate no particles at all&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min particles:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum number of particles spewed&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 25&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5f&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2f&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.55f&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.05f&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0f&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum velocity of particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0f&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the variance of particle direction from the normal&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.0f}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Damage Spew:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the &#039;smoke&#039; released on weapon impact point&lt;br /&gt;
*Certain default values (marked with &#039;&#039;&#039;X&#039;&#039;&#039;) gain a specific multiplier based on ship radius&lt;br /&gt;
::If the radius is less than 20 the multiplier is 1&lt;br /&gt;
::If the radius is larger than 40 the multipler is 1.2&lt;br /&gt;
::Otherwise it is between 1 and 1.2&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50 * &#039;&#039;&#039;X&#039;&#039;&#039;}}{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.3 &lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.7 * &#039;&#039;&#039;X&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 3.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.2 * &#039;&#039;&#039;X&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Collision Physics:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Parameters affecting collision physics, including landings.&lt;br /&gt;
*&amp;quot;Landing&amp;quot; means the ship will not take damage or shake when it touches down. Instead, the ship will reorient towards a neutral resting orientation. &amp;quot;Reorient&amp;quot; thresholds below mean that the ship will still take damage (counts as a crash) but will move towards the correct landing orientation. &lt;br /&gt;
&lt;br /&gt;
====+Bounce:====&lt;br /&gt;
When this ship collides with a large ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Both Small Bounce:====&lt;br /&gt;
When this ship collides with a small ship, how many meters to instantly move it away. Default is 5.0.&lt;br /&gt;
====+Friction:====&lt;br /&gt;
During collisions, how much friction to apply (slowing lateral movement). Default is 0.0.&lt;br /&gt;
====+Rotation Factor:====&lt;br /&gt;
Affects the rotational energy of collisions. Default is 0.2.&lt;br /&gt;
====+Landing Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which landing physics are used. &lt;br /&gt;
====+Landing Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still be considered a landing. &lt;br /&gt;
====+Landing Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity the ship can land at.&lt;br /&gt;
====+Landing Max Angle:====&lt;br /&gt;
Maximum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Min Angle:====&lt;br /&gt;
Minimum angle of attack the ship can land at (in degrees).&lt;br /&gt;
====+Landing Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to count as a landing. &lt;br /&gt;
====+Reorient Max Forward Vel:====&lt;br /&gt;
Maximum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Min Forward Vel:====&lt;br /&gt;
Minimum velocity for which the ship will be adjusted to the correct landing orientation.&lt;br /&gt;
====+Reorient Max Descent Vel:====&lt;br /&gt;
Maximum velocity at which the ship can &amp;quot;hit the deck&amp;quot; and still reorient. &lt;br /&gt;
====+Reorient Max Horizontal Vel:====&lt;br /&gt;
Maximum sideways velocity for reorienting.&lt;br /&gt;
====+Reorient Max Angle:====&lt;br /&gt;
Maximum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Min Angle:====&lt;br /&gt;
Minimum angle of attack for reorienting to kick in (in degrees).&lt;br /&gt;
====+Reorient Max Rotate Angle:====&lt;br /&gt;
How many degrees the ship can be rotated relative to the landing surface in order to be reoriented on impact.&lt;br /&gt;
====+Reorient Speed Mult:====&lt;br /&gt;
How quickly the reorientation takes place (when applicable)&lt;br /&gt;
====+Landing Rest Angle:====&lt;br /&gt;
Angle of the ship&#039;s nose relative to the plane of the landing surface when the ship is at rest. Reorient will move the ship towards this angle. &lt;br /&gt;
====+Landing Sound:====&lt;br /&gt;
Sound to play when landing (if it&#039;s not a landing, normal collision sound is used).&lt;br /&gt;
}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
====+Collision Sound Light:====&lt;br /&gt;
Sound when this ship collides normally.&lt;br /&gt;
====+Collision Sound Heavy:====&lt;br /&gt;
Sound when this ship collides at high speed.&lt;br /&gt;
====+Collision Sound Shielded:====&lt;br /&gt;
Sound when this ship collides with shields active.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Debris:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum lifetime of the debris (Default value is a random number)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&lt;br /&gt;
**Defines the maximum lifetime of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Seconds&lt;br /&gt;
*&#039;&#039;&#039;+Min Speed:&lt;br /&gt;
**Defines the minimum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Speed:&lt;br /&gt;
**Defines the maximum speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Meters/second&lt;br /&gt;
*&#039;&#039;&#039;+Min Rotation speed:&lt;br /&gt;
**Defines the minimum rotational speed of the debris (Default is (6 to 10)/Ship-radius)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Max Rotation speed:&lt;br /&gt;
**Defines the maximum rotational speed of the debris&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; Radians/second&lt;br /&gt;
*&#039;&#039;&#039;+Damage Type:&#039;&#039;&#039;&lt;br /&gt;
**Defines the damage type of the debris&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;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+Min Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Max Hitpoints:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum hitpoints assigned for the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Damage Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the collision damage multiplier for collisions against the generated debris pieces&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Lightning Arc Percent:&#039;&#039;&#039;&lt;br /&gt;
**Controls what percent of debris pieces will have the damage lightning effect applied to them.&lt;br /&gt;
**Defaults to 50%.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float,&#039;&#039;&#039; 0-100}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
*&#039;&#039;&#039;+Ambient Sound:&#039;&#039;&#039;&lt;br /&gt;
**The sound played in the vicinity of debris.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Density:===&lt;br /&gt;
*Multiplies the mass and moment of inertia of the relevant ship.&lt;br /&gt;
*Ships with a high mass and moment of inertia will be moved/rotated by collisions and impacts less strongly.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, usually 1. Must not be 0.&lt;br /&gt;
&lt;br /&gt;
===$Damp:===&lt;br /&gt;
*Sets the natural period (1 / omega) of the dampening effects on top of the acceleration model. (See [[Ships.tbl#$Forward Accel:|$Forward Accel:]])&lt;br /&gt;
*In essence, affects how quickly you will accel/decel to your target velocity. Higher damp means slower acceleration and deceleration, while lower values (down to 0.0001) means faster acceleration/deceleration.&lt;br /&gt;
**Specifying a value of 0.0 means there is no damping placed on top of the acceleration model, which is the most responsiveness you&#039;ll get.&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Rotdamp:===&lt;br /&gt;
*Shares the same principles of [[Ships.tbl#$Damp:|$Damp]], but is applied to rotations directly. (there isn&#039;t a engine/thrust acceleration model for rotations)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Banking Constant:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines a factor for how much roll is added during a yaw. Set as 1 for full roll and 0 is no roll. Default is 0.5.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Velocity:===&lt;br /&gt;
*Defines maximum velocities with standard energy settings on x (left/right), y (up/down), and z (forward) -axis (respectively). z -axis velocity defines the maximum forward velocity.&lt;br /&gt;
*The x and y velocities are considered slide veocities&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 80.0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Player Minimum Velocity:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Defines minimum velocities on x (left/right), y (up/down), and z (forward) -axis (respectively). This affects the player only, the AI ignores the value. &lt;br /&gt;
*The x and y velocities are considered slide velocities, the minimums for them are &#039;&#039;&#039;not currently implemented&#039;&#039;&#039;.&lt;br /&gt;
*When gliding, if the absolute speed vector of the players ship falls below the minimum then the ships engines will re-engage and cannot be switched off again until the ships absolute vector exceeds the z-minimum.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
**Example: &#039;&#039;0.0, 0.0, 40.0&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Rotation Time:===&lt;br /&gt;
*Defines rotation times around the x, y, and z-axis. Number is seconds it takes to complete rotate a ship (360 degrees) around the given axis. X-axis is &amp;quot;pitch,&amp;quot; y-axis is &amp;quot;yaw,&amp;quot; and z-axis is &amp;quot;roll.&amp;quot;&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, seconds per 360 degree turn around x-axis, y-axis, z-axis, respectively&lt;br /&gt;
**Example: &#039;&#039;3.0, 2.6, 5.0&#039;&#039;&lt;br /&gt;
**Note: Setting to Zero will cause the model to disappear in mission.&lt;br /&gt;
&lt;br /&gt;
===$Rear Velocity:===&lt;br /&gt;
*Defines rear velocity&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
**Note: This value must be set for [[Ships.tbl#.2BAburn_Max_Reverse_Vel:|+Aburn_Max_Reverse_Vel:]] to work&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Forward Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% of the maximum forward (z) velocity&lt;br /&gt;
** We use 63.21% instead of 100% because FSO&#039;s acceleration/velocity model is based on a simplistic exponential function, rather than the more complex models seen for prop-driven, jet-driven, or rocket-driven craft.&lt;br /&gt;
** The equation is a derivative of v = 1 - e^(-t / T), where T is what we define in the ship.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Forward Decel:===&lt;br /&gt;
*Number of seconds needed from maximum forward (z) velocity to full stop&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Slide Accel:===&lt;br /&gt;
*Number of seconds needed from full stop to 63.21% maximum slide velocity&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Slide Decel:===&lt;br /&gt;
*Number of seconds needed from 63.21% maximum slide velocity to full stop&lt;br /&gt;
*Note: this is applied to both slide (x and y) axes&lt;br /&gt;
**See [[Ships.tbl#$Forward Accel:|$Forward Accel]] for an explanation of the 63.21%&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
&lt;br /&gt;
===$Glide:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allows gliding in game, i.e. turning the ship&#039;s attitude/facing without changing its current movement direction and speed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Dynamic Glide Cap:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, game uses dynamic glide cap. The dynamic glide cap means that the maximum glide speed will follow the same rules as normal flight, including the effects of afterburner and power to engines. If set to YES, the value in +Max Glide Speed is ignored.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Max Glide Speed:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the maximum glide speed if glide has been enabled. If 0, this is set to the fastest speed the ship can go. If negative, there is no glide cap (allowing practically infinite maximum gliding speed). Defaults to 0.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====+Glide Accel Mult:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the acceleration multiplier for the gliding mode.&lt;br /&gt;
**If &amp;gt; 0, sets a fixed acceleration rate in glide mode: ships will accelerate at their tabled maximum velocity along the given axis, interpreted in m/s^2, multiplied by &#039;&#039;+Glide Accel Mult:&#039;&#039;.&lt;br /&gt;
**If set to 0, impossible to accelerate while in glide mode.&lt;br /&gt;
**If negative, enables glide speed ramping: acceleration in glide mode ramps using the same constants as in normal flight. Note, however, that glide acceleration ignores the ship&#039;s &#039;&#039;$Damp:&#039;&#039; value, so glide acceleration will always be faster than in normal flight; and if the damping constant is significantly larger than the acceleration constant along a given axis, this difference will become very pronounced.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Default: &#039;&#039;0&#039;&#039;}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Entry exists as a dummy entry which doesn&#039;t do anything to prevent compatibility issues}}&lt;br /&gt;
&lt;br /&gt;
===$Use Newtonian Dampening:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*If set, forces the ship to use (or not use) newtonian dampening. Basically, allows overriding the AI Profiles flag on a per-ship basis. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Autoaim FOV:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the field of view for autoaim&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Converging Autoaim====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the autoaim uses convergence}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Distance:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the minimum distance for the convergence}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Convergence:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the weapons use convergence&lt;br /&gt;
{{Note|If none of the following optional strings are added, the weapon will not converge. Don&#039;t forget to use them.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====+Automatic====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that the ship uses automatic convergence - converging distance calculated from estimated hit position (lead) of the current target.&lt;br /&gt;
*&#039;&#039;&#039;+Minimum Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum distance for the convergence.  Overrides the setting for $Autoaim FOV&#039;s minimum distance.}}&lt;br /&gt;
&lt;br /&gt;
====+Standard====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship uses fixed convergence.&lt;br /&gt;
*&#039;&#039;&#039;+Distance:&#039;&#039;&#039;&lt;br /&gt;
**Defines the converging distance from the ship}}&lt;br /&gt;
&lt;br /&gt;
====+Offset:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the offset from the ship centerpoint for the convergence&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===$Warpin Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpin effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;Fireballl Unique ID&#039;&#039; - Uses the default mechanics but replaces the portal effect with the identified fireball.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp in effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp in 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;
===$Warpin Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps in for &#039;&#039;&#039;default&#039;&#039;&#039; warpin effect&lt;br /&gt;
*Sets the time that the ships warp in (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpin effects&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or miiliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&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;
===$Warpin Decel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the deceleration curve at the end of the warpin. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual deceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpin Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&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;
===$Warpin Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used for the Homeworld warpin effect. Has no effect for other warpin types.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Allow an animation to be defined as a warpout effect.&lt;br /&gt;
*Can be defined as:&lt;br /&gt;
:*&#039;&#039;Default&#039;&#039;&lt;br /&gt;
:*&#039;&#039;BTRL&#039;&#039; or &#039;&#039;Galactica&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Homeworld&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Hyperspace&#039;&#039;}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
:*&#039;&#039;Knossos&#039;&#039;&lt;br /&gt;
:*&#039;&#039;Babylon5&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
::*&#039;&#039;BTRL&#039;&#039; was replaced with &#039;&#039;Galactica&#039;&#039; after 3.6.10}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
:*&#039;&#039;Fireballl Unique ID&#039;&#039; - Uses the default mechanics but replaces the portal effect with the identified fireball.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Start Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at start of warp out effect&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout End Sound:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*File for playing at end of warp out 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;
===$Warpout Engage Time:===&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*Defines the delay the it takes for the warp drive of the ship to engage, during which the player may still abort the warpout. Affects both the player as well as AI ships. If not defined, [[Game_settings.tbl#.24Minimum player warpout time:|defaults to]] 3 seconds for the player and none for the AI.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
===$Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the ship warps out for &#039;&#039;&#039;default&#039;&#039;&#039; warpout effect&lt;br /&gt;
*Sets the time that the ships warp out (not the animation itself) takes for &#039;&#039;&#039;BTRL&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Sets the minimum speed required for the ship to warp out for &#039;&#039;&#039;hyperspace&#039;&#039;&#039; type warpout effects}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second or milliseconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Time:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect duration&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Accel Exp:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Only for the &#039;&#039;&#039;hyperspace&#039;&#039;&#039; warpin effect.&lt;br /&gt;
*Defines an exponent for the acceleration curve at the start of the warpout. Must be higher than 0; a value of 1 produces a constant velocity throughout the effect and higher values produce gradual acceleration.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Radius:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the effect radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Warpout Animation:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the animation used as the warpout 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;
===$Player Warpout Speed:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Sets the speed at which the player warps out from the game&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Inner Rad:===&lt;br /&gt;
*Radius at which the full explosion damage is done&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;
===$Expl Outer Rad:===&lt;br /&gt;
*Maximum radius at which any damage is done&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Damage:===&lt;br /&gt;
*Amount of damage done inside the inner radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, damage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Blast:===&lt;br /&gt;
*The intensity of the blast effect when you&#039;re within the outer radius&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, blast effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Propagates:===&lt;br /&gt;
*This decides whether the ship has many smaller explosions while in its death-roll. Also determines whether the ship splits in two or not unless explicitly set below.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Splits Ship:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Whether the ship splits in two and slowly explodes outward towards it&#039;s front and back, or just immediately explodes into debris.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no, defaults to the value of &#039;$Expl Propagates:&#039; above}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Propagating Expl Radius Multiplier:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*This sets the multiplier for the ship splitting propagating explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Expl Visual Rad:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*This determines the visual size of the main fireball for an exploding ship. Does not affect ships with propagating explosions. &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;
===$Base Death-Roll Time:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the base death-roll time&lt;br /&gt;
*Values is modified depending on conditions when the ship died&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
**Default: 3000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the radius of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death-Roll Explosion Intensity Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier for the amount of the ship surface explosions during death roll&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Radius Mult:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the multiplier applied to the ship death explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Death FX Explosion Count:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Defines the number of explosion effect game uses when a large ship dies&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 6}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Rotation Multiplier:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Multiplies the strength of the rotation imparted by death-rolling. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 1.0}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll X rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on X-axis (pitch) rotation during the ships deathroll. The value is radians per second. The current hard-coded minimum is 0.8. Note the code generally won&#039;t use this value for ships with radius &amp;gt; 150 (hard-coded). &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Y rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Y-axis (yaw) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Death Roll Z rotation Cap:===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Defines the cap (aka maximum) on Z-axis (roll) rotation during the ships deathroll. For other details see $Death Roll X rotation Cap:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: 4.725}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Splitting Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on every explosion event which happens when ship is splitting apart&lt;br /&gt;
*The old &#039;popcorn&#039; effect&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 80&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 40&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.015&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Ship radius * 0.005&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 6.0 * (1 + 0.002 * Ship radius)&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5 * (1 + 0.002 * Ship radius) &lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: Speed of the propagating explosion&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Effect:===&lt;br /&gt;
{{Table38|&lt;br /&gt;
*Specifies the [[Particle Effects|particle effect]] which will be used the final explosion of this ship type,&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;$Ship Death Particles&#039;&#039; is not a valid option!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released on the moment &#039;non-knossos&#039; type object dies&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 1.5&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.1&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 4.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.5&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 20.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 0.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Alternate Death Particles:===&lt;br /&gt;
See [[Ship.tbl#$Impact Spew:|Impact Spew entry]]&lt;br /&gt;
*Controls the particles released when &#039;knossos&#039; type object is dying&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*&#039;&#039;&#039;+Max Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30&lt;br /&gt;
*&#039;&#039;&#039;+Min Particles:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 15&lt;br /&gt;
*&#039;&#039;&#039;+Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 100.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 30.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 12.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Lifetime:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0&lt;br /&gt;
*&#039;&#039;&#039;+Max Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 350.0&lt;br /&gt;
*&#039;&#039;&#039;+Min Velocity:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 50.0&lt;br /&gt;
*&#039;&#039;&#039;+Normal Variance:&#039;&#039;&#039;&lt;br /&gt;
**Default Value: 2.0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Vaporize Percent Chance:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Allows ships to sometimes explode instantly (vaporize) instead of going through a death roll first. Overrides the same flag in [[objecttypes.tbl]]. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percent chance of vaporization, 0 to 100}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Damage Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the damage type used for the ship explosions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Speed:===&lt;br /&gt;
*Speed shockwave expands at, 0 means no shockwave&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;
===$Shockwave Count:===&lt;br /&gt;
*Defines the number of shockwaves to spawned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shockwave Model:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the textured model used as the ship&#039;s 3D shockwave&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;
===$Shockwave Name:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the name of the animation to used for the 2D shockwave&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Explosion Animations:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the explosion animations used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Weapon Model Draw Distance:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Distance that external weapons are shown, ie. missiles and such.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
**Default: &#039;&#039;200&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
====$Allowed PBanks:====&lt;br /&gt;
*List of allowed primary weapons in brackets (weapon name marked with quotes).&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;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has its own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight PBanks:====&lt;br /&gt;
*Primary weapons for multiplayer dogfights.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the primary weapon dogfight banks &#039;&#039;&#039;can optionally&#039;&#039;&#039; be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default PBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&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;
&lt;br /&gt;
&lt;br /&gt;
====$PBank Capacity:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ammunition capacity of primary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*NOTE: In order for this to work, at least one of the primary weapons in the list of default primaries must be a ballistic weapon.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Primary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for primary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
**Example: &#039;&#039;( YES YES )&#039;&#039; - Note the spaces on the insides of the brackets.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====$Allowed SBanks:====&lt;br /&gt;
*Same for secondary weapons.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Allowed Dogfight SBanks:====&lt;br /&gt;
*Same for secondary weapons.&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;
{{Table3610|&lt;br /&gt;
*Each of the secondary weapon dogfight banks can be given their own list of allowed weapons, in which case each bank has it&#039;s own bracketed entry.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; ) ( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Default SBanks:====&lt;br /&gt;
*Defines default primary weapons for each of the primary weapon banks&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$SBank Capacity:====&lt;br /&gt;
*Defines ammunition capacity of secondary weapon banks. In brackets, different weapon banks separated by commas.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Integer, Integer )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====$Show Secondary Models:====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the use of weapon models for secondary weapons. In brackets, different weapon banks may have different definitions&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( Boolean Boolean )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;(YES YES)&#039;&#039;&lt;br /&gt;
*Note: This requires the [[Weapons.tbl#.24External_Model_File:|$External_Model_File entry to be defined in weapons.tbl]]. Weapons without external models will revert to the standard behaviour.&lt;br /&gt;
*Behavior is as follows:&lt;br /&gt;
**If your bank carries fewer or as many missiles as the number of gunpoints on your bank, you will have exactly as many external model shown as you have missiles left in your bank (going in the order of gunpoints defined in the POF). External models will disappear when missiles are fired.&lt;br /&gt;
**If your bank carries more missiles than you have gunpoints in your bank, then external models will &amp;quot;recoil&amp;quot; (to simulate a reloading animation) every time you fire, and will disappear based on the % of missile left in the bank. Example: you have 2 gunpoints and 4 missiles, the first external model will disappear after you fire the second missile.&lt;br /&gt;
**If your weapon uses the [[Weapons.tbl#.22external_model_launcher.22|&amp;quot;external_model_launcher&amp;quot; flag]], then the model will be displayed on all gunpoints and will not recoil nor disappear when fired.}}&lt;br /&gt;
&lt;br /&gt;
===$Ship Recoil Modifier:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Multiplies the recoil force of a weapon by this value, use a value greater than 1.0 to increase the force, use a value between 1.0 and 0.0 to decrease.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; (defaults to 1.0)&lt;br /&gt;
{{Note|It is not required to have any weapons with the &amp;quot;apply recoil&amp;quot; flag set for this to be enabled.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Shields:===&lt;br /&gt;
*Determines the shield strength&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, total shield strength&lt;br /&gt;
&lt;br /&gt;
====+Auto Spread:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Defines the thickness of auto spread shields. Note that the [[#.22auto_spread_shields.22|&amp;quot;auto spread shields&amp;quot;]] ship flag is also needed.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, shield thickness in meters.}}&lt;br /&gt;
&lt;br /&gt;
====+Minimum Weapon Span:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines the minimum distance weapons must have traveled before impacting the shield (for example if fired close to or inside the shield). Does not affect whether the weapon bypasses shields, unless +Allow Bypass (see below) is set to &#039;&#039;YES&#039;&#039;. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, defaults to the shield thickness.}}&lt;br /&gt;
&lt;br /&gt;
====+Allow Bypass:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Determines whether weapons which impact on the ship&#039;s hull (see +Minimum Weapon Span above) will bypass shields. Only valid with auto spread shields.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;NO&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
====+Spread From LOD:====&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Causes the auto spread shields calculations to be done based off a LOD level other than LOD0. Using a lower-poly LOD will considerably speed up the shield collision detection, while being visually indistinguishable in most cases.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, defaults to 0}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Point Shield Controls:===&lt;br /&gt;
{{Table371|&lt;br /&gt;
*Allows remapping of the 4 shield augmentation keys when [[Model Point Shields]] are used. You should usually supply as many values as you have shield segments. The first value determines which augmentation key to use for the first shield segment, the second value determines which key to use for the second shield segment, and so on (the order being defined by the order of the shield points in the model file). If less than 4 values are given, &amp;quot;none&amp;quot; is assumed for the missing ones. Note that as there are only 4 augmentation keys, player ships with more than 4 shield segments would generally not be a good idea.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( String list )&#039;&#039;&#039;&#039;&#039;, possible values &amp;quot;front&amp;quot;, &amp;quot;left&amp;quot;, &amp;quot;right&amp;quot;, &amp;quot;rear&amp;quot; and &amp;quot;none&amp;quot;&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;rear&amp;quot; )&#039;&#039; for a ship with only two shield sections, front and rear; the left and right augmentation keys would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;left&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;right&amp;quot; )&#039;&#039; for a ship with only three shield sections, left, right and rear; the front augmentation key would be disabled.&lt;br /&gt;
**Example: &#039;&#039;( &amp;quot;front&amp;quot; &amp;quot;right&amp;quot; &amp;quot;rear&amp;quot; &amp;quot;left&amp;quot; )&#039;&#039; for a ship with four shield sections but perhaps positioned in a non-standard way.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Color:===&lt;br /&gt;
*RGB value for shield color&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Color&#039;&#039;&#039;&#039;&#039;, red, green, blue respectively, value from 0 to 255&lt;br /&gt;
**Example: &#039;&#039;100, 100, 255&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Shield Impact Explosion:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Impact explosion animation to trigger when this ship&#039;s shields are hit. Works identically for all shield types.&lt;br /&gt;
*Note: The size of the explosion is defined by the weapon, see [[Weapons.tbl#.24Shield_Impact_Explosion_Radius:]].&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename or &#039;&#039;none&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Shield Recharge:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Determines a maximum recharge limit of shields. When used, the combined maximum shield energy is lowered, meaning that shield energy can be moved between quadrants even with shields fully charged.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier ranging from 0.0 to 1.0, defaults to 1.0&lt;br /&gt;
**Example: &#039;&#039;$Max Shield Recharge: 0.5&#039;&#039; caps the combined shield energy to 50%, meaning that a ship with 4 shield quadrants will by default have 12.5% strength on all quadrants (instead of normal 25%), allowing it to for example augment one quadrant to 50% while dropping other quadrants to 0%.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Power Output:===&lt;br /&gt;
*Actually does *NOTHING* unless set to zero; in which case weapon/shield/burner energy regeneration is disabled. Checked via code inspection 2014-12-29&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for shields at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total shield hitpoints recharged each second. (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.02 equals 2% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.02&#039;&#039;&lt;br /&gt;
*Affected by ETS Shields value (1/3rd value recharged per sec at default ETS setting of &#039;4&#039;)&lt;br /&gt;
*Affected by AI Profile Setting: $Player Shield Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===$Support Shield Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Shield repair rate when docked to a support ship&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 Regeneration Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Regeneration rates for primary guns at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of total gun energy recharged each second (&#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.04 equals 4% recharged per second)&lt;br /&gt;
**Default: &#039;&#039;0.04&#039;&#039;&lt;br /&gt;
*Affected by ETS Guns value (1/3rd value recharged per sec at default ETS setting of &#039;4&#039;)&lt;br /&gt;
*Affected by AI Profile Setting: $Player Weapon Recharge Scale:}}&lt;br /&gt;
&lt;br /&gt;
===$Max Oclk Speed:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Overclock Speed:&#039;&#039;&#039;&lt;br /&gt;
*Maximum velocity with all energy diverted to engines&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters per second&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Weapon Eng:===&lt;br /&gt;
*Can also be &#039;&#039;&#039;$Max Weapon Energy:&#039;&#039;&#039;&lt;br /&gt;
*The maximum amount of energy you can store in your primary weapons bank.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Quantity:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*The fraction of &#039;&#039;maximum&#039;&#039; shield capacity to use when making direct shield -&amp;gt; weapon energy transfers.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;0.2&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; default direct transfers have a large and poorly-appreciated impact on ETS balancing. If you care about balancing your ship&#039;s weapon and shield recharge rates you are advised to set this to 0.}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Efficiency:===&lt;br /&gt;
{{Table202|*The fraction of the transferred shield energy that will actually end up in the weapon capacitor.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default: &#039;&#039;1.0&#039;&#039;&lt;br /&gt;
*Note that the amount deposited will be absolute, not relative. For instance, for a ship with 100 weapon energy and 200 shields and default quantity and efficiency, a shield-&amp;gt;weapon transfer will deduct 40 shield energy and add 40 weapon energy. It is entirely possible for efficiency to be more than 1.0.&lt;br /&gt;
*Unless transfer efficiency is tuned to account for the different charge rates for weapons and shields, direct transfers will tend to make the ETS unbalanced in the hands of an experienced player, as in retail.}}&lt;br /&gt;
&lt;br /&gt;
===$Shield to Weapon Transfer Speed:===&lt;br /&gt;
{{Table202|*The rate at which transferred energy will move into the weapon capacitor,&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Default:&#039;&#039;0.04&#039;&#039;&lt;br /&gt;
*When energy is transferred it is instantly deducted from shields, but it must &#039;trickle&#039; into the weapon capacitor at a fixed fraction per second. This acts as a second bonus recharge on top of whatever the ETS produces.}}&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Quantity:===&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Efficiency:===&lt;br /&gt;
&lt;br /&gt;
===$Weapon to Shield Transfer Speed:===&lt;br /&gt;
&lt;br /&gt;
{{Table202|As above, but with the transfer direction reversed.}}&lt;br /&gt;
&lt;br /&gt;
===$Hitpoints:===&lt;br /&gt;
*How much damage the ship can take&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, hitpoints&lt;br /&gt;
**Default: &#039;&#039;100&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Hull Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for hull at percent per second&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, multiplier of hitpoints repaired per second, &#039;&#039;&#039;NOT A PERCENTAGE&#039;&#039;&#039;, 0.01 equals 1% recharged per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Hull Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for hull when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Subsystem Repair Rate:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Repair rates for sybsystems percent per second&lt;br /&gt;
*Syntax: &#039;&#039;Value&#039;&#039;, percentage of total subsystem hitpoints repaired per second}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Support Subsystem Repair Rate:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Repair rate for subsystems when docked to a support ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Armor Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines armor type used for the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the armor as defined in [[armor.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
===$Shield Armor Type:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;REQUIRES ADDITIONAL TABLE&#039;&#039;&#039;. Defines the armor type used for shield of the ship&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;
===$Flags:===&lt;br /&gt;
*See [[Ships.tbl#Ships.tbl_flags|below]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String&amp;quot; &amp;quot;String&amp;quot; )&#039;&#039;&#039;&#039;&#039;, names of the flags assigned to the ship&lt;br /&gt;
**Example: ( &amp;quot;fighter&amp;quot; &amp;quot;in tech database&amp;quot; )&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;+noreplace&#039;&#039;&#039;&lt;br /&gt;
**Can be used to force game to retain existing flags instead of reseting the ship flags before parsing in the new flags.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$AI Class:===&lt;br /&gt;
*Default AI class&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the AI class as defined in [[ai.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Afterburner:===&lt;br /&gt;
*Defines if the ships has afterburner&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Boolean&#039;&#039;&#039;&#039;&#039;, yes or no&lt;br /&gt;
====+Aburn Max Vel:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively, meters per second&lt;br /&gt;
====+Aburn For accel:====&lt;br /&gt;
*Defined only for the forward acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
====+Aburn Max Reverse Vel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration, Sets the top speed for Reverse Afterburner.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
**NOTE: Requires [[Ships.tbl#.24Rear_Velocity:|$Rear Velocity:]] to be set in order to work.&lt;br /&gt;
}}&lt;br /&gt;
====+Aburn Rev accel:====&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defined only for the reverse acceleration. In same format as [[Ships.tbl#$Forward Accel:|$Forward Accel]]&lt;br /&gt;
&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
====+Aburn Fuel:====&lt;br /&gt;
*Amount of afterburner fuel the ship has&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel&lt;br /&gt;
====+Aburn Burn Rate:====&lt;br /&gt;
*Rate the fuel is consumed when afterburner is engaged (in units per seconds)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Rec Rate:====&lt;br /&gt;
*Rate the fuel is restored.&lt;br /&gt;
*Exact fuel recharged per second is given by the ETS value (as a percentage of total power output) multiplied by twice the tabled recharge rate, and then multiplied by the difficulty setting.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel units per second&lt;br /&gt;
====+Aburn Minimum Start Fuel:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Minimum afterburner fuel the ship must have before allowed to afterburn.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel}}&lt;br /&gt;
====+Aburn Minimum Fuel to Burn:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Forces the ship to afterburn until at least this much fuel is used, or it runs out of fuel.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, fuel}}&lt;br /&gt;
====+Aburn Cooldown Time:====&lt;br /&gt;
{{Table202|&lt;br /&gt;
*How much time must have elapsed since the last afterburn finished to allow afterburning again.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
====$Trails:====&lt;br /&gt;
*Allows afterburner trails to be used&lt;br /&gt;
=====+Bitmap:=====&lt;br /&gt;
*Texture used to draw the afterburner trail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
=====+Bitmap Stretch:=====&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;
=====+Width:=====&lt;br /&gt;
*Width of afterburner trail at the beginning of it (ie. the thruster end)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
=====+Alpha:=====&lt;br /&gt;
*Transparancy of the trail, value from 1 (non-transparent) to 0 (totally transparent)&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{{Table212|&lt;br /&gt;
=====+Alpha Decay Exponent:=====&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;
*Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 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;
=====+Life:=====&lt;br /&gt;
*How long the trail will last&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, seconds}}&lt;br /&gt;
{{Table202|&lt;br /&gt;
=====+Spread:=====&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;
{{Table3611|&lt;br /&gt;
=====+Faded Out Sections:=====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasure Type:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the weapon used as a countermeasure. Weapon does not have to be included in the countermeasure section of the weapons.tbl, but it has to have &amp;quot;countermeasure&amp;quot; flag in that case.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the weapon as defined in [[weapons.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Countermeasures:===&lt;br /&gt;
*Number of countermeasures that can be loaded to the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan Time:===&lt;br /&gt;
*Time it takes to scan the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, milliseconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Scan range Normal:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan other small ships or large ship subsystems&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Scan range Capital:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Distance at which the ship can scan capital (&amp;amp; similar size) ships&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, distance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Shield Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of shield damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ask Help Hull Percent:===&lt;br /&gt;
{{Table381|&lt;br /&gt;
*Percentage of hull damage at which the ship will send a call for assistance message. &lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, percentage. Valid range 0.0-1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$EngineSnd:===&lt;br /&gt;
*Engine sound used for the ship with number referring to sounds.tbl&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Minimum Engine Volume:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Specifies how to multiply the volume of the engine sound based on ship speed. When the ship is stationary, the engine volume will be multiplied by the given value, with the value approaching 1.0 as the ship speed approaches maximum.&lt;br /&gt;
*Note: Default behavior is to ramp the multiplier from 0.5 (when ship is stationary) to 1.0 (when ship is at half speed or more).&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, volume multiplier, usually you&#039;ll want a value between 0.0 and 1.0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Flyby Sound===&lt;br /&gt;
{{Table382|&lt;br /&gt;
*Optional sound to be used for the fly-by sound&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideStartSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when entering glide mode, instead of the default throttle down 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]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$GlideEndSnd:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used when exiting glide mode, instead of the default throttle up sound.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$CockpitEngineSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for looping engine sound heard in the cockpit.&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;
===$FullThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to full power.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ZeroThrottleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when setting throttle to zero power&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;
===$ThrottleUpSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when increasing throttle power by 1/3&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$ThrottleDownSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when decreasing throttle power by 1/3&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;
===$AfterburnerSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the looping sound heard when the afterburner is active&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AfterburnerEngageSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional optional sound to be used for the sound heard when the afterburner is engaged&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;
===$AfterburnerFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the activation of the afterburner failed&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileTrackingSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player tries to acquire a lock&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;
===$MissileLockedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a aspect seeking missile of the player has acquired a lock&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$PrimaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his primary 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;
===$SecondaryCycleSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player cycles his secondary weapon&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$TargetAcquiredSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the player acquires a new target&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;
===$PrimaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the primary weapon fails to fire&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SecondaryFireFailedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the secondary weapon fails to fire&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;
===$HeatSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is fired at the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$AspectSeekerLaunchWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is fired at the player&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;
===$MissileLockWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is locked onto the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$HeatSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a heat-seeker is in close proximity to the player&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;
===$AspectSeekerProximityWarningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when an aspect-seeker is in close proximity to the player&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$MissileEvadedSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when a missile has been evaded&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;
===$CargoScanningSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the cargo of an object is being scanned&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$DeathRollSnd===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship enters its death roll&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;
===$ExplosionSnd===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Optional sound to be used for the sound heard when the ship explodes&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name or identification number of the sound as defined in [[sounds.tbl]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$SubsysExplosionSnd===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Optional sound to be used for the sound heard when a subsystem on this ship explodes&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;
===$Closeup_pos:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). The position of the camera relative to the model in the tech room and the target box view. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom:===&lt;br /&gt;
*How the model will show at techroom and briefing screen animations (assuming a pre-rendered animation is not specified). How far the camera&#039;s zoomed in, defines camera&#039;s FOV. If 3D ship selection is used, also affects the drawing of the ship icon in the weapon &amp;amp; ship selection briefing screens.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
&lt;br /&gt;
{{Table381|&lt;br /&gt;
===$Closeup_pos_targetbox:===&lt;br /&gt;
*Optional value to set for the position of the camera relative to the model in the HUD target box view. If not set then the value for $Closeup_pos: will be used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Vector&#039;&#039;&#039;&#039;&#039;, three &#039;&#039;&#039;floats&#039;&#039;&#039;, x, y and z values respectively&lt;br /&gt;
&lt;br /&gt;
===$Closeup_zoom_targetbox:===&lt;br /&gt;
*Optional value to set how the model will show in the HUD target box view. How far the camera&#039;s zoomed in, defines camera&#039;s FOV. If not set then the value for $Closeup_zoom: will be used.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, radians&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Topdown Offset:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Specifies how high the camera is above the center point of a ship in topdown camera views, or 2D missions.&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;
===$Shield_Icon:===&lt;br /&gt;
*This .ani file must be at data/hud and included to the hud.tbl.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Reference to the hud.tbl is no longer needed.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Model Icon Direction:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*The direction from which the ship should be drawn from, if $Ship_Icon is not used and the ship icon is generated from the model.&lt;br /&gt;
** By default, the direction is based on whether the game thinks the ship is a small ship, a capship or an installation.&lt;br /&gt;
**Syntax: &#039;&#039;String&#039;&#039;, one of &amp;quot;top&amp;quot;, &amp;quot;bottom&amp;quot;, &amp;quot;front&amp;quot;, &amp;quot;back&amp;quot;, &amp;quot;left&amp;quot; or &amp;quot;right&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Icon:===&lt;br /&gt;
*The icon used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;Filename&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Anim:===&lt;br /&gt;
*The glowing green grid animation used in ship selection.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Ship_Overhead:===&lt;br /&gt;
*The overhead view used in the weapons loadout.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Ship model is used by default to generate the image.}}&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;
{{Table371|&lt;br /&gt;
===$Briefing icon:===&lt;br /&gt;
*Defines if the ship has its own briefing icon information which overrides the standard briefing icon image&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon:===&lt;br /&gt;
*Defines if the ship has its own wing briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Table371|&lt;br /&gt;
===$Briefing wing icon with cargo:===&lt;br /&gt;
*Defines if the ship has its own wing-with-cargo briefing icon (which will only be an option if a ship icon is also specified)&lt;br /&gt;
====+Regular:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;regular anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Fade:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;fade anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Highlight:====&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;&amp;lt;highlight anim filename&amp;gt;&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Score:===&lt;br /&gt;
*Points awarded for destroying the ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customized Thruster Effects===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Normal Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*Defines the texture of the modeled thruster effect cone with afterburners lit&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Afterburner Flame:&#039;&#039;&#039;&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename}}&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*&#039;&#039;&#039;Defines the primary thruster glow - the one visible only from behind&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 1a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Afterburner:&#039;&#039;&#039; under the &#039;&#039;&#039;$Thrustglows:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster01 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the secondary glow type-effect for thrusters - the feathery trail like haze behind the main glow&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 2a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Sec_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster02 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the trail type (secondary) glowpoint thrusters&lt;br /&gt;
***Replaces the older &#039;&#039;&#039;$Thruster01 Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defines the tertiary glow type-effect for thrusters - the one visible from all directions&#039;&#039;&#039;&lt;br /&gt;
**NOTE: The rotation of this effect is jittered, which can look quite bad with certain types of effects.&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the standard drives. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap 3a:&#039;&#039;&#039;&lt;br /&gt;
***Defines the effect for the afterburner. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Ter_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster03 Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&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;Defines the distortion effect for thrusters&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of normal thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Normal:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Bitmap Distortion a:&#039;&#039;&#039;&lt;br /&gt;
***Defines name of afterburner thruster distortion envelope animation. Overrides [[Species_defs.tbl]] line &#039;&#039;&#039;+Dist_Afterburn:&#039;&#039;&#039; under the &#039;&#039;&#039;$ThrustAnims:&#039;&#039;&#039; entry.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Radius factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the radius multiplier&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion Length factor:&#039;&#039;&#039;&lt;br /&gt;
***Defines the length multiplier for the thruster distortion&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;$Thruster Distortion:&#039;&#039;&#039;&lt;br /&gt;
***Defines whether the distortion effect is rendered for this ship.&lt;br /&gt;
***Syntax: &#039;&#039;&#039;&#039;&#039;Bool&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table373|&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Glow Noise Mult:&#039;&#039;&#039;&lt;br /&gt;
**A multiplier for how much noise is applied to the thruster glow radius. A value of 0 causes the radius to remain perfectly steady and values higher than 1 cause the radius to fluctuate more than the default.&lt;br /&gt;
** Defaults to 1.0.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster Particles:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines the alternative particle thruster&lt;br /&gt;
*&#039;&#039;&#039;$Thruster Particle Bitmap:&#039;&#039;&#039; OR &#039;&#039;&#039;$Afterburner Particle Bitmap:&#039;&#039;&#039;&lt;br /&gt;
**Name of the animation used for particle thrusters, up to &#039;&#039;&#039;three&#039;&#039;&#039; can be defined for both &#039;&#039;&#039;standard&#039;&#039;&#039; thrusters and &#039;&#039;&#039;afterburners&#039;&#039;&#039; (6 in total). Afterburner particles require at least 1 existing particle thruster entry.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
*&#039;&#039;&#039;$Min Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Max Radius:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum radius of new particles&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;$Min Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the minimum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Max Created:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maximum amount of particles created&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$Variance:&#039;&#039;&#039;&lt;br /&gt;
**Value that describes the randomness of particle generation, values close to 0 will cause particles to spew very close to the thrusters normal while values close 1 will cause some particles to be spewed even 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;
===$Stealth:===&lt;br /&gt;
*Defines: Ship behaves as a stealth-ship: non-targettable, and not on radar.&lt;br /&gt;
{{Table3610|&lt;br /&gt;
This field is [[deprecated]], and mods using 3.6.8 and above should use the &amp;quot;stealth&amp;quot; flag.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Max Decals:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines: Maximum number of weapon decals on a ship&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;, maximum number of decals on ship&lt;br /&gt;
**Default: 50 for anything below cruiser size, 100 for anything below superdestroyer/installation size, 300 for anything above destroyer size, 10 for everything else.}}&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Feature disabled. Parsing retained to maintain compatibility}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Trail:===&lt;br /&gt;
*These are the origins of the white contrails that appear in the nebula missions. Ship may have multiple trails.&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;+ClearAll&#039;&#039;&#039;&lt;br /&gt;
**Clears all existing trail data from the ship}}&lt;br /&gt;
====+Offset:====&lt;br /&gt;
*The position of the contrail&#039;s head&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, relative to the center point of the model&lt;br /&gt;
====+Start Width:====&lt;br /&gt;
*The width of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+End Width:====&lt;br /&gt;
*The width of the contrail&#039;s tail&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
====+Start Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s head&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, value between 0 and 1&lt;br /&gt;
====+End Alpha:====&lt;br /&gt;
*The opacity of the contrail&#039;s 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;
====+Alpha Decay Exponent:====&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;
*Smaller numbers below 1 cause the trail to fade away very slowly at first, and then suddenly at the end. Larger numbers above 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;
====+Max Life:====&lt;br /&gt;
*How long the contrail remains&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&#039;, seconds&lt;br /&gt;
{{Table202|&lt;br /&gt;
=====+Spread:=====&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;
====+Spew Time:====&lt;br /&gt;
*Time in milliseconds to create new trail points, lower means less &#039;jagged&#039; trails.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
====+Bitmap:====&lt;br /&gt;
*The image to use for the contrail.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, filename&lt;br /&gt;
{{Table212|&lt;br /&gt;
====+Bitmap Stretch:====&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;
====+Faded Out Sections:====&lt;br /&gt;
*Defines the number of the trail sections from the leading edge that are gradually faded away.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Thruster:===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines maneuvering thrusters. Ship may have multiple $Thrusters defined.&lt;br /&gt;
*&#039;&#039;&#039;+Index:&#039;&#039;&#039;&lt;br /&gt;
**Defines the index number of the manoeuvring thruster defined in this entry&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Used For:&#039;&#039;&#039;&lt;br /&gt;
**Defines the maneuver that triggers the maneuvering thruster&lt;br /&gt;
**List of maneuvers: Bank right, Bank left, Pitch up, Pitch down, Roll right, Roll left, Slide right, Slide left, Slide up, Slide down, Forward, Reverse&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;(&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;+Position:&#039;&#039;&#039;&lt;br /&gt;
**Defines thruster location&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), position from the ships center point, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Normal:&#039;&#039;&#039;&lt;br /&gt;
**Defines the direction where the thruster points to&lt;br /&gt;
**Syntax: ( &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039; ), direction of the thrusters normal, x, y, z axis respectively&lt;br /&gt;
*&#039;&#039;&#039;+Texture:&#039;&#039;&#039;&lt;br /&gt;
**Defines the graphic that will be used for trail, rendered like beams&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 radius of cylinder&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+Length:&#039;&#039;&#039;&lt;br /&gt;
**Defines the length of thruster trail&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;, meters&lt;br /&gt;
*&#039;&#039;&#039;+StartSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is started&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;+LoopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is continuously used&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;+StopSnd:&#039;&#039;&#039;&lt;br /&gt;
**Defines the sound played when the thruster is shutting 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;
&lt;br /&gt;
===$Radar Image 2D:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the bitmap used to represent the ship on the radar screen.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3615|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Color Image 2D:&#039;&#039;&#039;&lt;br /&gt;
**Defines the color bitmap used to represent the ship on the radar screen.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Filename&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*&#039;&#039;&#039;$Radar Image Size:&#039;&#039;&#039;&lt;br /&gt;
**Defines the size of the bitmap on the radar screen (length of the longer dimension)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;$3D Radar Blip Size Multiplier:&#039;&#039;&#039;&lt;br /&gt;
**Defines the multiplier used for blip size on the 3D radar.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
===$Glowpoint overrides:===&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Creates a point that casts light onto ships and objects with the source being a glowpoint defined in the model file.&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;( &amp;quot;String:Integer&amp;quot; )&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*String refers to name in [[glowpoints.tbl]]&lt;br /&gt;
*Essentially, [Name_of_glowpoint_override_in_glowpoints.tbl]:[Bank_in_POF]. If there is no override entry then the game will not generate a light. If you have multiple banks that use the same override, use a comma if they are not in order (2,4,7) and use a dash if they are in order (3-5 yields 3, 4, and 5).&lt;br /&gt;
**Example: &#039;&#039;&#039;$Glowpoint overrides: ( &amp;quot;teal_glow_10:1&amp;quot; &amp;quot;red_glow:2,3&amp;quot; &amp;quot;white_glow_10:4&amp;quot; &amp;quot;red_glow_10:5&amp;quot; &amp;quot;green_glow_10:6&amp;quot;)&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Ship IFF Colors:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the alternate color for the ship. Affects both the targeting brackets as well as the radar screen.&lt;br /&gt;
*&#039;&#039;&#039;+Seen By:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF actually viewing the object (most often &#039;Friendly&#039;)&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+When IFF Is:&#039;&#039;&#039;&lt;br /&gt;
**Defines the IFF which the ship has to have for its color to be altered.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of an IFF class.&lt;br /&gt;
*&#039;&#039;&#039;+As Color:&#039;&#039;&#039;&lt;br /&gt;
**Defines the new color of the ship&#039;s targeting brackets and radar blip&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Integer list&#039;&#039;&#039;&#039;&#039;, red, blue and green respectively}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Target Priority Groups:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines into which target priority groups the ship belongs to&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String list&#039;&#039;&#039;&#039;&#039;, names of the targeting groups&lt;br /&gt;
*&#039;&#039;&#039;+Override&#039;&#039;&#039;&lt;br /&gt;
**Overrides the ships existing groupings}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$EMP Resistance Modifier:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the ships EMP resistance modifier:&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===$Piercing Damage Draw Limit:===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines the maximum percentage of hitpoints ship has before piercing effects are enabled&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**Example: &#039;&#039;&#039;10&#039;&#039;&#039;, sets the limit to 10%}}&lt;br /&gt;
&lt;br /&gt;
===$Path Metadata:===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Allows definition of extra metadata&lt;br /&gt;
*Syntax: &#039;&#039;&#039;&#039;&#039;String&#039;&#039;&#039;&#039;&#039;, name of the path as defined in the ship POF file.&lt;br /&gt;
**Example: &#039;&#039;&#039;$Path Metadata: $Bay01&#039;&#039;&#039;&lt;br /&gt;
====+departure rvec:====&lt;br /&gt;
When using this path to depart via fighterbay, the departing ship will rotate to align itself with this rvec (so the right side of the ship is pointing in this direction). Only affects paths used to depart via fighterbay.&lt;br /&gt;
====+arrive speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships arriving from a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_arrive_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
====+depart speed multiplier:====&lt;br /&gt;
{{Table373|&lt;br /&gt;
*Modifies the speed of ships departing to a fighterbay using this path. See [[Ai_profiles.tbl#.24bay_depart_speed_multiplier:]] for details.&lt;br /&gt;
**Syntax: &#039;&#039;&#039;&#039;&#039;Float&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===$Subsystem&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;===&lt;br /&gt;
:&#039;&#039;Main article: [[Subsystem]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Ships.tbl flags==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_collide&amp;quot;===&lt;br /&gt;
*Defines ship as non-collideable, ie. everything will go through it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;player_ship&amp;quot;===&lt;br /&gt;
*Makes it possible for the player to fly the ship&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;default_player_ship&amp;quot;===&lt;br /&gt;
*Makes this ship as a default part of the loadout options in FRED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ship Type===&lt;br /&gt;
*Flags in this section are used to define the type of the ship&lt;br /&gt;
*Use only one &#039;&#039;&#039;ship type&#039;&#039;&#039; flag per table entry&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*New ship types can be defined in [[objecttypes.tbl]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;repair_rearm&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;support&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;support&amp;quot;====&lt;br /&gt;
*Defines the ship as repair and rearm vessel and sets AI behaviour accordingly&lt;br /&gt;
*Only one such vessel can be defined per species&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cargo&amp;quot;====&lt;br /&gt;
*Defines ship as a cargo crate and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;fighter&amp;quot;====&lt;br /&gt;
*Defines ship as a fighter and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;bomber&amp;quot;====&lt;br /&gt;
*Defines ship as a bomber and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 only ships flagged as fighters or bombers can accept the full set of player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;transport&amp;quot;====&lt;br /&gt;
*Defines ship as a transport and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;freighter&amp;quot;====&lt;br /&gt;
*Defines ship as a freighter and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;capital&amp;quot;====&lt;br /&gt;
*Defines ship as a capital ship and also sets the AI behaviour&lt;br /&gt;
*By default, the ship&#039;s subsystems are scannable (this can be overridden by mission designers)&lt;br /&gt;
*The ship will warp out without ramping up to warpout speed&lt;br /&gt;
*When using the &amp;quot;Knossos&amp;quot; warpout, this ship will aim for the center of the portal&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;supercap&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;super cap&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;super cap&amp;quot;====&lt;br /&gt;
*Defines ship as a super capital ship and also sets the AI behaviour&lt;br /&gt;
*The following things are true for all ships with this flag:&lt;br /&gt;
**When hit by debris, damage dealt by the collision is capped to between 10 and 20% of the ship&#039;s health maximum (determined randomly for each collision)&lt;br /&gt;
**All damage dealt by weapons without the corresponding supercap flag from weapons.tbl will be reduced by 75%&lt;br /&gt;
**In addition, once the ship is at or below 75% health, damage from non-supercap weapons is completely negated&lt;br /&gt;
**Do note that shockwave damage, regardless of origin, is not subject to these rules unless the &amp;quot;$Weapon shockwave damage respects huge ship flags:&amp;quot; setting in game_settings.tbl is set to true&lt;br /&gt;
**Ship subsystems are scannable by default (can be overridden by mission designers)&lt;br /&gt;
**The ship does not need to ramp up to warpout speed before entering subspace&lt;br /&gt;
**When using the &amp;quot;Knossos&amp;quot; warpout, the ship will aim for a departure point at the center of the Knossos portal&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;drydock&amp;quot;====&lt;br /&gt;
*Defines ship as a drydock and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;cruiser&amp;quot;====&lt;br /&gt;
*Defines ship as a cruiser and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;navbuoy&amp;quot;====&lt;br /&gt;
*Defines ship as a navbuoy and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentrygun&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;sentry gun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;sentry gun&amp;quot;====&lt;br /&gt;
*Defines ship as a sentrygun and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escapepod&amp;quot;====&lt;br /&gt;
*Alternate name for &amp;quot;escape pod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;escape pod&amp;quot;====&lt;br /&gt;
*Defines ship as a escapepod and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;corvette&amp;quot;====&lt;br /&gt;
*Defines ship as a corvette and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;gas miner&amp;quot;====&lt;br /&gt;
*Defines ship as a gas miner and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;awacs&amp;quot;====&lt;br /&gt;
*Defines ship as a AWACS and also sets the AI behaviour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos&amp;quot;====&lt;br /&gt;
*Alternate name for the &amp;quot;Knossos device&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;knossos device&amp;quot;====&lt;br /&gt;
*Defines ship as a Knossos and also sets the AI behaviour&lt;br /&gt;
*In FS1/FS2 ships that are marked with this flag cannot accept any player orders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;stealth&amp;quot;====&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Defines ship as a stealth-ship: non-targettable, and not on radar.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;no type&amp;quot;====&lt;br /&gt;
*Does ???&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ship copy&amp;quot;===&lt;br /&gt;
*Defines the ship as a copy of another model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database&amp;quot;===&lt;br /&gt;
*Includes ships description to the tech database from the beginning of the campaign&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;in tech database multi&amp;quot;===&lt;br /&gt;
*Includes the ship to multiplayer tech database&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dont collide invisible&amp;quot;===&lt;br /&gt;
*Defines invisible textures as non-collideable (For example, a hangar entrace)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;big damage&amp;quot;===&lt;br /&gt;
*Limits the damage made to the ship by non-huge weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no_fred&amp;quot;===&lt;br /&gt;
*Ship will not appear in FRED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;ballistic primaries&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables the ship to use ballistic primaries&lt;br /&gt;
*No longer needed, game handles it automatically}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;flash&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Makes a flash when a ship dies}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;surface shields&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Shots that impact the hull are applied to shields, regardless of if the ship has a shield mesh.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;show ship&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enable rendering the ship even when the ship is a player ship&lt;br /&gt;
*Will result in the player&#039;s ship model being rendered, when in cockpit mode}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;generate icon&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Creates a HUD icon from the model itself}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;gun convergence&amp;quot;===&lt;br /&gt;
{{Table3610|&lt;br /&gt;
*Enables ship to use the firing points&#039; normals in defining the direction where the weapon fire}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no thruster geometry noise&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Prevents noise from being added to the thruster effects geometry}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;intrinsic no shields&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Defines that ship has no shields by default, to allow mixing and matching shielded and unshielded craft in loadout}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no primary linking&amp;quot;===&lt;br /&gt;
{{Table3611|&lt;br /&gt;
*Bypasses linked primaries while cycling.  Does not block SEXPs/scripts that might be able to lock them, only the act of cycling for players and determing whether to link or not for AI.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no pain flash&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
*Prevents pain flash from being shown when ship is hit}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;dynamic primary linking&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
*Allows this ship use the primary firepoint cycling code.  With a key bind added in 3.6.13, you can toggle between various factorizations of primary firepoint groupings on a per-primary bank basis.  So a 4-firepoint bank could cycle through all four firepoints firing together (1x4), each firepoint firing individually (4x1, all 4 firing over the timespan of the bank cooldown, so no change in damage over time, or DPS, occurs from retail behavior), or firing in pairs (2x2).}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no ets&amp;quot;===&lt;br /&gt;
{{Table37|&lt;br /&gt;
Sets ship class to have no ETS}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;no lighting&amp;quot;===&lt;br /&gt;
{{Table3613|&lt;br /&gt;
Ship will not receive lighting calculations}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;auto spread shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Causes the ship&#039;s shield mesh (if any) to be ignored and a shield of a given thickness to be automatically projected around the ship&#039;s hull. Weapons will impact the ship&#039;s shields at a distance equal to the shield thickness defined in [[Ships.tbl#.2BAuto_Spread:|#.2BAuto_Spread:]], but not before the weapon itself has travelled at least a distance equal to that. Note that impact effects normally projected onto the shield mesh will not work.}}&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;model point shields&amp;quot;===&lt;br /&gt;
{{Table371|&lt;br /&gt;
Instead of the standard 4 shield quadrants, the ship uses an arbitrary number of shield sections which must have been defined in the model file, see [[Model Point Shields]]. If used on a player ship, you must also define [[Ships.tbl#.24Model_Point_Shield_Controls:|#.24Model_Point_Shield_Controls:]] to allow the shield augmentation controls to be used.}}&lt;br /&gt;
&lt;br /&gt;
==Wing Formations==&lt;br /&gt;
===$Name:===&lt;br /&gt;
{{Table202|&lt;br /&gt;
*Provides a unique name for the formation, followed by the list of positions occupied by each member of the wing relative to their leader. The leader is always at 0,0,0 and is omitted, so the first position is the second in the wing, and second is the third in the wing, etc. Each formation must contain all 5 positions.&lt;br /&gt;
*NOTE: FSO automatically scales these these positions by the ship&#039;s size, so the table values will be very small. You can see the retail formation&#039;s values below for reference.&lt;br /&gt;
*Syntax: (a list of 5 &#039;&#039;&#039;&#039;&#039;Vectors&#039;&#039;&#039;&#039;&#039;), each has three &#039;&#039;&#039;floats&#039;&#039;&#039;, x-axis, y-axis, z-axis, respectively}}&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Wing Formations&lt;br /&gt;
&lt;br /&gt;
$Name: Default&lt;br /&gt;
((-0.39, 0.20, -0.59)&lt;br /&gt;
 ( 0.39, 0.20, -0.59)&lt;br /&gt;
 (-0.78, 0.39, -1.18) &lt;br /&gt;
 ( 0.00, 0.39, -1.18)&lt;br /&gt;
 ( 0.78, 0.39, -1.18)) &lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Player Ship Precedence==&lt;br /&gt;
*Syntax: ( &#039;&#039;&#039;&#039;&#039;&amp;quot;String&amp;quot; &amp;quot;String&amp;quot;&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
     &amp;quot;GTF Ulysses&amp;quot;&lt;br /&gt;
     &amp;quot;GTF Hercules&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Medusa&amp;quot;&lt;br /&gt;
     &amp;quot;GTB Ursa&amp;quot;   )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Default Player Ship&lt;br /&gt;
&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Engine Wash Info&lt;br /&gt;
&lt;br /&gt;
$Name:                       Default&lt;br /&gt;
$Angle:                      10.0&lt;br /&gt;
$Radius Mult:                1.2&lt;br /&gt;
$Length:                     400&lt;br /&gt;
$Intensity:                  1.0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Ship Classes&lt;br /&gt;
$Name:                       GTF Ulysses&lt;br /&gt;
$Short name:                 TFight&lt;br /&gt;
$Species:                    Terran&lt;br /&gt;
   +Type:                       XSTR(&amp;quot;Space Superiority&amp;quot;, -1)&lt;br /&gt;
   +Maneuverability:            XSTR(&amp;quot;Excellent&amp;quot;, -1)&lt;br /&gt;
   +Armor:                      XSTR(&amp;quot;Light&amp;quot;, -1&lt;br /&gt;
   +Manufacturer:               XSTR(&amp;quot;Triton / Mekhu&amp;quot;, -1)&lt;br /&gt;
   +Description:                XSTR( &amp;quot; &amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Tech Description:           XSTR(&amp;quot;Descriptive text&amp;quot;, -1)&lt;br /&gt;
   $end_multi_text&lt;br /&gt;
   +Length:                     16 m&lt;br /&gt;
   +Gun Mounts:                 4&lt;br /&gt;
   +Missile Banks:              1&lt;br /&gt;
$POF File:                   fighter01.pof&lt;br /&gt;
$Detail Distance:            (0, 80, 300, 900)&lt;br /&gt;
$ND:                         42 42 244&lt;br /&gt;
$Show Damage:                YES&lt;br /&gt;
$Density:                    1&lt;br /&gt;
$Damp:                       0.1&lt;br /&gt;
$Rotdamp:                    0.35&lt;br /&gt;
$Max Velocity:               0.0, 0.0, 70.0&lt;br /&gt;
$Rotation Time:              3.0, 2.6, 5.0&lt;br /&gt;
$Rear Velocity:              0.0&lt;br /&gt;
$Forward Accel:              2.0&lt;br /&gt;
$Forward Decel:              1.5&lt;br /&gt;
$Slide Accel:                0.0&lt;br /&gt;
$Slide Decel:                0.0&lt;br /&gt;
$Expl Inner Rad:             25.0&lt;br /&gt;
$Expl Outer Rad:             55.0&lt;br /&gt;
$Expl Damage:                15.0&lt;br /&gt;
$Expl Blast:                 1000.0&lt;br /&gt;
$Expl Propagates:            NO&lt;br /&gt;
$Shockwave Speed:            0.0&lt;br /&gt;
$Allowed PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot;)&lt;br /&gt;
$Allowed Dogfight PBanks:    ( &amp;quot;Subach HL-D&amp;quot; &amp;quot;Prometheus D&amp;quot; )&lt;br /&gt;
$Default PBanks:             ( &amp;quot;Subach HL-7&amp;quot; &amp;quot;Prometheus R&amp;quot; )&lt;br /&gt;
$Allowed SBanks:             ( &amp;quot;Rockeye&amp;quot; &amp;quot;Tempest&amp;quot; )&lt;br /&gt;
$Allowed Dogfight SBanks:    ( &amp;quot;Tempest D&amp;quot;  &amp;quot;Hornet D&amp;quot; )&lt;br /&gt;
$Default SBanks:             ( &amp;quot;Harpoon&amp;quot; )&lt;br /&gt;
$SBank Capacity:             ( 40 )&lt;br /&gt;
$Shields:                    380&lt;br /&gt;
$Shield Color:               100 100 255&lt;br /&gt;
$Power Output:               2.0&lt;br /&gt;
$Max Oclk Speed:             94.0&lt;br /&gt;
$Max Weapon Eng:             80.0&lt;br /&gt;
$Hitpoints:                  180&lt;br /&gt;
$Flags:                      (  &amp;quot;player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;default_player_ship&amp;quot;&lt;br /&gt;
                                &amp;quot;fighter&amp;quot;&lt;br /&gt;
                                &amp;quot;in tech database&amp;quot;)&lt;br /&gt;
$AI Class:                   Captain&lt;br /&gt;
$Afterburner:                YES&lt;br /&gt;
   +Aburn Max Vel:              0.0, 0.0, 150.0&lt;br /&gt;
   +Aburn For accel:            0.7&lt;br /&gt;
   +Aburn Fuel:                 300.0&lt;br /&gt;
   +Aburn Burn Rate:            50.0&lt;br /&gt;
   +Aburn Rec Rate:             25.0&lt;br /&gt;
$Countermeasures:            25&lt;br /&gt;
$Scan Time:                  2000&lt;br /&gt;
$EngineSnd:                  128&lt;br /&gt;
$Closeup_Pos:                0.0, 0.0, -22&lt;br /&gt;
$Closeup_Zoom:               0.5&lt;br /&gt;
$Shield_Icon:                shield-f01&lt;br /&gt;
$Ship_Icon:                  iconfighter01&lt;br /&gt;
$Ship_Anim:                  ssfighter01&lt;br /&gt;
$Ship_Overhead:              loadfighter01&lt;br /&gt;
$Score:                      8&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     -7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Trail:&lt;br /&gt;
   +Offset:                     7.75 -2.8 0.75&lt;br /&gt;
   +Start Width:                0.25&lt;br /&gt;
   +End Width:                  0.05&lt;br /&gt;
   +Start Alpha:                1.0&lt;br /&gt;
   +End Alpha:                  0.0&lt;br /&gt;
   +Max Life:                   1.0&lt;br /&gt;
   +Spew Time:                  60&lt;br /&gt;
   +Bitmap:                     Contrail01&lt;br /&gt;
$Subsystem:    communication,   10, 0&lt;br /&gt;
$Subsystem:    navigation,      10, 0&lt;br /&gt;
$Subsystem:    weapons,         20, 0&lt;br /&gt;
$Subsystem:    sensors,         10, 0&lt;br /&gt;
$Subsystem:    engines,         35, 0&lt;br /&gt;
&lt;br /&gt;
#End&lt;br /&gt;
&lt;br /&gt;
$Player Ship Precedence: (&lt;br /&gt;
      &amp;quot;GTF Ulysses&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Tables]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Cheats&amp;diff=63190</id>
		<title>Cheats</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Cheats&amp;diff=63190"/>
		<updated>2021-02-18T16:45:22Z</updated>

		<summary type="html">&lt;p&gt;Zonination: Made the cheats look like keys.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;All cheats must be typed in-mission. Use of cheats in FS1 (except before Red-Alert missions) will result in inability to continue the campaign from beyond that current mission.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With that being said, all cheats are listed below: &lt;br /&gt;
*To get access to all movies in the tech room, type &#039;&#039;freespacestandsalone&#039;&#039;.&lt;br /&gt;
*To summon a Volition Bravos pirate ship, type &#039;&#039;arrrrwalktheplank&#039;&#039; (that&#039;s 4 Rs).&lt;br /&gt;
*Type &#039;&#039;humanheadsinside.&#039;&#039; (including the period) in the Vasudan mainhall for the [[headz]] cheat.&lt;br /&gt;
*Type &#039;&#039;vasudanswuvfishes&#039;&#039; in the Vasudan mainhall to see some colorful fishies.&lt;br /&gt;
*Type &#039;&#039;skipmemymissionyo&#039;&#039; in either mainhall to pop up a skip mission dialog. Enter the filename of the mission to skip to. This will destroy any legitimate campaign progress.&lt;br /&gt;
*Type &#039;&#039;tooledworkedowned&#039;&#039; during the mission to see pictures of Jim Boone or Alan Lawrence pop up every time you make a kill.&lt;br /&gt;
*To use the cheats below in FS1, type &#039;&#039;www.volition-inc.com&#039;&#039;. You must press and hold the ` key (upper left hand of keyboard, left of the number 1) while typing the following codes. Note that only gameplay cheats will work in FS1; you cannot summon arrrwalktheplank, the mainhall cheats, and so forth.&lt;br /&gt;
&lt;br /&gt;
To use the cheats below in FS2, type www.freespace2.com and follow the same procedure:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;0&amp;quot;&lt;br /&gt;
|&amp;lt;code&amp;gt;~&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;Shift&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;C&amp;lt;/code&amp;gt;||Toggle availability of countermeasures for all ships.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;~&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;K&amp;lt;/code&amp;gt;||Kill targeted ship. &amp;lt;br&amp;gt;&amp;lt;font color=&amp;quot;#5EA09E&amp;quot;&amp;gt;Note: Actual function is to inflict 100 000 points of damage to target ship. Bypasses [[ship-guardian]] invulnerability. &amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;~&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;Alt&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;Shift&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;K&amp;lt;/code&amp;gt;||Do 10% damage to target.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;~&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;Shift&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;K&amp;lt;/code&amp;gt;||Destroy targeted subsystem on target.&amp;lt;br&amp;gt;&amp;lt;font color=&amp;quot;#5EA09E&amp;quot;&amp;gt;Note: reported as now working in 3.6.16&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;~&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;Alt&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;K&amp;lt;/code&amp;gt;||Do 10% damage to yourself.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;~&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;I&amp;lt;/code&amp;gt;||Toggle self-invincibility.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;~&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;Shift&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;I&amp;lt;/code&amp;gt;||Toggle invincibility of your target.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;~&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;O&amp;lt;/code&amp;gt;||Toggle Descent-style physics. This means that you have no inertia or momentum, your afterburners do nothing but jerk you to a halt instantly, and you can slide with the keypad +, -, 1 and 3 keys.&amp;lt;br&amp;gt;&amp;lt;font color=&amp;quot;#5EA09E&amp;quot;&amp;gt;Note: This does not appear to work in Retail FreeSpace 2, but has been re-enabled by the SCP.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;~&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;W&amp;lt;/code&amp;gt;||The player has infinite weapon energy and missile ammunition.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;~&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;Shift&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;W&amp;lt;/code&amp;gt;||All ships have infinite weapon energy and missile ammunition.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;~&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;C&amp;lt;/code&amp;gt;||Toggles player collision detection, allowing you to pass through objects and ships.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;~&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;U&amp;lt;/code&amp;gt;||Launch an asteroid from the player&#039;s position.&amp;lt;br&amp;gt;&amp;lt;font color=&amp;quot;#5EA09E&amp;quot;&amp;gt;Note: prior to 3.6.16 (including retail), this will cause a crash if there is no asteroid field in the mission.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;~&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;G&amp;lt;/code&amp;gt;||Mark all primary goals complete.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;~&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;Shift&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;G&amp;lt;/code&amp;gt;||Mark all secondary goals complete.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;~&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;Alt&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;G&amp;lt;/code&amp;gt;||Mark all bonus goals complete.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;~&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;9&amp;lt;/code&amp;gt;||Cycle forward through ALL secondary weapons, including the Shivan and Vasudan ones and cruiser/destroyer only ones.  This includes the Fusion Mortar, an anti-capital ship turret weapon that does not require a lock to be fired.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;~&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;Shift&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;9&amp;lt;/code&amp;gt;||Cycle backwards through ALL secondary weapons&amp;lt;br&amp;gt;&amp;lt;font color=&amp;quot;#5EA09E&amp;quot;&amp;gt;Note: This does not appear to work in Retail FreeSpace 2, but has been re-enabled by the SCP. In FreeSpace 1, it also for some reason allows you to access primary weapons for your secondary banks.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;~&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;||Cycle forward through ALL primary weapons, including the Shivan and Vasudan ones and cruiser/destroyer only ones. This includes the Shivan Super Laser, AKA the Lucifer Weapon. This can kill a Demon at 6 kilometers in only a couple of shots, and can function as a sniping weapon in a dogfight to kill enemy fighters in a single hit.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;~&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;Shift&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;||Cycle backwards through ALL primary weapons.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;~&amp;lt;/code&amp;gt;-&amp;lt;code&amp;gt;R&amp;lt;/code&amp;gt;||Issue Rearm order for current target, or player if there is no target. &amp;lt;br&amp;gt;&amp;lt;font color=&amp;quot;#5EA09E&amp;quot;&amp;gt;Note: Doing this on an object with no engines will cause the game to bug up.&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
In FS2 only, it&#039;s possible to use cheats and still progress in a campaign. In FS1, however, you can only proceed in the campaign after cheating &#039;&#039;if&#039;&#039; the next mission is a red-alert. In both FS1 and FS2, The infinite missile cheat &amp;quot;carries over&amp;quot; in any subsequent missions, even if the player exits the campaign. The only way to disable infinite missile supply without restarting the application is to enable cheat mode and then &#039;&#039;disable&#039;&#039; the cheat.&lt;br /&gt;
&lt;br /&gt;
In FS1 you can also get infinite weapon energy and missile ammunition by enabling the infinite weapon energy and missile ammunition cheat in one of the Tech Room single missions, then quitting the mission.  You will have infinite energy and ammo in Campaign, and will still be able to continue the campaign.&lt;br /&gt;
&lt;br /&gt;
[[Category:The games]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Straight,_No_Chaser&amp;diff=63189</id>
		<title>Straight, No Chaser</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Straight,_No_Chaser&amp;diff=63189"/>
		<updated>2021-02-18T16:28:39Z</updated>

		<summary type="html">&lt;p&gt;Zonination: /* Objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=Argonautica|previous=Return to Babel|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 3, MISSION 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[203rd Scorpions]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The 203rd has been dispatched to find the Shivan transport carrying Admiral Bosch.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
After the Shivan transport carrying Admiral Bosch escaped, Alpha and Beta wings of the 203rd are sent to look for it. &lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
A recommended loadout is a [[GVF Serapis]] armed with the [[GTW Maxim]], [[GTW Prometheus S]], a bank of [[GTM Tornado]]s and a bank of [[GTM Harpoon]]s.&lt;br /&gt;
&lt;br /&gt;
At the beginning, you will not see any hostiles. Keep flying forward, and engage the enemy fighters you encounter. Command and wingmen will talk, and then someone mentions he saw another Knossos portal. Your new objective is to clear the area, and one of your wingmen announces that there was no Azrael in the area. As you approach the Knossos, the Sephiroth, a [[SC Rakshasa|Rakshasa-class cruiser]], will appear on view. Shortly after, the Dahaka, a [[SC Cain|Cain-class cruiser]], will appear on your escort list. Destroy the fighters and cruisers and wait for the Psamtik to jump in.&lt;br /&gt;
&lt;br /&gt;
The last bit of the mission is determined primarily by your proximity to the Psamtik. Keep in mind, however, that the Psamtik is fated to be destroyed in this mission.&lt;br /&gt;
&lt;br /&gt;
The Psamtik will emerge about 9000 meters from the portal. You will then be ordered to head toawrds it. When you are about 7500 meters away, Shivan fighters and bombers will jump in near the Psamtik and you. Destroy them as per normal and get your wingmen to cover the Psamtik. Once you&#039;re 3000 meters away from the destroyer, SJ Sathanas 02 will jump in from the Knossos and destroy it. As soon as the juggernaut jumps in, veer away from the Psamtik, just to be sure. You will then be ordered to return to base.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Secure the area *&lt;br /&gt;
* Secondary Objectives:&lt;br /&gt;
** Destroy the Sephiroth&lt;br /&gt;
&lt;br /&gt;
 * = Not marked as complete by the end of mission&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
* [[GVD Psamtik]]&lt;br /&gt;
* [[FreeSpace_2_Shivan_Ship_Database#SC_Sephiroth|SC Sephiroth]]&lt;br /&gt;
* [[FreeSpace_2_Shivan_Ship_Database#SC Dahaka|SC Dahaka]]&lt;br /&gt;
* [[FreeSpace_2_Shivan_Ship_Database#SJ_Sathanas_02|SJ Sathanas 02]]&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM3-04.fs2|63.1 KB|Brad Johnson|50 (+1 waypoint)|10|55|33|4: Numbers|Brief4}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;1Nq-joF2qKE&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;ebgRNPWHWRw&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Straight,_No_Chaser&amp;diff=63188</id>
		<title>Straight, No Chaser</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Straight,_No_Chaser&amp;diff=63188"/>
		<updated>2021-02-18T16:28:02Z</updated>

		<summary type="html">&lt;p&gt;Zonination: Added Objectives&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=Argonautica|previous=Return to Babel|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 3, MISSION 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[203rd Scorpions]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The 203rd has been dispatched to find the Shivan transport carrying Admiral Bosch.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
After the Shivan transport carrying Admiral Bosch escaped, Alpha and Beta wings of the 203rd are sent to look for it. &lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
A recommended loadout is a [[GVF Serapis]] armed with the [[GTW Maxim]], [[GTW Prometheus S]], a bank of [[GTM Tornado]]s and a bank of [[GTM Harpoon]]s.&lt;br /&gt;
&lt;br /&gt;
At the beginning, you will not see any hostiles. Keep flying forward, and engage the enemy fighters you encounter. Command and wingmen will talk, and then someone mentions he saw another Knossos portal. Your new objective is to clear the area, and one of your wingmen announces that there was no Azrael in the area. As you approach the Knossos, the Sephiroth, a [[SC Rakshasa|Rakshasa-class cruiser]], will appear on view. Shortly after, the Dahaka, a [[SC Cain|Cain-class cruiser]], will appear on your escort list. Destroy the fighters and cruisers and wait for the Psamtik to jump in.&lt;br /&gt;
&lt;br /&gt;
The last bit of the mission is determined primarily by your proximity to the Psamtik. Keep in mind, however, that the Psamtik is fated to be destroyed in this mission.&lt;br /&gt;
&lt;br /&gt;
The Psamtik will emerge about 9000 meters from the portal. You will then be ordered to head toawrds it. When you are about 7500 meters away, Shivan fighters and bombers will jump in near the Psamtik and you. Destroy them as per normal and get your wingmen to cover the Psamtik. Once you&#039;re 3000 meters away from the destroyer, SJ Sathanas 02 will jump in from the Knossos and destroy it. As soon as the juggernaut jumps in, veer away from the Psamtik, just to be sure. You will then be ordered to return to base.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Secure the area *&lt;br /&gt;
** &amp;lt;s&amp;gt;Defend allied warships&amp;lt;/s&amp;gt;&lt;br /&gt;
* Secondary Objectives:&lt;br /&gt;
** Destroy the Sephiroth&lt;br /&gt;
&lt;br /&gt;
 * = Not marked as complete by the end of mission&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
* [[GVD Psamtik]]&lt;br /&gt;
* [[FreeSpace_2_Shivan_Ship_Database#SC_Sephiroth|SC Sephiroth]]&lt;br /&gt;
* [[FreeSpace_2_Shivan_Ship_Database#SC Dahaka|SC Dahaka]]&lt;br /&gt;
* [[FreeSpace_2_Shivan_Ship_Database#SJ_Sathanas_02|SJ Sathanas 02]]&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM3-04.fs2|63.1 KB|Brad Johnson|50 (+1 waypoint)|10|55|33|4: Numbers|Brief4}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;1Nq-joF2qKE&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;ebgRNPWHWRw&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Return_to_Babel&amp;diff=63187</id>
		<title>Return to Babel</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Return_to_Babel&amp;diff=63187"/>
		<updated>2021-02-18T16:17:26Z</updated>

		<summary type="html">&lt;p&gt;Zonination: Added Objectives&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=Straight, No Chaser|previous=High Noon|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 3, MISSION 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[203rd Scorpions]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Capture Bosch and retrieve the ETAK project.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
[[Famous persons#Admiral Khafre|Admiral Khafre]] declares victory over the [[SJ Sathanas|Shivan Juggernaut]], but announces that the [[GTVA Colossus]] has sustained moderate damage. The Admiral then announces the continuation of the locating and apprehension of [[Admiral Bosch]], and details the discovery of the [[ETAK]] device that was Bosch&#039;s brainchild, Bosch&#039;s discovery of the [[Knossos]] subspace portal, and Bosch&#039;s attempt to communicate with the Shivans.&lt;br /&gt;
&lt;br /&gt;
Reconnaissance has located the [[NTF Iceni|Iceni]] and Alpha and Beta wings of the [[203rd Scorpions]] are being sent in to secure the command frigate. Bosch and his followers are boarding Shivan transports and escaping.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
A recommended loadout is a [[GVF Serapis]] armed with the [[GTW Maxim]], [[GTW Prometheus S]], a bank of [[GTM Harpoon|Harpoons]] and a bank of [[GTM Hornet|Hornets]] or [[GTM Tornado|Tornados]].&lt;br /&gt;
&lt;br /&gt;
First off, make sure none of your wingmen are flying the [[GVF Serapis|Serapis]], but the primary selection is up to you. A mixture of [[GVF Seth|Seths]], [[GVF Tauret|Taurets]], and [[GVF Horus|Horuses]] is preferable. As soon as the Azmedaj and Sammael appear on your escort list, order your heavy fighters to attack the cruisers and your interceptors to cover the [[NTF Iceni|Iceni]]. You can either help eliminate the cruisers or cover the Iceni, depending on what floats your boat.&lt;br /&gt;
&lt;br /&gt;
From there on out, the mission is standard escort. Protect all targets of value, take out enemy warheads and bombers first, then worry about fighters. Use your wingmen well...you know the drill.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Capture the Iceni and the ETAK technology&lt;br /&gt;
* Secondary Objectives:&lt;br /&gt;
** Destroy the Sammael&lt;br /&gt;
** Destroy the Azmedaj&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*In the command briefing, [[Famous persons#Admiral Khafre|Admiral Khafre]] states that the [[GTVA Colossus|Colossus]] sustained moderate damage during the battle with the first [[SJ Sathanas|Sathanas]]. The Admiral will say that even if the player manages to take out all of the main beam turrets of the Sathanas in [[Bearbaiting]] and/or keeps the damage sustained by the Colossus in [[High Noon]] to a bare minimum. This happens because command briefing stages, unlike normal briefing stages, have no usage formula, meaning that it&#039;s not possible to hide/show certain stages depending on the outcome of previous missions.&lt;br /&gt;
*The Azrael transport in this mission is destructible. However, the mission debriefing does not change, regardless of whether it jumps out or is destroyed; in both cases, Commander Habu will still say that your squadron arrived too late to apprehend Bosch. It is very possible that this Azrael transport did not contain Bosch and his immediate subordinates, but instead carried other NTF officers of lower rank.&lt;br /&gt;
*There may be an inconsistency in this mission regarding the Qeb. While it is a [[GTT Argo|Terran &#039;&#039;Argo&#039;&#039;-class transport]] and should rightfully be called a GTT (Galactic Terran Transport), it is instead called a G&#039;&#039;&#039;&amp;lt;u&amp;gt;V&amp;lt;/u&amp;gt;&#039;&#039;&#039;T (Galactic &#039;&#039;Vasudan&#039;&#039; Transport) by its pilot.&lt;br /&gt;
*Once the Iceni gains friendly IFF, you can order the frigate around, which its flak guns and laser cannons come into good effect.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
*[[NTF Iceni]]&lt;br /&gt;
*[[FreeSpace_2_Shivan_Ship_Database#SC_Azmedaj|SC Azmedaj]]&lt;br /&gt;
*[[FreeSpace_2_Shivan_Ship_Database#SC Sammael|SC Sammael]]&lt;br /&gt;
&lt;br /&gt;
==New equipment==&lt;br /&gt;
*[[GTW Circe]]&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM3-03.fs2|77.4 KB|Brad Johnson|50 (+1 waypoint)|13|71|44|7: Revelation|Brief7}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;WqKiJERz7sM&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;AC7KjLlWyi0&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Bearbaiting&amp;diff=63186</id>
		<title>Bearbaiting</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Bearbaiting&amp;diff=63186"/>
		<updated>2021-02-18T15:52:52Z</updated>

		<summary type="html">&lt;p&gt;Zonination: Specified medal conditions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=High Noon|previous=A Flaming Sword|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 3, MISSION 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[203rd Scorpions]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The 203rd are scrambled to destroy the forward beam cannons of the Sathanas juggernaut.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
The SJ Sathanas entered Gamma Draconis, despite the destruction of the Knossos portal. The bulk of the Allied Fleet is amassing in Capella and Alpha wing of the 203rd must destroy at least two of the Sathanas&#039; forward beam cannons to give the GTVA Colossus a fighting chance. In the meantime, Delta wing will be tasked with destroying the juggernaut&#039;s flak guns. Beta and Epsilon wings will provide cover for Alpha and Delta respectively.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
This is a scramble mission, so you cannot select your loadout. You will be flying the [[GVB Bakha]], armed with a [[GTW Mekhu HL-7]], [[GTW Akheton SDG]], a bank of [[GTM Trebuchet]]s and a bank of [[GTM Helios|Helios torpedoes]].&lt;br /&gt;
&lt;br /&gt;
Divert all gun energy to shields, but leave the engines as they are. Increasing engine energy in a Bakha does not do anything save increase afterburner recharge rate, and your Mekhu HL-7 is incredibly energy-efficient and shouldn&#039;t need much recharge. On higher difficulty levels, you will need to call in your reinforcement wing immediately; calling in the support ship also makes your wingmen survive a lot longer, somehow, because it apparently distracts the Shivan fighters. If possible without wasting time or missiles, kill the two nearby Basilisks as this will make Beta Wing&#039;s (your fighter escort) job much easier. Approach on the [[SJ Sathanas]] on afterburners at ludicrous speed, firing an equal load of Trebuchets at each of its two forward flak turrets. As soon as you&#039;re out of Trebuchets, switch to the [[GTM Helios|Helios]] and target the nearest frontal beam. Now you have to bomb the turret from the correct angle; if you fail to destroy each turret with only two bombs, your chances of taking out all of them are slim. Try to release your bombs at under 200m going at maximum speed (with afterburners). You get the most damage if you approach a turret from the forward hemisphere. Now barrel in on the flak cannons, quickly destroying what&#039;s left of them using Mekhu (&#039;&#039;not&#039;&#039; Akheton, which does little damage on them for some reason).&lt;br /&gt;
&lt;br /&gt;
You will have less chance to follow the trick above in the case of the second turret. Target the second turret and try to acquire a lock on it. Hit your burners and fire the [[GTM Helios]] warheads at close range. Call in support, ignoring anything in your vicinity. When you&#039;re waiting for the support ship, you can put your shields at full and totally disregard any flak, but fighters will still wax you. With practice, you can shoot down all four big beam cannons on the Sathanas. Do &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; entrust the AI with destroying the turrets. They are too stupid to do anything complicated.&lt;br /&gt;
&lt;br /&gt;
When the Sathanas departs (and your performance is assessed on-site), Command will inform you that a [[SD Demon|Demon-class destroyer]], the Beleth, is about to jump in. Command deploys the Thebes, a [[GVCv Sobek|Sobek-class corvette]], and Gamma wing to assist. Your new objective is to destroy its beam turrets and destroy it before it escapes. The [[GTM Trebuchet]]s are good against its anti-fighter turrets, but use the [[GTM Helios]] to attack the ship&#039;s beam cannons. The Beleth has only one wing and two waves of Aeshma escorts, which you should quickly take care of to keep your wingmen alive. Disable the Beleth by doing a quick Helios run on its engines, and you&#039;ll have all the time in the world to kill it.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Neutralize Sathanas forward beam cannon 1&lt;br /&gt;
** Neutralize Sathanas forward beam cannon 2&lt;br /&gt;
** Neutralize Sathanas forward beam cannon 3&lt;br /&gt;
** Neutralize Sathanas forward beam cannon 4&lt;br /&gt;
** Destroy the Beleth&lt;br /&gt;
* Secondary Objectives:&lt;br /&gt;
** Destroy Sathanas forward flak batteries&lt;br /&gt;
** Destroy Beleth primary beam turret 1&lt;br /&gt;
** Destroy Beleth primary beam turret 2&lt;br /&gt;
** Destroy Beleth primary beam turret 3&lt;br /&gt;
* Bonus Objectives:&lt;br /&gt;
** Destroy Sathanas rear beam cannon&lt;br /&gt;
&lt;br /&gt;
===[[Awardable_Medals#FreeSpace_2_Medals|Medals]]===&lt;br /&gt;
&lt;br /&gt;
You will obtain a &#039;&#039;&#039;Nebula Campaign Victory Star&#039;&#039;&#039; for eliminating &#039;&#039;&#039;all 4 Sathanas forward beam cannons&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;However:&#039;&#039;&#039; you will not obtain this medal until &#039;&#039;after&#039;&#039; [[High Noon]].&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* If you have trouble targeting a turret, try centering the turret in your HUD and pressing &amp;lt;code&amp;gt;v&amp;lt;/code&amp;gt;&lt;br /&gt;
* The speed of the Helios torpedo is partially determined by the speed of the ship firing it at the point of launch.&lt;br /&gt;
* Protecting the Thebes is not an objective. If it is destroyed by the Beleth, Commander Habu will only lament its loss, but you will not be punished.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The Beleth does not make any further appearances in the campaign even if it survives this mission despite it using the same jump node as the Sathanas to depart.&lt;br /&gt;
* By default, a Bakha is incapable of carrying Helios torpedoes in its missile banks. It is only able to do so in this mission, as well as the next one, due to the Scramble flag forcing ship loadouts regardless of weapons compatibility.&lt;br /&gt;
* Depending on your luck, the GTD Phoenicia may or may not be destroyed upon jumping out. This is determined to be the cause of its departure cue within the game, which is set to trigger once the destroyer&#039;s hull integrity drops below 4%. While the triggering of its departure cue would make the destroyer invulnerable the moment it starts to jump out, the main guns of the Sathanas may occasionally reduce the Phoenicia&#039;s hull integrity from 4% to 0% &#039;&#039;faster&#039;&#039; than the time taken for the departure cue to trigger.&lt;br /&gt;
* If this mission is played on Very Easy or Easy difficulty, you become invulnerable for the duration of the Sathanas departing.&lt;br /&gt;
* When the Thebes jumps in, it says, &amp;quot;This is the Thebes. We have emerged within a large debris field, Command.&amp;quot; It is possible that the Thebes is referring to the debris of the fleet the Sathanas decimated prior to your wing jumping in, the debris from NTF ships destroyed during [[The King&#039;s Gambit]] (which takes place at the same jump node), or the debris of the Phoenicia, if it is destroyed. However, the mission does not feature any ships set to be destroyed before the mission, and if the Phoenicia is able to jump out before being pulverised by the Sathanas, there is no debris field to begin with.&lt;br /&gt;
* The Thebes has a kill score of 1000, although it being a friendly unit means the player cannot get the kill for it. The reason for this is probably due to the fact that in retail FRED, score values did not change when the ship class was changed; in this case, Volition probably added a Typhon and then later changed it to a Sobek. This is supported by the content of the debriefing texts in this mission, which describe the Thebes as a destroyer.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
*[[FreeSpace_2_Terran_Ship_Database#GTD_Phoenicia|GTD Phoenicia]]&lt;br /&gt;
*[[FreeSpace_2_Vasudan_Ship_Database#GVCv_Thebes|GVCv Thebes]]&lt;br /&gt;
*[[FreeSpace_2_Shivan_Ship_Database#SD_Beleth|SD Beleth]]&lt;br /&gt;
*[[FreeSpace_2_Shivan_Ship_Database#SJ_Sathanas_01|SJ Sathanas 01]]&lt;br /&gt;
&lt;br /&gt;
==New equipment==&lt;br /&gt;
* [[GVB Bakha]]&lt;br /&gt;
* [[GTM Trebuchet]]&lt;br /&gt;
* [[GTM Helios]]&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM3-01.fs2|75.8 KB|James Agay|34 (+3 waypoints)|8|49|36|4: Numbers|Brief4}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;HG9wg9OGICU&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;G_gIz7TVIk8&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Bearbaiting&amp;diff=63185</id>
		<title>Bearbaiting</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Bearbaiting&amp;diff=63185"/>
		<updated>2021-02-18T15:49:39Z</updated>

		<summary type="html">&lt;p&gt;Zonination: p to notes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=High Noon|previous=A Flaming Sword|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 3, MISSION 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[203rd Scorpions]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The 203rd are scrambled to destroy the forward beam cannons of the Sathanas juggernaut.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
The SJ Sathanas entered Gamma Draconis, despite the destruction of the Knossos portal. The bulk of the Allied Fleet is amassing in Capella and Alpha wing of the 203rd must destroy at least two of the Sathanas&#039; forward beam cannons to give the GTVA Colossus a fighting chance. In the meantime, Delta wing will be tasked with destroying the juggernaut&#039;s flak guns. Beta and Epsilon wings will provide cover for Alpha and Delta respectively.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
This is a scramble mission, so you cannot select your loadout. You will be flying the [[GVB Bakha]], armed with a [[GTW Mekhu HL-7]], [[GTW Akheton SDG]], a bank of [[GTM Trebuchet]]s and a bank of [[GTM Helios|Helios torpedoes]].&lt;br /&gt;
&lt;br /&gt;
Divert all gun energy to shields, but leave the engines as they are. Increasing engine energy in a Bakha does not do anything save increase afterburner recharge rate, and your Mekhu HL-7 is incredibly energy-efficient and shouldn&#039;t need much recharge. On higher difficulty levels, you will need to call in your reinforcement wing immediately; calling in the support ship also makes your wingmen survive a lot longer, somehow, because it apparently distracts the Shivan fighters. If possible without wasting time or missiles, kill the two nearby Basilisks as this will make Beta Wing&#039;s (your fighter escort) job much easier. Approach on the [[SJ Sathanas]] on afterburners at ludicrous speed, firing an equal load of Trebuchets at each of its two forward flak turrets. As soon as you&#039;re out of Trebuchets, switch to the [[GTM Helios|Helios]] and target the nearest frontal beam. Now you have to bomb the turret from the correct angle; if you fail to destroy each turret with only two bombs, your chances of taking out all of them are slim. Try to release your bombs at under 200m going at maximum speed (with afterburners). You get the most damage if you approach a turret from the forward hemisphere. Now barrel in on the flak cannons, quickly destroying what&#039;s left of them using Mekhu (&#039;&#039;not&#039;&#039; Akheton, which does little damage on them for some reason).&lt;br /&gt;
&lt;br /&gt;
You will have less chance to follow the trick above in the case of the second turret. Target the second turret and try to acquire a lock on it. Hit your burners and fire the [[GTM Helios]] warheads at close range. Call in support, ignoring anything in your vicinity. When you&#039;re waiting for the support ship, you can put your shields at full and totally disregard any flak, but fighters will still wax you. With practice, you can shoot down all four big beam cannons on the Sathanas. Do &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; entrust the AI with destroying the turrets. They are too stupid to do anything complicated.&lt;br /&gt;
&lt;br /&gt;
When the Sathanas departs (and your performance is assessed on-site), Command will inform you that a [[SD Demon|Demon-class destroyer]], the Beleth, is about to jump in. Command deploys the Thebes, a [[GVCv Sobek|Sobek-class corvette]], and Gamma wing to assist. Your new objective is to destroy its beam turrets and destroy it before it escapes. The [[GTM Trebuchet]]s are good against its anti-fighter turrets, but use the [[GTM Helios]] to attack the ship&#039;s beam cannons. The Beleth has only one wing and two waves of Aeshma escorts, which you should quickly take care of to keep your wingmen alive. Disable the Beleth by doing a quick Helios run on its engines, and you&#039;ll have all the time in the world to kill it.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Neutralize Sathanas forward beam cannon 1&lt;br /&gt;
** Neutralize Sathanas forward beam cannon 2&lt;br /&gt;
** Neutralize Sathanas forward beam cannon 3&lt;br /&gt;
** Neutralize Sathanas forward beam cannon 4&lt;br /&gt;
** Destroy the Beleth&lt;br /&gt;
* Secondary Objectives:&lt;br /&gt;
** Destroy Sathanas forward flak batteries&lt;br /&gt;
** Destroy Beleth primary beam turret 1&lt;br /&gt;
** Destroy Beleth primary beam turret 2&lt;br /&gt;
** Destroy Beleth primary beam turret 3&lt;br /&gt;
* Bonus Objectives:&lt;br /&gt;
** Destroy Sathanas rear beam cannon&lt;br /&gt;
&lt;br /&gt;
===[[Awardable_Medals#FreeSpace_2_Medals|Medals]]===&lt;br /&gt;
&lt;br /&gt;
You will obtain a &#039;&#039;&#039;Nebula Campaign Victory Star&#039;&#039;&#039; for eliminating all &#039;&#039;&#039;Sathanas forward beam cannons&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;However:&#039;&#039;&#039; you will not obtain this medal until &#039;&#039;after&#039;&#039; [[High Noon]].&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* If you have trouble targeting a turret, try centering the turret in your HUD and pressing &amp;lt;code&amp;gt;v&amp;lt;/code&amp;gt;&lt;br /&gt;
* The speed of the Helios torpedo is partially determined by the speed of the ship firing it at the point of launch.&lt;br /&gt;
* Protecting the Thebes is not an objective. If it is destroyed by the Beleth, Commander Habu will only lament its loss, but you will not be punished.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The Beleth does not make any further appearances in the campaign even if it survives this mission despite it using the same jump node as the Sathanas to depart.&lt;br /&gt;
* By default, a Bakha is incapable of carrying Helios torpedoes in its missile banks. It is only able to do so in this mission, as well as the next one, due to the Scramble flag forcing ship loadouts regardless of weapons compatibility.&lt;br /&gt;
* Depending on your luck, the GTD Phoenicia may or may not be destroyed upon jumping out. This is determined to be the cause of its departure cue within the game, which is set to trigger once the destroyer&#039;s hull integrity drops below 4%. While the triggering of its departure cue would make the destroyer invulnerable the moment it starts to jump out, the main guns of the Sathanas may occasionally reduce the Phoenicia&#039;s hull integrity from 4% to 0% &#039;&#039;faster&#039;&#039; than the time taken for the departure cue to trigger.&lt;br /&gt;
* If this mission is played on Very Easy or Easy difficulty, you become invulnerable for the duration of the Sathanas departing.&lt;br /&gt;
* When the Thebes jumps in, it says, &amp;quot;This is the Thebes. We have emerged within a large debris field, Command.&amp;quot; It is possible that the Thebes is referring to the debris of the fleet the Sathanas decimated prior to your wing jumping in, the debris from NTF ships destroyed during [[The King&#039;s Gambit]] (which takes place at the same jump node), or the debris of the Phoenicia, if it is destroyed. However, the mission does not feature any ships set to be destroyed before the mission, and if the Phoenicia is able to jump out before being pulverised by the Sathanas, there is no debris field to begin with.&lt;br /&gt;
* The Thebes has a kill score of 1000, although it being a friendly unit means the player cannot get the kill for it. The reason for this is probably due to the fact that in retail FRED, score values did not change when the ship class was changed; in this case, Volition probably added a Typhon and then later changed it to a Sobek. This is supported by the content of the debriefing texts in this mission, which describe the Thebes as a destroyer.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
*[[FreeSpace_2_Terran_Ship_Database#GTD_Phoenicia|GTD Phoenicia]]&lt;br /&gt;
*[[FreeSpace_2_Vasudan_Ship_Database#GVCv_Thebes|GVCv Thebes]]&lt;br /&gt;
*[[FreeSpace_2_Shivan_Ship_Database#SD_Beleth|SD Beleth]]&lt;br /&gt;
*[[FreeSpace_2_Shivan_Ship_Database#SJ_Sathanas_01|SJ Sathanas 01]]&lt;br /&gt;
&lt;br /&gt;
==New equipment==&lt;br /&gt;
* [[GVB Bakha]]&lt;br /&gt;
* [[GTM Trebuchet]]&lt;br /&gt;
* [[GTM Helios]]&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM3-01.fs2|75.8 KB|James Agay|34 (+3 waypoints)|8|49|36|4: Numbers|Brief4}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;HG9wg9OGICU&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;G_gIz7TVIk8&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Bearbaiting&amp;diff=63184</id>
		<title>Bearbaiting</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Bearbaiting&amp;diff=63184"/>
		<updated>2021-02-18T15:48:51Z</updated>

		<summary type="html">&lt;p&gt;Zonination: Added a tip. Moved the Beleth &amp;quot;tip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=High Noon|previous=A Flaming Sword|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 3, MISSION 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[203rd Scorpions]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The 203rd are scrambled to destroy the forward beam cannons of the Sathanas juggernaut.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
The SJ Sathanas entered Gamma Draconis, despite the destruction of the Knossos portal. The bulk of the Allied Fleet is amassing in Capella and Alpha wing of the 203rd must destroy at least two of the Sathanas&#039; forward beam cannons to give the GTVA Colossus a fighting chance. In the meantime, Delta wing will be tasked with destroying the juggernaut&#039;s flak guns. Beta and Epsilon wings will provide cover for Alpha and Delta respectively.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
This is a scramble mission, so you cannot select your loadout. You will be flying the [[GVB Bakha]], armed with a [[GTW Mekhu HL-7]], [[GTW Akheton SDG]], a bank of [[GTM Trebuchet]]s and a bank of [[GTM Helios|Helios torpedoes]].&lt;br /&gt;
&lt;br /&gt;
Divert all gun energy to shields, but leave the engines as they are. Increasing engine energy in a Bakha does not do anything save increase afterburner recharge rate, and your Mekhu HL-7 is incredibly energy-efficient and shouldn&#039;t need much recharge. On higher difficulty levels, you will need to call in your reinforcement wing immediately; calling in the support ship also makes your wingmen survive a lot longer, somehow, because it apparently distracts the Shivan fighters. If possible without wasting time or missiles, kill the two nearby Basilisks as this will make Beta Wing&#039;s (your fighter escort) job much easier. Approach on the [[SJ Sathanas]] on afterburners at ludicrous speed, firing an equal load of Trebuchets at each of its two forward flak turrets. As soon as you&#039;re out of Trebuchets, switch to the [[GTM Helios|Helios]] and target the nearest frontal beam. Now you have to bomb the turret from the correct angle; if you fail to destroy each turret with only two bombs, your chances of taking out all of them are slim. Try to release your bombs at under 200m going at maximum speed (with afterburners). You get the most damage if you approach a turret from the forward hemisphere. Now barrel in on the flak cannons, quickly destroying what&#039;s left of them using Mekhu (&#039;&#039;not&#039;&#039; Akheton, which does little damage on them for some reason).&lt;br /&gt;
&lt;br /&gt;
You will have less chance to follow the trick above in the case of the second turret. Target the second turret and try to acquire a lock on it. Hit your burners and fire the [[GTM Helios]] warheads at close range. Call in support, ignoring anything in your vicinity. When you&#039;re waiting for the support ship, you can put your shields at full and totally disregard any flak, but fighters will still wax you. With practice, you can shoot down all four big beam cannons on the Sathanas. Do &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; entrust the AI with destroying the turrets. They are too stupid to do anything complicated.&lt;br /&gt;
&lt;br /&gt;
When the Sathanas departs (and your performance is assessed on-site), Command will inform you that a [[SD Demon|Demon-class destroyer]], the Beleth, is about to jump in. Command deploys the Thebes, a [[GVCv Sobek|Sobek-class corvette]], and Gamma wing to assist. Your new objective is to destroy its beam turrets and destroy it before it escapes. The [[GTM Trebuchet]]s are good against its anti-fighter turrets, but use the [[GTM Helios]] to attack the ship&#039;s beam cannons. The Beleth has only one wing and two waves of Aeshma escorts, which you should quickly take care of to keep your wingmen alive. Disable the Beleth by doing a quick Helios run on its engines, and you&#039;ll have all the time in the world to kill it.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Neutralize Sathanas forward beam cannon 1&lt;br /&gt;
** Neutralize Sathanas forward beam cannon 2&lt;br /&gt;
** Neutralize Sathanas forward beam cannon 3&lt;br /&gt;
** Neutralize Sathanas forward beam cannon 4&lt;br /&gt;
** Destroy the Beleth&lt;br /&gt;
* Secondary Objectives:&lt;br /&gt;
** Destroy Sathanas forward flak batteries&lt;br /&gt;
** Destroy Beleth primary beam turret 1&lt;br /&gt;
** Destroy Beleth primary beam turret 2&lt;br /&gt;
** Destroy Beleth primary beam turret 3&lt;br /&gt;
* Bonus Objectives:&lt;br /&gt;
** Destroy Sathanas rear beam cannon&lt;br /&gt;
&lt;br /&gt;
===[[Awardable_Medals#FreeSpace_2_Medals|Medals]]===&lt;br /&gt;
&lt;br /&gt;
You will obtain a &#039;&#039;&#039;Nebula Campaign Victory Star&#039;&#039;&#039; for eliminating all &#039;&#039;&#039;Sathanas forward beam cannons&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;However:&#039;&#039;&#039; you will not obtain this medal until &#039;&#039;after&#039;&#039; [[High Noon]].&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* If you have trouble targeting a turret, try  &amp;lt;code&amp;gt;v&amp;lt;/code&amp;gt;&lt;br /&gt;
* The speed of the Helios torpedo is partially determined by the speed of the ship firing it at the point of launch.&lt;br /&gt;
* Protecting the Thebes is not an objective. If it is destroyed by the Beleth, Commander Habu will only lament its loss, but you will not be punished.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The Beleth does not make any further appearances in the campaign even if it survives this mission despite it using the same jump node as the Sathanas to depart.&lt;br /&gt;
* By default, a Bakha is incapable of carrying Helios torpedoes in its missile banks. It is only able to do so in this mission, as well as the next one, due to the Scramble flag forcing ship loadouts regardless of weapons compatibility.&lt;br /&gt;
* Depending on your luck, the GTD Phoenicia may or may not be destroyed upon jumping out. This is determined to be the cause of its departure cue within the game, which is set to trigger once the destroyer&#039;s hull integrity drops below 4%. While the triggering of its departure cue would make the destroyer invulnerable the moment it starts to jump out, the main guns of the Sathanas may occasionally reduce the Phoenicia&#039;s hull integrity from 4% to 0% &#039;&#039;faster&#039;&#039; than the time taken for the departure cue to trigger.&lt;br /&gt;
* If this mission is played on Very Easy or Easy difficulty, you become invulnerable for the duration of the Sathanas departing.&lt;br /&gt;
* When the Thebes jumps in, it says, &amp;quot;This is the Thebes. We have emerged within a large debris field, Command.&amp;quot; It is possible that the Thebes is referring to the debris of the fleet the Sathanas decimated prior to your wing jumping in, the debris from NTF ships destroyed during [[The King&#039;s Gambit]] (which takes place at the same jump node), or the debris of the Phoenicia, if it is destroyed. However, the mission does not feature any ships set to be destroyed before the mission, and if the Phoenicia is able to jump out before being pulverised by the Sathanas, there is no debris field to begin with.&lt;br /&gt;
* The Thebes has a kill score of 1000, although it being a friendly unit means the player cannot get the kill for it. The reason for this is probably due to the fact that in retail FRED, score values did not change when the ship class was changed; in this case, Volition probably added a Typhon and then later changed it to a Sobek. This is supported by the content of the debriefing texts in this mission, which describe the Thebes as a destroyer.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
*[[FreeSpace_2_Terran_Ship_Database#GTD_Phoenicia|GTD Phoenicia]]&lt;br /&gt;
*[[FreeSpace_2_Vasudan_Ship_Database#GVCv_Thebes|GVCv Thebes]]&lt;br /&gt;
*[[FreeSpace_2_Shivan_Ship_Database#SD_Beleth|SD Beleth]]&lt;br /&gt;
*[[FreeSpace_2_Shivan_Ship_Database#SJ_Sathanas_01|SJ Sathanas 01]]&lt;br /&gt;
&lt;br /&gt;
==New equipment==&lt;br /&gt;
* [[GVB Bakha]]&lt;br /&gt;
* [[GTM Trebuchet]]&lt;br /&gt;
* [[GTM Helios]]&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM3-01.fs2|75.8 KB|James Agay|34 (+3 waypoints)|8|49|36|4: Numbers|Brief4}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;HG9wg9OGICU&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;G_gIz7TVIk8&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Bearbaiting&amp;diff=63183</id>
		<title>Bearbaiting</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Bearbaiting&amp;diff=63183"/>
		<updated>2021-02-18T15:41:45Z</updated>

		<summary type="html">&lt;p&gt;Zonination: Added Objectives and Medals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=High Noon|previous=A Flaming Sword|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 3, MISSION 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[203rd Scorpions]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The 203rd are scrambled to destroy the forward beam cannons of the Sathanas juggernaut.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
The SJ Sathanas entered Gamma Draconis, despite the destruction of the Knossos portal. The bulk of the Allied Fleet is amassing in Capella and Alpha wing of the 203rd must destroy at least two of the Sathanas&#039; forward beam cannons to give the GTVA Colossus a fighting chance. In the meantime, Delta wing will be tasked with destroying the juggernaut&#039;s flak guns. Beta and Epsilon wings will provide cover for Alpha and Delta respectively.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
This is a scramble mission, so you cannot select your loadout. You will be flying the [[GVB Bakha]], armed with a [[GTW Mekhu HL-7]], [[GTW Akheton SDG]], a bank of [[GTM Trebuchet]]s and a bank of [[GTM Helios|Helios torpedoes]].&lt;br /&gt;
&lt;br /&gt;
Divert all gun energy to shields, but leave the engines as they are. Increasing engine energy in a Bakha does not do anything save increase afterburner recharge rate, and your Mekhu HL-7 is incredibly energy-efficient and shouldn&#039;t need much recharge. On higher difficulty levels, you will need to call in your reinforcement wing immediately; calling in the support ship also makes your wingmen survive a lot longer, somehow, because it apparently distracts the Shivan fighters. If possible without wasting time or missiles, kill the two nearby Basilisks as this will make Beta Wing&#039;s (your fighter escort) job much easier. Approach on the [[SJ Sathanas]] on afterburners at ludicrous speed, firing an equal load of Trebuchets at each of its two forward flak turrets. As soon as you&#039;re out of Trebuchets, switch to the [[GTM Helios|Helios]] and target the nearest frontal beam. Now you have to bomb the turret from the correct angle; if you fail to destroy each turret with only two bombs, your chances of taking out all of them are slim. Try to release your bombs at under 200m going at maximum speed (with afterburners). You get the most damage if you approach a turret from the forward hemisphere. Now barrel in on the flak cannons, quickly destroying what&#039;s left of them using Mekhu (&#039;&#039;not&#039;&#039; Akheton, which does little damage on them for some reason).&lt;br /&gt;
&lt;br /&gt;
You will have less chance to follow the trick above in the case of the second turret. Target the second turret and try to acquire a lock on it. Hit your burners and fire the [[GTM Helios]] warheads at close range. Call in support, ignoring anything in your vicinity. When you&#039;re waiting for the support ship, you can put your shields at full and totally disregard any flak, but fighters will still wax you. With practice, you can shoot down all four big beam cannons on the Sathanas. Do &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; entrust the AI with destroying the turrets. They are too stupid to do anything complicated.&lt;br /&gt;
&lt;br /&gt;
When the Sathanas departs (and your performance is assessed on-site), Command will inform you that a [[SD Demon|Demon-class destroyer]], the Beleth, is about to jump in. Command deploys the Thebes, a [[GVCv Sobek|Sobek-class corvette]], and Gamma wing to assist. Your new objective is to destroy its beam turrets and destroy it before it escapes. The [[GTM Trebuchet]]s are good against its anti-fighter turrets, but use the [[GTM Helios]] to attack the ship&#039;s beam cannons. The Beleth has only one wing and two waves of Aeshma escorts, which you should quickly take care of to keep your wingmen alive. Disable the Beleth by doing a quick Helios run on its engines, and you&#039;ll have all the time in the world to kill it.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Neutralize Sathanas forward beam cannon 1&lt;br /&gt;
** Neutralize Sathanas forward beam cannon 2&lt;br /&gt;
** Neutralize Sathanas forward beam cannon 3&lt;br /&gt;
** Neutralize Sathanas forward beam cannon 4&lt;br /&gt;
** Destroy the Beleth&lt;br /&gt;
* Secondary Objectives:&lt;br /&gt;
** Destroy Sathanas forward flak batteries&lt;br /&gt;
** Destroy Beleth primary beam turret 1&lt;br /&gt;
** Destroy Beleth primary beam turret 2&lt;br /&gt;
** Destroy Beleth primary beam turret 3&lt;br /&gt;
* Bonus Objectives:&lt;br /&gt;
** Destroy Sathanas rear beam cannon&lt;br /&gt;
&lt;br /&gt;
===[[Awardable_Medals#FreeSpace_2_Medals|Medals]]===&lt;br /&gt;
&lt;br /&gt;
You will obtain a &#039;&#039;&#039;Nebula Campaign Victory Star&#039;&#039;&#039; for eliminating all &#039;&#039;&#039;Sathanas forward beam cannons&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;However:&#039;&#039;&#039; you will not obtain this medal until &#039;&#039;after&#039;&#039; [[High Noon]].&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* The speed of the Helios torpedo is partially determined by the speed of the ship firing it at the point of launch.&lt;br /&gt;
* Protecting the Thebes is not an objective. If it is destroyed by the Beleth, Commander Habu will only lament its loss, but you will not be punished.&lt;br /&gt;
* The Beleth does not make any further appearances in the campaign even if it survives this mission despite it using the same jump node as the Sathanas to depart.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* By default, a Bakha is incapable of carrying Helios torpedoes in its missile banks. It is only able to do so in this mission, as well as the next one, due to the Scramble flag forcing ship loadouts regardless of weapons compatibility.&lt;br /&gt;
* Depending on your luck, the GTD Phoenicia may or may not be destroyed upon jumping out. This is determined to be the cause of its departure cue within the game, which is set to trigger once the destroyer&#039;s hull integrity drops below 4%. While the triggering of its departure cue would make the destroyer invulnerable the moment it starts to jump out, the main guns of the Sathanas may occasionally reduce the Phoenicia&#039;s hull integrity from 4% to 0% &#039;&#039;faster&#039;&#039; than the time taken for the departure cue to trigger.&lt;br /&gt;
* If this mission is played on Very Easy or Easy difficulty, you become invulnerable for the duration of the Sathanas departing.&lt;br /&gt;
* When the Thebes jumps in, it says, &amp;quot;This is the Thebes. We have emerged within a large debris field, Command.&amp;quot; It is possible that the Thebes is referring to the debris of the fleet the Sathanas decimated prior to your wing jumping in, the debris from NTF ships destroyed during [[The King&#039;s Gambit]] (which takes place at the same jump node), or the debris of the Phoenicia, if it is destroyed. However, the mission does not feature any ships set to be destroyed before the mission, and if the Phoenicia is able to jump out before being pulverised by the Sathanas, there is no debris field to begin with.&lt;br /&gt;
* The Thebes has a kill score of 1000, although it being a friendly unit means the player cannot get the kill for it. The reason for this is probably due to the fact that in retail FRED, score values did not change when the ship class was changed; in this case, Volition probably added a Typhon and then later changed it to a Sobek. This is supported by the content of the debriefing texts in this mission, which describe the Thebes as a destroyer.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
*[[FreeSpace_2_Terran_Ship_Database#GTD_Phoenicia|GTD Phoenicia]]&lt;br /&gt;
*[[FreeSpace_2_Vasudan_Ship_Database#GVCv_Thebes|GVCv Thebes]]&lt;br /&gt;
*[[FreeSpace_2_Shivan_Ship_Database#SD_Beleth|SD Beleth]]&lt;br /&gt;
*[[FreeSpace_2_Shivan_Ship_Database#SJ_Sathanas_01|SJ Sathanas 01]]&lt;br /&gt;
&lt;br /&gt;
==New equipment==&lt;br /&gt;
* [[GVB Bakha]]&lt;br /&gt;
* [[GTM Trebuchet]]&lt;br /&gt;
* [[GTM Helios]]&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM3-01.fs2|75.8 KB|James Agay|34 (+3 waypoints)|8|49|36|4: Numbers|Brief4}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;HG9wg9OGICU&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;G_gIz7TVIk8&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=A_Flaming_Sword&amp;diff=63182</id>
		<title>A Flaming Sword</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=A_Flaming_Sword&amp;diff=63182"/>
		<updated>2021-02-18T15:24:57Z</updated>

		<summary type="html">&lt;p&gt;Zonination: Added Objectives&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=Bearbaiting|previous=Speaking in Tongues|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 2, MISSION 10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[203rd Scorpions]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The 203rd and GVCv Renenet are to oversee the destruction of the Knossos Device.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
The GVCv Renenet and Alpha wing of the 203rd will oversee the deployment of several [[TC-Meson Bomb]]s that will destroy the [[Knossos]] portal in an attempt to prevent the Shivans from reaching allied space.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
A recommended loadout for this mission is the [[GVF Serapis]] armed with dual [[GTW Prometheus S|Prometheus S]] and two banks of [[GTM Harpoon|Harpoons]]. &lt;br /&gt;
&lt;br /&gt;
You begin with the Renenet, a [[GVCv Sobek|Sobek-class corvette]], jumping in and few Shivan fighters flying around the Knossos. They do not engage, so Command orders you to lure them to the Renenet. Now, you have two choices. You can:&lt;br /&gt;
&lt;br /&gt;
#Tell Alpha to guard the Renenet, and lure them yourself.&lt;br /&gt;
#You can order them to engage the enemy or cover you and destroy the fighters.&lt;br /&gt;
&lt;br /&gt;
After the fighters have been destroyed, Lambda 1 jumps in with the first Meson Bomb. Some dialogue follows as Lambda 1 places the bomb before jumping out. When the bomb is about to detonate, twelve [[SF Dragon|Dragon fighters]] jump in. Don&#039;t worry; most, if not all of them, will be destroyed by the explosion from the Meson Bomb.&lt;br /&gt;
&lt;br /&gt;
The Knossos remains, so Command sends Lambdas 2 and 3 in with the remaining Meson Bombs. Some [[SF Mara|Maras]] will jump in near the Renenet to challenge you. Destroy them, as well as any other fighters that approach the corvette. Once the freighters have placed the Meson Bombs in position and jump out, the Renenet activates the bombs&#039; remote-destruct sequence, and the portal is destroyed.&lt;br /&gt;
&lt;br /&gt;
Despite the portal&#039;s destruction, the [[SJ Sathanas]] jumps in, as the Knossos had stabilized the jump node to the extent that it could not be immediately collapsed. Get out of there and return to base.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Monitor the Knossos demolition&lt;br /&gt;
* Secondary Objectives:&lt;br /&gt;
** Engage and destroy all hostile targets&lt;br /&gt;
** Keep Shivans away from meson bomb&lt;br /&gt;
** Keep Shivans away from 2nd meson deployment&lt;br /&gt;
** Protect the Renenet&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
* On higher difficulty levels, it is almost impossible to handle 6 [[SF Astaroth|Astaroths]] and several waves of Maras on your own. Either lure the enemy fighters to the Renenet&#039;s flak and do evasive rolls for five minutes straight while the fighters are picked off, or use a bait-and-trap strategy (like in [[The Romans Blunder]]) to make the hostiles run into your wingmen while mindlessly chasing you. This one should be nothing special on Medium difficulty or below, however.&lt;br /&gt;
* This is the only mission in FreeSpace 2 where you are given the option to fly the [[GVF Ptah]] (in [[A Monster in the Mist]], there is no option as the Ptah is the only available ship).&lt;br /&gt;
* Epsilon wing will arrive at about the time when Lambda 2 undocks with its Meson Bomb.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
* [[FreeSpace_2_Terran_Ship_Database#Knossos_1|Knossos 1]]&lt;br /&gt;
* [[FreeSpace_2_Vasudan_Ship_Database#GVCv_Renenet|GVCv Renenet]]&lt;br /&gt;
* [[FreeSpace_2_Shivan_Ship_Database#SJ_Sathanas_01|SJ Sathanas 01]]&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|sm2-10.fs2|83.6 KB|James Agay|48 (+11 waypoints)|9|66|46|1: Genesis|Brief4}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;79S_oOM6Aa0&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;W_g-40Zsf8Y&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Speaking_in_Tongues&amp;diff=63181</id>
		<title>Speaking in Tongues</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Speaking_in_Tongues&amp;diff=63181"/>
		<updated>2021-02-18T15:09:29Z</updated>

		<summary type="html">&lt;p&gt;Zonination: moved some stuff around&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=A Flaming Sword|previous=A Monster in the Mist|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 2, MISSION 9&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[203rd Scorpions]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The 203rd attacks a Shivan warship in an attempt to lure the Sathanas into position.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
The 203rd is ordered to attack a Shivan warship in an attempt to lure the Sathanas into position so that a joint assault by the [[GVD Psamtik]], the [[GTD Aquitaine]], and the GVD Toeris can exploit weak points discovered on the Shivan juggernaut in [[A Monster in the Mist]].&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
Prepare for combat against cruisers. It is recommended that you have the [[GTW Maxim]] in at least one of your primary banks in this mission. Fighters will also come, however, but they are not a serious headache for a non-novice pilot. You only have to pay better attention to Virgo wing of 5 [[SF Mara]]-class fighters. The objective is to lure the juggernaut away from its current position. This mission tests your ability to survive well.&lt;br /&gt;
&lt;br /&gt;
At the start, you will receive a garbled transmission from the SC Rephaim, a [[SC Cain|Cain-class cruiser]]. Then, the [[NTF Iceni]] will show up on your escort list. Follow Command&#039;s orders and do not engage it, as it will depart a short while later.&lt;br /&gt;
&lt;br /&gt;
Using the [[GTW Maxim]] from a distance is quite hard because of your line of sight is very limited inside the nebular theater, but since the AI has no obstacles, they can destroy the dangerous turrets of hostile cruisers if you order them to do so. Close combat with the hostile cruisers is quite hard if their anti-fighter turrets are operational. Reinforcements are available, so you call them in when things turn desperate, or you don&#039;t want it to turn desperate. The Thutmose, a [[GVCv Sobek|Sobek-class corvette]] will provide fire support here, and can hold its own on this mission, even without fighter cover.&lt;br /&gt;
&lt;br /&gt;
Return to base when Command orders you to, or you will be punished.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Destroy all Shivan warships&lt;br /&gt;
* Secondary Objectives:&lt;br /&gt;
** Protect the Thutmose&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* The Thutmose can handle most of the cruisers. Take out the main beam cannons of the Shivan warships and you&#039;ll be home free.&lt;br /&gt;
* The Thutmose also has pretty good anti-fighter ability, so try to lure tougher fighters into its [[AAAf|AAA]] range.&lt;br /&gt;
* Watch out about the Golab. The [[SCv Moloch|Moloch-class corvette]] is pretty bad for a corvette, but it still has decent anti-fighter defenses as compared to a [[SC Rakshasa|Rakshasa]] or a [[SC Cain|Cain]].&lt;br /&gt;
* Once again, check your wingmen&#039;s ships and get them to fly something tougher than a [[GVF Serapis|Serapis]].&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* There is a possible inconsistency with the mission brief of this mission and the actual mission itself. While the [[FreeSpace_2_Vasudan_Ship_Database#GVCv_Sopedu|GVCv Sopedu]] is supposed to provide fire support, it is replaced with the Thutmose instead.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
* [[NTF Iceni]]&lt;br /&gt;
* [[FreeSpace_2_Vasudan_Ship_Database#GVCv_Thutmose|GVCv Thutmose]]&lt;br /&gt;
* [[FreeSpace_2_Shivan_Ship_Database#SC_Rephaim|SC Rephaim]]&lt;br /&gt;
* [[FreeSpace_2_Shivan_Ship_Database#SC_Thaumiel|SC Thaumiel]]&lt;br /&gt;
* [[FreeSpace_2_Shivan_Ship_Database#SCv_Golab|SCv Golab]]&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM2-09.fs2|52.2 KB|Brad Johnson|36 (+1 waypoint)|8|47|30|5: Deuteronomy|Brief1}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;eu1IoofM87A&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;d_g8hWgMG7g&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Speaking_in_Tongues&amp;diff=63180</id>
		<title>Speaking in Tongues</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Speaking_in_Tongues&amp;diff=63180"/>
		<updated>2021-02-18T15:09:02Z</updated>

		<summary type="html">&lt;p&gt;Zonination: Added Objectives&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=A Flaming Sword|previous=A Monster in the Mist|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 2, MISSION 9&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[203rd Scorpions]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The 203rd attacks a Shivan warship in an attempt to lure the Sathanas into position.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
The 203rd is ordered to attack a Shivan warship in an attempt to lure the Sathanas into position so that a joint assault by the [[GVD Psamtik]], the [[GTD Aquitaine]], and the GVD Toeris can exploit weak points discovered on the Shivan juggernaut in [[A Monster in the Mist]].&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
Prepare for combat against cruisers. It is recommended that you have the [[GTW Maxim]] in at least one of your primary banks in this mission. Fighters will also come, however, but they are not a serious headache for a non-novice pilot. You only have to pay better attention to Virgo wing of 5 [[SF Mara]]-class fighters. The objective is to lure the juggernaut away from its current position. This mission tests your ability to survive well.&lt;br /&gt;
&lt;br /&gt;
At the start, you will receive a garbled transmission from the SC Rephaim, a [[SC Cain|Cain-class cruiser]]. Then, the [[NTF Iceni]] will show up on your escort list. Follow Command&#039;s orders and do not engage it, as it will depart a short while later.&lt;br /&gt;
&lt;br /&gt;
Using the [[GTW Maxim]] from a distance is quite hard because of your line of sight is very limited inside the nebular theater, but since the AI has no obstacles, they can destroy the dangerous turrets of hostile cruisers if you order them to do so. Close combat with the hostile cruisers is quite hard if their anti-fighter turrets are operational. Reinforcements are available, so you call them in when things turn desperate, or you don&#039;t want it to turn desperate. The Thutmose, a [[GVCv Sobek|Sobek-class corvette]] will provide fire support here, and can hold its own on this mission, even without fighter cover.&lt;br /&gt;
&lt;br /&gt;
Return to base when Command orders you to, or you will be punished.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* The Thutmose can handle most of the cruisers. Take out the main beam cannons of the Shivan warships and you&#039;ll be home free.&lt;br /&gt;
* The Thutmose also has pretty good anti-fighter ability, so try to lure tougher fighters into its [[AAAf|AAA]] range.&lt;br /&gt;
* Watch out about the Golab. The [[SCv Moloch|Moloch-class corvette]] is pretty bad for a corvette, but it still has decent anti-fighter defenses as compared to a [[SC Rakshasa|Rakshasa]] or a [[SC Cain|Cain]].&lt;br /&gt;
* Once again, check your wingmen&#039;s ships and get them to fly something tougher than a [[GVF Serapis|Serapis]].&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Destroy all Shivan warships&lt;br /&gt;
* Secondary Objectives:&lt;br /&gt;
** Protect the Thutmose&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* There is a possible inconsistency with the mission brief of this mission and the actual mission itself. While the [[FreeSpace_2_Vasudan_Ship_Database#GVCv_Sopedu|GVCv Sopedu]] is supposed to provide fire support, it is replaced with the Thutmose instead.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
* [[NTF Iceni]]&lt;br /&gt;
* [[FreeSpace_2_Vasudan_Ship_Database#GVCv_Thutmose|GVCv Thutmose]]&lt;br /&gt;
* [[FreeSpace_2_Shivan_Ship_Database#SC_Rephaim|SC Rephaim]]&lt;br /&gt;
* [[FreeSpace_2_Shivan_Ship_Database#SC_Thaumiel|SC Thaumiel]]&lt;br /&gt;
* [[FreeSpace_2_Shivan_Ship_Database#SCv_Golab|SCv Golab]]&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM2-09.fs2|52.2 KB|Brad Johnson|36 (+1 waypoint)|8|47|30|5: Deuteronomy|Brief1}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;eu1IoofM87A&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;d_g8hWgMG7g&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=A_Monster_in_the_Mist&amp;diff=63179</id>
		<title>A Monster in the Mist</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=A_Monster_in_the_Mist&amp;diff=63179"/>
		<updated>2021-02-18T14:56:52Z</updated>

		<summary type="html">&lt;p&gt;Zonination: Added Objectives and Medals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=Speaking in Tongues|previous=The Fog of War|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 2, MISSION 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[203rd Scorpions]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Alpha 1 of the 203rd is ordered to do a stealth reconnaissance of the Shivan juggernaut Sathanas.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
The Galactic Terran-Vasudan Intelligence branch of the GTVA has requested data regarding the Weapons, Navigation, Sensors, Communications, and if possible, the strength of some of the turret subsystems of the [[SJ Sathanas|Sathanas]] Juggernaut. To do this, the [[GVD Psamtik]] is sending in [[Alpha 1]] of the 203rd in a new [[GVF Ptah|Ptah-class stealth fighter]]. The GVCv Maahes and a wing of [[GVF Serapis|Serapis]] fighters will provide a diversion while Alpha 1 completes his mission.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
When it comes to the loadout in this mission, definitely take the [[GTW Akheton SDG|SDG]] and [[GTM Tempest|Tempest]], that way you&#039;ll be able to fulfill the bonus objective: taking out a turret on the Sathanas.&lt;br /&gt;
&lt;br /&gt;
To scan the subsystems of the Sathanas, press S (default key) to cycle through the subsystems, keep the subsystem&#039;s lead indicator in your HUD, then close in to about 500 meters. An easy way to do this mission is to start out with Weapons, then loop around to Sensors, then tackle Navigation, and then Communications; Communications is probably the hardest as it isn&#039;t &#039;&#039;actually&#039;&#039; on the Sathanas&#039; hull, but in between two extrusions. Don&#039;t try and scan from behind, start in front and above. The guys at Volition did everything to place the subsystems of this ship in hard-to-reach places, so try to keep your reticle (aiming crosshair) in the middle of the subsystem. The juggernaut is moving, making your day harder. If a fighter attacks you try to avoid it, they don&#039;t usually give a very good chase.&lt;br /&gt;
&lt;br /&gt;
When the scanning procedure starts, try to slow down as much as you can. This one needs experience in scanning, you have to know the subsystem handling system of FreeSpace well. The average scanning time is 5 seconds, and the scanning procedure starts when you are at most 500 meters of the subsystem. If the subsystem&#039;s lead indicator runs out of your reticle, the scan will fail. Try to brake sooner, before you get within 500 meters. It helps because the subsystem remains in your reticle further if you are moving slower.&lt;br /&gt;
&lt;br /&gt;
If you decide to take the bonus objective, avoid firing at the main beam turrets, instead, focus on an [[SAAA|anti-fighter]] or [[Standard Flak|flak]] turret, but don&#039;t fire from above. Fire from the side where you are less likely to get smoked, and fire with both the Akheton SDG and Tempests.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Scan Nav, Comm, Weapons, and Sensors&lt;br /&gt;
* Bonus Objectives:&lt;br /&gt;
** Destroy at least one turret&lt;br /&gt;
&lt;br /&gt;
===[[Awardable_Medals#FreeSpace_2_Medals|Medals]]===&lt;br /&gt;
&lt;br /&gt;
You will obtain a &#039;&#039;&#039;Medal of Valor&#039;&#039;&#039; for scanning all 4 subsystems, &#039;&#039;and&#039;&#039; warping out while the &#039;&#039;&#039;Maahes&#039;&#039;&#039; is still alive.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Expect the Sathanas to open fire on you occasionally. The juggernaut doubles up as a poor man&#039;s AWACS, meaning that it can detect your ship&#039;s signature at infrequent intervals, making it temporarily visible to nearby Shivan fighters.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* There may be a possible inconsistency with the mission brief of this mission, the dialogue in-mission, and the actual mission itself. In the mission brief and in-mission dialogue, it is clearly stated that, in order to scan a subsystem, you must close to within 150 meters. However, in the mission itself, the scan cycles starts, and can be completed at most 500 meters from the designated subsystem. &lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
*[[FreeSpace_2_Vasudan_Ship_Database#GVCv_Maahes|GVCv Maahes]]&lt;br /&gt;
*[[FreeSpace_2_Shivan_Ship_Database#SJ_Sathanas_01|SJ Sathanas 01]]&lt;br /&gt;
&lt;br /&gt;
==New equipment==&lt;br /&gt;
*[[GVF Ptah]]&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM2-08.fs2|52.6 KB|Brad Johnson|27 (+2 waypoints)|7|31|23|7: Revelation|Brief1}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;9Gf0PQm4jik&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;jLuTyEyHnog&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=The_Fog_of_War&amp;diff=63178</id>
		<title>The Fog of War</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=The_Fog_of_War&amp;diff=63178"/>
		<updated>2021-02-18T14:43:05Z</updated>

		<summary type="html">&lt;p&gt;Zonination: /* Objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=A Monster in the Mist|previous=Endgame|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 2, MISSION 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[203rd Scorpions]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The 203rd and &#039;&#039;Tatenen&#039;&#039; destroy a Shivan gas-mining operation.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
The &#039;&#039;Psamtik&#039;&#039; deploys the &#039;&#039;Tatenen&#039;&#039;, a [[GVCv Sobek|&#039;&#039;Sobek&#039;&#039;-class corvette]], and multiple wings from the 203rd to destroy a Shivan gas mining operation.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
A recommended loadout is the [[GVF Serapis]] armed with the [[GTW Maxim]], [[GTW Prometheus S]] and two banks of [[GTM Tornado]]s.&lt;br /&gt;
&lt;br /&gt;
You have to cruise the nebula searching for [[SSG Rahu|&#039;&#039;Rahu&#039;&#039;-class miners]] and Shivan sentry guns. Destroying the miners is your primary objective. The nebula will severely limit your sight and sensor range, so you have to find the miners on your own. When you encounter any hostiles, use the [[GTW Maxim]] against the miners and the [[GTM Harpoon]]s against the fighters. You can achieve a secondary goal by destroying the sentries.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Junit&#039;&#039;, a [[GVA Setekh|&#039;&#039;Setekh&#039;&#039;-class AWACS]] can provide you long-range sensors. You can take advantage of this and destroy the miners. After you accomplish the primary goal, the &#039;&#039;Tatenen&#039;&#039; comes under attack by [[Shivan]] bombers. Rush back to get some kills and when a large Shivan vessel jumps in, hit your thrusters and get out of its firing range. You have no chance to defend the &#039;&#039;Tatenen&#039;&#039;. Jump out after the Vasudan corvette goes down.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Destroy all Shivan gas miners&lt;br /&gt;
** &amp;lt;s&amp;gt;Defend the Tatenen&amp;lt;/s&amp;gt;&lt;br /&gt;
* Secondary Objectives:&lt;br /&gt;
** Destroy all Shivan sentry guns&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*You can order the &#039;&#039;Tatenen&#039;&#039; to attack the miners. Order all wings to defend the corvette and the mission is a breeze.&lt;br /&gt;
*Your wingmen will die very fast flying Serapis fighters. Put them in something sturdier, like a Tauret or even a Horus, if you want to get real work out of them.&lt;br /&gt;
*You can also order the &#039;&#039;Junit&#039;&#039; to attack the miners. However, the weak firepower provided by the Junit isn&#039;t much of a boon.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
* [[FreeSpace_2_Vasudan_Ship_Database#GVA_Junit|GVA Junit]]&lt;br /&gt;
* [[FreeSpace_2_Vasudan_Ship_Database#GVCv_Tatenen|GVCv Tatenen]]&lt;br /&gt;
* [[FreeSpace_2_Shivan_Ship_Database#SJ_Sathanas_01|SJ Sathanas 01]]&lt;br /&gt;
&lt;br /&gt;
==New equipment==&lt;br /&gt;
* Most of the [[FreeSpace 2-era craft#Fighters 2|Vasudan fighters]]&lt;br /&gt;
* [[GTW Mekhu HL-7]]&lt;br /&gt;
* [[GTW Maxim]]&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM2-07.fs2|69.8 KB|Brad Johnson|54 (+6 waypoints)|10|41|19|4: Numbers|None}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;kilTPCqepVs&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;DW6PbLM69G0&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=The_Fog_of_War&amp;diff=63177</id>
		<title>The Fog of War</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=The_Fog_of_War&amp;diff=63177"/>
		<updated>2021-02-18T14:42:46Z</updated>

		<summary type="html">&lt;p&gt;Zonination: Added Objectives&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=A Monster in the Mist|previous=Endgame|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 2, MISSION 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[203rd Scorpions]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The 203rd and &#039;&#039;Tatenen&#039;&#039; destroy a Shivan gas-mining operation.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
The &#039;&#039;Psamtik&#039;&#039; deploys the &#039;&#039;Tatenen&#039;&#039;, a [[GVCv Sobek|&#039;&#039;Sobek&#039;&#039;-class corvette]], and multiple wings from the 203rd to destroy a Shivan gas mining operation.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
A recommended loadout is the [[GVF Serapis]] armed with the [[GTW Maxim]], [[GTW Prometheus S]] and two banks of [[GTM Tornado]]s.&lt;br /&gt;
&lt;br /&gt;
You have to cruise the nebula searching for [[SSG Rahu|&#039;&#039;Rahu&#039;&#039;-class miners]] and Shivan sentry guns. Destroying the miners is your primary objective. The nebula will severely limit your sight and sensor range, so you have to find the miners on your own. When you encounter any hostiles, use the [[GTW Maxim]] against the miners and the [[GTM Harpoon]]s against the fighters. You can achieve a secondary goal by destroying the sentries.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Junit&#039;&#039;, a [[GVA Setekh|&#039;&#039;Setekh&#039;&#039;-class AWACS]] can provide you long-range sensors. You can take advantage of this and destroy the miners. After you accomplish the primary goal, the &#039;&#039;Tatenen&#039;&#039; comes under attack by [[Shivan]] bombers. Rush back to get some kills and when a large Shivan vessel jumps in, hit your thrusters and get out of its firing range. You have no chance to defend the &#039;&#039;Tatenen&#039;&#039;. Jump out after the Vasudan corvette goes down.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Destroy all Shivan gas miners&lt;br /&gt;
** Defend the Tatenen&lt;br /&gt;
* Secondary Objectives:&lt;br /&gt;
** Destroy all Shivan sentry guns&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*You can order the &#039;&#039;Tatenen&#039;&#039; to attack the miners. Order all wings to defend the corvette and the mission is a breeze.&lt;br /&gt;
*Your wingmen will die very fast flying Serapis fighters. Put them in something sturdier, like a Tauret or even a Horus, if you want to get real work out of them.&lt;br /&gt;
*You can also order the &#039;&#039;Junit&#039;&#039; to attack the miners. However, the weak firepower provided by the Junit isn&#039;t much of a boon.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
* [[FreeSpace_2_Vasudan_Ship_Database#GVA_Junit|GVA Junit]]&lt;br /&gt;
* [[FreeSpace_2_Vasudan_Ship_Database#GVCv_Tatenen|GVCv Tatenen]]&lt;br /&gt;
* [[FreeSpace_2_Shivan_Ship_Database#SJ_Sathanas_01|SJ Sathanas 01]]&lt;br /&gt;
&lt;br /&gt;
==New equipment==&lt;br /&gt;
* Most of the [[FreeSpace 2-era craft#Fighters 2|Vasudan fighters]]&lt;br /&gt;
* [[GTW Mekhu HL-7]]&lt;br /&gt;
* [[GTW Maxim]]&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM2-07.fs2|69.8 KB|Brad Johnson|54 (+6 waypoints)|10|41|19|4: Numbers|None}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;kilTPCqepVs&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;DW6PbLM69G0&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Endgame&amp;diff=63176</id>
		<title>Endgame</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Endgame&amp;diff=63176"/>
		<updated>2021-02-18T14:27:45Z</updated>

		<summary type="html">&lt;p&gt;Zonination: Added Objectives and Medals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=The Fog of War|previous=The Sicilian Defense|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 2, MISSION 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[64th Raptors]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Alpha wing of the 64th is sent to assist the warships guarding the Knossos.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
[[Aken Bosch|Admiral Bosch]] orders the remnants of his fleet to enter the [[Knossos]] portal, guarded by a few GTVA warships. Most of the NTF ships are destroyed, but the [[FreeSpace 2 Rebel Ship Database#NTC Alexandria|NTC &#039;&#039;Alexandria&#039;&#039;]] broke through and entered the node. Alpha wing of the 64th is now deployed to assist in the blockade and fend off any ships until the arrival of the GTVA Colossus.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
A recommended loadout is the [[GTF Pegasus]] armed with the [[GTW Prometheus S|Prometheus S]], a bank of [[GTM Harpoon|Harpoon]]s and a bank of [[GTM Tornado|Tornado]]s, but if the low firepower and weak armoring of the Pegasus does not suit your flying style, you can try something else, such as the [[GTF Myrmidon]].&lt;br /&gt;
&lt;br /&gt;
This is the last mission against the [[Neo-Terran Front|NTF]]. As you jump in, you can see the [[FreeSpace 2 Terran Ship Database#GTCv Monitor|&#039;&#039;Monitor&#039;&#039;]], a [[GTCv Deimos|Deimos-class corvette]] in front of you, and the [[FreeSpace 2 Terran Ship Database#GTC Fortune|&#039;&#039;Fortune&#039;&#039;]], a [[GTC Fenris|Fenris cuiser]], a short distance behind. The [[Knossos]] subspace portal is also located in the background.&lt;br /&gt;
&lt;br /&gt;
After a short conversation, in which is said that the [[GTVA Colossus|GTVA &#039;&#039;Colossus&#039;&#039;]] has taken down the [[FreeSpace_2_Rebel_Ship_Database#NTC_Vanguard|NTC Vanguard]], the Monitor is attacked by NTF fighters and bombers. Prioritize the bombers; the fighters escorting the bombers are practically harmless. Shortly after, the [[FreeSpace 2 Rebel Ship Database#NTC Loyola|NTC &#039;&#039;Loyola&#039;&#039;]], an [[GTC Aeolus|Aeolus-class cruiser]], enters the area and attacks the Monitor. Ignore it; the cruiser is very dangerous to fighters and it isn&#039;t too much trouble for the Monitor. You can accomplish your mission by defending the Monitor from the first wave of fighters.&lt;br /&gt;
&lt;br /&gt;
When the first wave of NTF fighters go down, the [[GTVA Colossus|&#039;&#039;Colossus&#039;&#039;]] jumps in and stops in front of and directly above the Knossos. From here, you don&#039;t have to do much. If you have the mood to, you can engage the incoming [[GTB Medusa|Medusa bombers]] to get kills. When the [[GTCv Deimos|Deimos corvette]] [[FreeSpace 2 Rebel Ship Database#NTCv Danton|NTCv &#039;&#039;Danton&#039;&#039;]] jumps in, do not engage it. The Colossus will have no problems making mincemeat out of it.&lt;br /&gt;
&lt;br /&gt;
The [[NTF Iceni|NTF &#039;&#039;Iceni&#039;&#039;]] jumps in shortly after the Danton&#039;s destruction, and you get orders to destroy it. At that crucial moment in time, however, the Colossus experiences a temporary malfunction in its fire control and is unable to attack, giving the Iceni a window to escape, which it does. After it jumps out, you are ordered to return to base.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Defend the Knossos device&lt;br /&gt;
* Secondary Objectives:&lt;br /&gt;
** &amp;lt;s&amp;gt;Intercept and destroy the Iceni&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Awardable_Medals#FreeSpace_2_Medals|Medals]]===&lt;br /&gt;
&lt;br /&gt;
You will obtain a &#039;&#039;&#039;NTF Campaign Victory Star&#039;&#039;&#039; for protecting &#039;&#039;both&#039;&#039; the &#039;&#039;&#039;Fortune&#039;&#039;&#039; &#039;&#039;and&#039;&#039; the &#039;&#039;&#039;Monitor&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*You can order both the GTC Fortune and GTCv Monitor around. This is useful because otherwise the former won&#039;t fire on NTF ships. Order the Fortune to attack enemy warships, and the Monitor to attack the Loyola, and things will move slightly faster.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*This is the only mission in the main FreeSpace 2 campaign where you can fly the Pegasus stealth fighter without modifying the mission file.&lt;br /&gt;
*A few oversights can be seen by opening this mission in FRED. In particular, messages regarding the Iceni and the Danton are defined, but not called during the mission.&lt;br /&gt;
*In the briefing, the GTCv Monitor is mispronounced as GTA Monitor by the voice actor.&lt;br /&gt;
*The return to base objective is triggered by the Iceni jumping out; if you somehow manage to destroy the Iceni, you will not get a return to base directive and will be forced to restart the mission.&lt;br /&gt;
&lt;br /&gt;
==Name Origin==&lt;br /&gt;
In chess, the &amp;quot;&#039;&#039;endgame&#039;&#039;&amp;quot; is the stage of the game where there are few pieces left on the board. Due to the lack of pieces at this stage, the king is one of the most powerful and important pieces on the board (due to a lower number of possible checks against it), the side with more pawns remaining generally has the advantage (such as through the use of attrition), and the importance of any passed pawns is increased greatly.&lt;br /&gt;
&lt;br /&gt;
The name of this mission, as well as the two preceding it ([[The King&#039;s Gambit]] and [[The Sicilian Defense]]), likely alludes to the drastic movements of NTF forces, and the GTVA&#039;s response to said movements, as the [[NTF Rebellion]] draws to a close.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
* [[FreeSpace_2_Terran_Ship_Database#GTC_Fortune|GTC Fortune]]&lt;br /&gt;
* [[FreeSpace_2_Terran_Ship_Database#GTCv_Monitor|GTCv Monitor]]&lt;br /&gt;
* [[GTVA Colossus]]&lt;br /&gt;
* [[FreeSpace_2_Rebel_Ship_Database#NTC_Loyola|NTC Loyola]]&lt;br /&gt;
* [[FreeSpace_2_Rebel_Ship_Database#NTCv_Danton|NTCv Danton]]&lt;br /&gt;
* [[NTF Iceni]]&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM2-06.fs2|69.8 KB|Brad Johnson|48 (1 waypoint)|9|55|28|6: Joshua|Brief6}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;I_CAFtrWuNo&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;2OvTpiObidg&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=The_Sicilian_Defense&amp;diff=63175</id>
		<title>The Sicilian Defense</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=The_Sicilian_Defense&amp;diff=63175"/>
		<updated>2021-02-18T14:13:09Z</updated>

		<summary type="html">&lt;p&gt;Zonination: Added Objectives&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=Endgame|previous=The King&#039;s Gambit|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 2, MISSION 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[64th Raptors]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Intelligence has discovered a Neo-Terran rallying point in [[Gamma Draconis]], and it is possible that the [[NTF Iceni|&#039;&#039;Iceni&#039;&#039;]] may jump in at this rallying point.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
The [[Neo-Terran Front]] is regrouping to take the [[Knossos]] at &amp;quot;rallying points&amp;quot;. Intelligence believes that they know the rallying point of the [[NTF Iceni|NTF &#039;&#039;Iceni&#039;&#039;]]. Alpha wing of the 64th is sortied to take down all NTF warships that arrive at this rallying point, while Beta wing provides fighter cover.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
A recommended loadout is the [[GTB Artemis|GTB &#039;&#039;Artemis&#039;&#039;]] armed with the [[GTW Prometheus S]], two banks of [[GTM Cyclops|Cyclops torpedoes]] and a missile bank of your choice.&lt;br /&gt;
&lt;br /&gt;
Like [[The King&#039;s Gambit]], this mission is also a bombing run. It is more difficult than the previous one, however, and your ability of survive a prolonged battle in a bomber is tested here.&lt;br /&gt;
&lt;br /&gt;
When you jump in, you do not see the [[NTF Iceni|&#039;&#039;Iceni&#039;&#039;]], but instead the [[FreeSpace 2 Rebel Ship Database#NTD Vindicator|&#039;&#039;Vindicator&#039;&#039;]], an [[GTD Orion|Orion-class destroyer]], and the [[FreeSpace 2 Rebel Ship Database#NTT Venture|&#039;&#039;Venture&#039;&#039;]], an [[GTT Argo|&#039;&#039;Argo&#039;&#039;-class transport]]. Destroy the &#039;&#039;Venture&#039;&#039; first. Then target the &#039;&#039;Vindicator&#039;&#039;&#039;s beam cannons and destroy them. Taking both ships out should not be too much trouble since you and your wingmen have a full loadout. As you commence your bombing run on these two ships, the Vasudans send in a [[GVCv Sobek|&#039;&#039;Sobek&#039;&#039;-class corvette]], the [[FreeSpace 2 Vasudan Ship Database#GVCv Hyksos|GVCv &#039;&#039;Hyksos&#039;&#039;]], to assist you. You have to defend this vessel. It&#039;s critical that you destroy the Vindicator&#039;s main beams before the Hyksos arrives, otherwise the corvette will probably be destroyed. Against the remaining enemy ships, the corvette should handle itself, but go ahead and lob a few bombs at the enemy to get kill points. Delta wing of Artemis bombers will also be sortied to help you out. There will be enemy fighters flying around, but Delta can take care of itself, and the enemy fighters should not pose too much of a threat to you.&lt;br /&gt;
&lt;br /&gt;
If the &#039;&#039;Hyksos&#039;&#039; is destroyed, the [[FreeSpace 2 Terran Ship Database#GTCv Diomedes|GTCv &#039;&#039;Diomedes&#039;&#039;]], a [[GTCv Deimos|&#039;&#039;Deimos&#039;&#039;-class corvette]], will jump in. Also note that if any of the NTF warships are able to escape, the mission will be aborted immediately.&lt;br /&gt;
&lt;br /&gt;
The mission lets you fly fighters instead of bombers. The Perseus is recommended, but any ship that can engage fighters will do the job. The &#039;&#039;Vindicator&#039;&#039;&#039;s left-side beam turrets are severely damaged, so you can quickly get rid of them, and pay attention to fighters onwards. The &#039;&#039;Yoshimoto&#039;&#039;, the &#039;&#039;Deimos&#039;&#039; that comes in after the &#039;&#039;Vindicator&#039;&#039; gets destroyed, will have time to fire one of its rear beams at the &#039;&#039;Hyksos&#039;&#039;. Get rid of it and continue flying intercept. The last two warships&amp;amp;mdash;a &#039;&#039;Leviathan&#039;&#039; and an &#039;&#039;Aeolus&#039;&#039;&amp;amp;mdash;won&#039;t be a threat to the &#039;&#039;Hyksos&#039;&#039; if you were fast enough. You can get a lot of kills in this mission, though not as much score as if you were flying bomber. Note that this tactic will require more time.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Destroy rebel warships&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* As with the [[FreeSpace 2 Vasudan Ship Database#GVCv Khenmu|GVCv &#039;&#039;Khenmu&#039;&#039;]] in [[Slaying Ravana]], the &#039;&#039;Hyksos&#039;&#039; brings its excellent flak and beam cover into battle, though in this mission there are too many threats to simply sit back and watch. The problem here is that the &#039;&#039;Hyksos&#039;&#039; stands a serious chance of being destroyed by the &#039;&#039;Vindicator&#039;&#039;. To prevent this, take out some of the &#039;&#039;Vindicator&#039;&#039;&#039;s portside heavy beam turrets.&lt;br /&gt;
* There&#039;s no reward for successfully protecting the &#039;&#039;Hyksos&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Name Origin==&lt;br /&gt;
The &amp;quot;&#039;&#039;Sicilian Defense&#039;&#039;&amp;quot; is an opening move in chess, where Black moves one of its off-center pawns forward in preparation for any possible attempt by White to secure control over the center of the board. This move is widely regarded as Black giving White the space to move its back row pieces forward, in exchange for Black being able to restrict (and thus dictate) where White can and should move its pieces around the board.&lt;br /&gt;
&lt;br /&gt;
The name of this mission likely alludes to the GTVA&#039;s response to the NTF&#039;s sudden movement of most of its remaining ships towards the Knossos, which itself is alluded to in the name of the preceding mission ([[The King&#039;s Gambit]]). In this vein, the name of the following mission ([[Endgame]]) is also a allusion to chess, albeit to a stage in the game, not a move played by either side.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
* [[FreeSpace_2_Terran_Ship_Database#GTCv_Diomedes|GTCv Diomedes]]&lt;br /&gt;
* [[FreeSpace_2_Rebel_Ship_Database#NTC_Alba|NTC Alba]]&lt;br /&gt;
* [[FreeSpace_2_Rebel_Ship_Database#NTC_Epigoni|NTC Epigoni]]&lt;br /&gt;
* [[FreeSpace_2_Rebel_Ship_Database#NTCv_Yoshitomo|NTCv Yoshitomo]]&lt;br /&gt;
* [[FreeSpace_2_Rebel_Ship_Database#NTD_Vindicator|NTD Vindicator]]&lt;br /&gt;
* [[FreeSpace_2_Rebel_Ship_Database#NTT_Venture|NTT Venture]]&lt;br /&gt;
* [[FreeSpace_2_Vasudan_Ship_Database#GVCv_Hyksos|GVCv Hyksos]]&lt;br /&gt;
&lt;br /&gt;
==New equipment==&lt;br /&gt;
*[[GTM Piranha]]&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM2-05.fs2|69.7 KB|Brad Johnson|54 (+1 waypoint)|12|47|22|5: Deuteronomy|Brief5}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;CLOQG4d9fnw&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;5kcKSpLkEPA&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=The_King%27s_Gambit&amp;diff=63174</id>
		<title>The King&#039;s Gambit</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=The_King%27s_Gambit&amp;diff=63174"/>
		<updated>2021-02-18T14:05:34Z</updated>

		<summary type="html">&lt;p&gt;Zonination: Added Objectives and Medals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=The Sicilian Defense|previous=Proving Grounds|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 2, MISSION 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[64th Raptors]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The GTVA 3rd Fleet and 11th Vasudan Battle Group blockade the [[Gamma Draconis]] jump node, destroying any NTF warship that enters.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
[[Aken Bosch|Admiral Bosch]] sends his forces on a charge to the [[Knossos]] subspace portal. The 3rd Terran fleet and 11th Vasudan Battle Group attempt to hold him off with the help of Alpha, Beta and Gamma wings from the 64th, as well as the combined firepower of four [[GTSG Mjolnir|Mjolnir remote beam cannons (RBCs)]].&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
This is a bombing run mission. Your objective is to destroy at least 4 of the 6 hostile ships that jump in. The [[GTB Artemis]], armed with the [[GTW Prometheus S]] and three banks of [[GTM Cyclops]] is ideal for this mission, as the Artemis is the most maneuverable [[GTVA]] bomber you can use. A Vasudan [[GVD Typhon]]-class destroyer and several Mjolnir RBCs will assist you with their firepower.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can choose a fighter from another wing and let your wingmen do the bombing runs. With good instructions, the RBCs, the Typhon and your wingmen can destroy the [[Neo-Terran Front|NTF]] ships without much difficulty. Hunt down fighters if you choose this path, and be sure to loadout with a bank of [[GTM Harpoon|Harpoons]].&lt;br /&gt;
&lt;br /&gt;
The first NTF ship that arrives on the scene is the [[GTD Orion|Orion-class destroyer]] NTD Uhuru. You have to fire a few Cyclops at it to ensure its destruction. The Uhuru jumps in with a complement of [[GTF Hercules|Hercules fighters]] will head after the Mjolnir sentry guns. Your fighter assistance can handle them most of the time, but you should engage the NTF fighters after you have delivered a few bombs at the Uhuru. Losing the Mjolnir cannons or the Vasudan destroyer can mean a serious loss of firepower as you won&#039;t have the firepower to neutralize other enemy warships that jump in. If the Hedetet is destroyed, it will be replaced by other warships with inferior firepower.&lt;br /&gt;
&lt;br /&gt;
Order your bomber wings to attack the next series of warships that jump in. The messaging system in FreeSpace 2 is a little rudimentary, so you will need to order them to destroy a warship every time one jumps in.&lt;br /&gt;
&lt;br /&gt;
Damaging the engines of the warships immediately gains you more time before they jump out. If you manage to disable one of the warships, it will not be able to escape at all. Acquiring quick lock on a moving target with Cyclops requires time. If you practice more, and understand the targeting engine of FreeSpace, you will have the advantage.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Intercept and destroy all NTF warships&lt;br /&gt;
&lt;br /&gt;
===[[Awardable_Medals#FreeSpace_2_Medals|Medals]]===&lt;br /&gt;
&lt;br /&gt;
You will obtain a &#039;&#039;&#039;Distinguished Flying Cross&#039;&#039;&#039; for destroying all &#039;&#039;&#039;NTF warships&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* It is noted that when the Uhuru jumps in, it does so at a speed of over 150m/s, reaching its waypoint faster than the other ships. One way to take down this destroyer is to target its engines as soon as it jumps in, launch a salvo of Cyclops torpedoes and follow it. Alternatively, you can order your wingmen to destroy it for you.&lt;br /&gt;
* If you completed SOC Loop 1, you will also be given a choice to fly the [[GTB Artemis D.H.]] in this mission, on top of the other ships available for choice by default.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* This mission has the following glitches caused by using a pilot, created in FS2_Open 3.6.7 or older, in this mission on FS2_Open 3.6.9. You will need to downgrade your copy of FS2_Open, create a new pilot on FS2_Open 3.6.9, or make do with whatever you have, in order to rectify these problems. Keep in mind that creating a new pilot will cause you to lose all your progress.&lt;br /&gt;
** At times, the weapon selection screen may not offer bombs of any type, although missiles are still available;&lt;br /&gt;
** Odd readouts for secondary weapons;&lt;br /&gt;
** No simulated voice in the tech room.&lt;br /&gt;
* If any of the NTF ships escape, they will not make any further appearance in the campaign.&lt;br /&gt;
* In the event that the Hedetet is destroyed, more GTVA warships arrive to replace the destroyer, starting with the Unut, then the York and Warwick if the Unut is destroyed. Oddly enough, Command doesn&#039;t get upset if the Hedetet and its replacements get destroyed.&lt;br /&gt;
&lt;br /&gt;
==Name Origin==&lt;br /&gt;
The &amp;quot;&#039;&#039;King&#039;s Gambit&#039;&#039;&amp;quot; is an opening move in chess, where White attempts to sacrifice one of its own pawns to an attack from Black&#039;s pawn. If Black takes the gambit and attack, White gains a positional advantage for its other pawns, enabling the higher value pieces in its back row to move out faster, and denying Black control of the center of the board, at the risk of White exposing its king to an early checkmate.&lt;br /&gt;
&lt;br /&gt;
The name of this mission is likely an allusion to the drastic movements of the remaining NTF forces towards the Knossos, sacrificing some of their ships to Alliance forces in the hope that the GTVA would be sufficiently distracted so the remaining ships can get to the subspace portal. Thus, in this context, the name of the next mission ([[The Sicilian Defense]]) is the GTVA&#039;s response to the NTF&#039;s movements, while the mission after that ([[Endgame]]) is also an allusion to chess, albeit to a stage in the game and not a move played by either side.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
* [[FreeSpace_2_Terran_Ship_Database#GTC_Warwick|GTC Warwick]]&lt;br /&gt;
* [[FreeSpace_2_Terran_Ship_Database#GTCv_York|GTCv York]]&lt;br /&gt;
* [[FreeSpace_2_Rebel_Ship_Database#NTC_Liberty|NTC Liberty]]&lt;br /&gt;
* [[FreeSpace_2_Rebel_Ship_Database#NTC_Undaunted|NTC Undaunted]]&lt;br /&gt;
* [[FreeSpace_2_Rebel_Ship_Database#NTCv_Pax|NTCv Pax]]&lt;br /&gt;
* [[FreeSpace_2_Rebel_Ship_Database#NTCv_Perseverance|NTCv Perseverance]]&lt;br /&gt;
* [[FreeSpace_2_Rebel_Ship_Database#NTD_Uhuru|NTD Uhuru]]&lt;br /&gt;
* [[FreeSpace_2_Rebel_Ship_Database#NTT_Inspiration|NTT Inspiration]]&lt;br /&gt;
* [[FreeSpace_2_Vasudan_Ship_Database#GVC_Unut|GVC Unut]]&lt;br /&gt;
* [[FreeSpace_2_Vasudan_Ship_Database#GVD_Hedetet|GVD Hedetet]]&lt;br /&gt;
&lt;br /&gt;
==New equipment==&lt;br /&gt;
* [[GTB Artemis]]&lt;br /&gt;
* [[GTB Artemis D.H.]] if you complete SOC Loop 1&lt;br /&gt;
* [[GTW Prometheus S]]&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM2-04.fs2|70.7 KB|Brad Johnson|44 (+1 waypoint)|9|47|20|4: Numbers|Brief5}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;meEgqEukNLQ&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;PBgdtoz1cYY&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Proving_Grounds&amp;diff=63169</id>
		<title>Proving Grounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Proving_Grounds&amp;diff=63169"/>
		<updated>2021-02-17T22:54:32Z</updated>

		<summary type="html">&lt;p&gt;Zonination: /* Objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=The King&#039;s Gambit|previous=A Game of TAG|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 2, MISSION 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[134th Barracudas]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The 134th evaluates the capabilities of the new GTF &#039;&#039;Pegasus&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
The 134th will test the new [[GTF Pegasus|&#039;&#039;Pegasus&#039;&#039;-class stealth fighter]]. Alpha wing will protect the GTC &#039;&#039;Oberon&#039;&#039;, a decommissioned [[GTC Fenris|&#039;&#039;Fenris&#039;&#039; cruiser]], using conventional fighters, while Delta wing, flying the &#039;&#039;Pegasus&#039;&#039;, attacks. Engineers on board the [[GTD Aquitaine|GTD &#039;&#039;Aquitaine&#039;&#039;]] will monitor the exercise and gather test data as the evaluation is carried out.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
You have to test the new &#039;&#039;Pegasus&#039;&#039;-class stealth fighter in this mission. You will be flying against Delta wing, who will be flying the stealth fighters. For the duration of the exercise, all fighters are invulnerable (or, as Command puts it, &amp;quot;Your weapons will be switched to training mode for this exercise.&amp;quot;), so don&#039;t worry about accidentally killing anyone. If you equip one primary bank with the [[GTW Morning Star]], you stand a good chance of decently defending the Oberon on Medium difficulty or easier for two minutes.&lt;br /&gt;
&lt;br /&gt;
When the two minutes have passed, and Command is about to begin the second test, a wing of &#039;&#039;[[SB Nahema|Nahema]]s&#039;&#039; are detected jumping in, so the exercise is aborted. As Delta wing departs and your weapons are re-armed (hence removing invulnerability), the Shivan bombers attack the &#039;&#039;Oberon&#039;&#039; and &#039;&#039;Aquitaine&#039;&#039;. The &#039;&#039;Oberon&#039;&#039; is likely to get destroyed by the Shivans no matter what you do, and its loss will not affect your performance for this mission. Destroy that wing as quickly as possible and then fly back to the &#039;&#039;Aquitaine&#039;&#039;. A wing of [[SB Nephilim|&#039;&#039;Nephilim&#039;&#039;-class bombers]] will jump in shortly after, so engage and destroy them. At this point, Commands announces the arrival of the &#039;&#039;Tiamat&#039;&#039;, a [[SCv Moloch|&#039;&#039;Moloch&#039;&#039;-class corvette]]. If you want to have any chance of destroying the corvette, fly close to it so that the &#039;&#039;Aquitaine&#039;&#039; can hit it with its beams. Take out its beam turrets and if you are planning on pounding it with [[GTM Tempest|Tempest]]s or [[GTM Hornet|Hornet]]s, destroy the flak guns as well.&lt;br /&gt;
&lt;br /&gt;
On lower difficulty settings, the Aquitaine won&#039;t do enough damage to the Moloch to destroy it. The solution to this problem is to either equip a bank of [[GTM EMP Adv.]] or play this mission on Medium difficulty or higher. On the other hand, the &#039;&#039;Oberon&#039;&#039; is extremely difficult to defend from Delta wing on Hard or Insane difficulty.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Escort the Aquitaine to the jump node&lt;br /&gt;
* Secondary Objectives:&lt;br /&gt;
** Destroy the Tiamat&lt;br /&gt;
** Destroy Shivan fighters and bombers&lt;br /&gt;
** Protect the Oberon for 2 minutes&lt;br /&gt;
&lt;br /&gt;
===[[Awardable_Medals#FreeSpace_2_Medals|Medals]]===&lt;br /&gt;
&lt;br /&gt;
You will obtain an &#039;&#039;&#039;Order of Galatea&#039;&#039;&#039; for keeping the &#039;&#039;&#039;Aquitaine&#039;&#039;&#039; above 50% Hull Integrity.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* An interesting way to defend the &#039;&#039;Oberon&#039;&#039; is to load one of your secondary banks with [[GTM EMP Adv.|EMP missiles]] and fire a salvo of them at the &#039;&#039;Oberon&#039;&#039; every time Delta wing attacks the cruiser. Your HUD will mess up momentarily, but Delta will be far worse off. Eventually they will get annoyed and start shooting at you, but since you are marked invulnerable for the duration of the exercise, you will come out unscathed. Be warned, however, that this tactic may also cause them to open fire on the non-invulnerable &#039;&#039;Aquitaine&#039;&#039; on occasion.&lt;br /&gt;
* Despite its low damage values, the EMP Adv. also has the &amp;quot;big damage&amp;quot; weapon flag, so it does its tabled damage rates against ships with the &amp;quot;huge&amp;quot; flag, such as the &#039;&#039;Moloch&#039;&#039; corvette. As none of your other available weapons have the &amp;quot;big damage&amp;quot;, their damage done to the &#039;&#039;Tiamat&#039;&#039; will decrease as hull integrity approaches critical, until they do absolutely no damage whatsoever. This means the EMP Adv. is the only weapon you can use that can outright destroy the &#039;&#039;Tiamat&#039;&#039; without the Aquitaine&#039;s assistance.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The mission goal text for the &amp;quot;Protect Aquitaine&amp;quot; objective is titled &amp;quot;Protect Orion&amp;quot;.&lt;br /&gt;
* The Aquitaine must warp out with at least 50% hull integrity for the [[Awardable Medals|Order of Galatea]] medal to be awarded.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
* [[GTD Aquitaine]]&lt;br /&gt;
* [[GTC Oberon]]&lt;br /&gt;
* [[FreeSpace_2_Shivan_Ship_Database#SCv_Tiamat|SCv Tiamat]]&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM2-03.fs2|60.2 KB|Brad Johnson|33 (+2 waypoints)|9|60|33|3: Leviticus|Brief3}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;Z1usMc7e_38&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;_rDQnxt4Ntc&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=A_Game_of_TAG&amp;diff=63168</id>
		<title>A Game of TAG</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=A_Game_of_TAG&amp;diff=63168"/>
		<updated>2021-02-17T22:54:18Z</updated>

		<summary type="html">&lt;p&gt;Zonination: /* Objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=Proving Grounds|previous=Battle of the Wilderness|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 2, MISSION 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[134th Barracudas]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The 134th evaluates the combat usefulness of the [[GTM TAG-A|prototype TAG missile]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
After a successful rendezvous with the GTCv Warspite in the nebula beyond [[Gamma Draconis]], the 134th Barracudas now evaluates the usefulness of the Target Acquisition and Guidance (TAG) missile, which the [[GTVA]] hopes will give them an advantage against the [[Shivans]]. The Lucidity will provide AWACS coverage and the Warspite will provide beam cover while [[Alpha 1]] and 2 TAG Shivans with [[GTM TAG-A|prototype TAG-A missiles]].&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
This mission is easier than it looks. Your loadout for this mission cannot be changed, and you will be flying a [[GTF Ulysses]] armed with one [[GTW Subach HL-7]] and one [[GTW Prometheus R]]. You also have a new kind of missile in your secondary bank. It is the [[GTM TAG-A]] missile, which is used to paint hostile fighters so a nearby warship can open fire at it from a longer distance, and with higher accuracy. Coupled with the [[ULTRA Anti-Fighter Beam]]s on the [[GTCv Deimos|Deimos-class]] Warspite, this mission can be quite easy.&lt;br /&gt;
&lt;br /&gt;
The first squadron of fighters you encounter are [[SF Basilisk|Basilisk heavy fighters]]. They are easy to hit, but a squadron of [[SF Mara|Mara fighters]] come next. These fighters are far more maneuverable and much smaller than the Basilisks and present a greater challenge. TAG them all the way. Try to get as close to them as possible to greatly increase your chance of hitting. There&#039;s no easy way to do this, either TAG them all, or take them down yourself. It&#039;s much easier to just TAG them though. Make sure you stay within 3000 meters of the Warspite, otherwise your TAGs will be useless.&lt;br /&gt;
&lt;br /&gt;
Next, the Warspite is attacked by Shivan bombers and fighters. You&#039;re not properly armed to face those fighters, but Command orders you to engage anyway. As always target bombs and bombers first. Simply TAG the bombers and fighters and hunt down the bombs. Note that unless you&#039;re fantastically accurate with the TAGs, you&#039;ll probably need to re-arm midway.&lt;br /&gt;
&lt;br /&gt;
Keep an eye on the GTA Lucidity as well. The [[GTA Charybdis|AWACS]] goes down pretty fast, especially under hails of Hornet fire. &lt;br /&gt;
&lt;br /&gt;
Sometime after, Kappa 3 will jump in ([[Mystery_of_the_Trinity|remember him?]]), screaming for Command to pull the fleet from the nebula and to shut down the Knossos. Shortly after he finishes screaming, he gets shot down by Shivan fighters. Finish off all the Shivan fighters to complete the mission.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Destroy all Shivan fighters&lt;br /&gt;
** Protect the Warspite&lt;br /&gt;
** Protect the Lucidity&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Since using two TAG-A missiles on a single target yields no advantages over using just one, switching to single-fire mode in this mission will help you conserve the amount of TAG-As you fire, potentially eliminating the need for you to re-arm for the entire mission.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*The Lucidity has a waypoint patrol, but never actually carries them out. A FREDding oversight.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
* [[FreeSpace_2_Terran_Ship_Database#GTCv_Warspite|GTCv Warspite]]&lt;br /&gt;
* [[FreeSpace_2_Terran_Ship_Database#GTA_Lucidity|GTA Lucidity]]&lt;br /&gt;
* Kappa 3 from [[Mystery of the Trinity]]&lt;br /&gt;
&lt;br /&gt;
==New equipment==&lt;br /&gt;
* [[GTM TAG-A]]&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM2-02.fs2|55.2 KB|James Agay|31 (+3 waypoints)|7|31|26|5: Deuteronomy|Brief2}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;_Cws8acxKqs&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;Rl977VQsGUI&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Battle_of_the_Wilderness&amp;diff=63167</id>
		<title>Battle of the Wilderness</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Battle_of_the_Wilderness&amp;diff=63167"/>
		<updated>2021-02-17T22:53:46Z</updated>

		<summary type="html">&lt;p&gt;Zonination: /* Objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|- cellpadding=&amp;quot;8&amp;quot; style=&amp;quot;background:#000000;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Feint! Parry! Riposte!|Previous Mission]] or [[...But Hate the Traitor|SOC Loop 1]]&lt;br /&gt;
| [[FreeSpace 2 Campaign Walkthrough]]&lt;br /&gt;
| [[A Game of TAG|Next Mission]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 2, MISSION 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[134th Barracudas]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The 134th protects a convoy carrying the prototype TAG missile and tests the functionality of the GTA &#039;&#039;Charybdis&#039;&#039; in the nebula. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
Alpha wing of the 134th Barracudas is assigned to guard two transports carrying the [[GTM TAG-A|prototype Target Acquisition and Guidance (TAG) missile system]] to a rendezvous point with the GTCv &#039;&#039;Warspite&#039;&#039;, deep within the nebula beyond [[Gamma Draconis]]. The GTA &#039;&#039;Lucidity&#039;&#039; provides AWACS support and its usefulness in combat is evaluated in this mission.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
This is a long and boring escort mission. The swirling gases of the nebula make combat difficult, so pick your shots. Don&#039;t be afraid to use your secondaries; a double bank of [[GTM Harpoon]]s can be put to good use here.&lt;br /&gt;
&lt;br /&gt;
The convoy you are tasked to defend consists of the &#039;&#039;Erinpura&#039;&#039; and &#039;&#039;Vauban&#039;&#039;, both [[GTFr Triton|&#039;&#039;Triton&#039;&#039;-class freighters]]. A short distance behind them, the &#039;&#039;Lucidity&#039;&#039;, a [[GTA Charybdis|&#039;&#039;Charybdis&#039;&#039;-class AWACS]], provides long-range sensor support.&lt;br /&gt;
&lt;br /&gt;
At least one of the freighters must survive in order to complete the mission. You can allow the cargo to be destroyed, as the mission script will not recognize that it was lost. It is unlikely that the cargo will be destroyed in any case, as the Shivans target the freighters directly. The Shivans will use fighters and a few bombers to attack the convoy. As always, prioritize bombs before bombers, bombers before fighters.&lt;br /&gt;
&lt;br /&gt;
The SC &#039;&#039;Malor&#039;&#039;, a [[SC Cain|&#039;&#039;Cain&#039;&#039;-class cruiser]], will also attack the convoy. The Cain class is the weakest of all Shivan cruisers, so you won&#039;t find it difficult to destroy. In addition, the Cain&#039;s main gun appears to be locked, so it probably will not pose too much of a threat to the freighters or to your wingmen. Try to destroy the cruiser&#039;s anti-fighter beam to give you and your wingmen an easier time taking her out. Once the two freighters have reached the GTCv &#039;&#039;Warspite&#039;&#039;, the mission is complete and you may return to base.&lt;br /&gt;
&lt;br /&gt;
If things get too hot, a wing of Medusa bombers are at your disposal. Call them in if the freighters are in danger of being destroyed by the &#039;&#039;Malor&#039;&#039;, which is unlikely if you act fast enough.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Escort the Vauban to the Warspite&lt;br /&gt;
** Escort the Erinpura to the Warspite&lt;br /&gt;
* Secondary Objectives:&lt;br /&gt;
** Protect the Lucidity&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Warspite comes with main beams replaced by [[ULTRA Anti-Fighter Beam]]s in this mission, but as the corvette is not engaging any enemies, they never fire. Warspite comes with the same setup in [[A Game of TAG]].&lt;br /&gt;
&lt;br /&gt;
==Total number of forces==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=0 align=center&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=2 style=&amp;quot;background:#3C1E1E; font-size: 150%&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Forces involved&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#202020&amp;quot;| &#039;&#039;&#039;Belligerents&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |&lt;br /&gt;
*[[Galactic Terran-Vasudan Alliance|GTVA]]&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |&lt;br /&gt;
*[[Shivans]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#202020&amp;quot;| &#039;&#039;&#039;Ships&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; | &lt;br /&gt;
*1 [[GTCv Deimos|GTC &#039;&#039;Deimos&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#GTCv Warspite|&#039;&#039;Warspite&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
*1 [[GTA Charybdis|GTA &#039;&#039;Charybdis&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#GTA Lucidity|&#039;&#039;Lucidity&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
*2 [[GTFR Triton|GTFr &#039;&#039;Triton&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#GTFr Erinpura|&#039;&#039;Erinpura&#039;&#039;]]&lt;br /&gt;
*** Docked: &#039;&#039;TC 28&#039;&#039;&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#GTFr Vauban|&#039;&#039;Vauban&#039;&#039;]]&lt;br /&gt;
*** Docked: &#039;&#039;TC 27&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*2 [[TC-TRI|TC-TRI Containers]]&lt;br /&gt;
** &#039;&#039;TC 27&#039;&#039;&lt;br /&gt;
*** Cargo: &#039;&#039;TAG Missiles&#039;&#039;&lt;br /&gt;
** &#039;&#039;TC 28&#039;&#039;&lt;br /&gt;
*** Cargo: &#039;&#039;TAG Missiles&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |&lt;br /&gt;
*1 [[SC Cain|SC &#039;&#039;Cain&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Shivan Ship Database#SC Malor|&#039;&#039;Malor&#039;&#039;]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#202020&amp;quot;| &#039;&#039;&#039;Spacecraft&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; | &lt;br /&gt;
*4-8 [[GTF Perseus|GTF &#039;&#039;Perseus&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Alpha&#039;&#039;&#039;&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Beta&#039;&#039; (4) (*)&lt;br /&gt;
&lt;br /&gt;
*0-2 [[GTB Medusa|GTB &#039;&#039;Medusa&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Zeta&#039;&#039; (2) (*)&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |&lt;br /&gt;
*8 [[SF Manticore|SF &#039;&#039;Manticore&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Scorpio&#039;&#039; (4) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*8 [[SF Mara|SF &#039;&#039;Mara&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Libra&#039;&#039; (4) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*3 [[SF Basilisk|SF &#039;&#039;Basilisk&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Cancer&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
*6 [[SB Nephilim|SB &#039;&#039;Nephilim&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Virgo&#039;&#039; (2) &#039;&#039;&#039;*3 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=2 style=&amp;quot;background:#202020&amp;quot;| &#039;&#039;&#039;Casualties&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; | &lt;br /&gt;
*0-1 [[GTA Charybdis|GTA &#039;&#039;Charybdis&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#GTA Lucidity|&#039;&#039;Lucidity&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
*0-1 [[GTFR Triton|GTFr &#039;&#039;Triton&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#GTFr Erinpura|&#039;&#039;Erinpura&#039;&#039;]]&lt;br /&gt;
*** Docked: &#039;&#039;TC 28&#039;&#039;&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#GTFr Vauban|&#039;&#039;Vauban&#039;&#039;]]&lt;br /&gt;
*** Docked: &#039;&#039;TC 27&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*0-2 [[TC-TRI|TC-TRI Containers]]&lt;br /&gt;
** &#039;&#039;TC 27&#039;&#039;&lt;br /&gt;
*** Cargo: &#039;&#039;TAG Missiles&#039;&#039;&lt;br /&gt;
** &#039;&#039;TC 28&#039;&#039;&lt;br /&gt;
*** Cargo: &#039;&#039;TAG Missiles&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*3-7 [[GTF Perseus|GTF &#039;&#039;Perseus&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Alpha&#039;&#039;&#039;&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Beta&#039;&#039; (4) (*)&lt;br /&gt;
&lt;br /&gt;
*0-2 [[GTB Medusa|GTB &#039;&#039;Medusa&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Zeta&#039;&#039; (2) (*)&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width:160px&amp;quot; |&lt;br /&gt;
*1 [[SC Cain|SC &#039;&#039;Cain&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Shivan Ship Database#SC Malor|&#039;&#039;Malor&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*0-8 [[SF Manticore|SF &#039;&#039;Manticore&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Scorpio&#039;&#039; (4) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*0-8 [[SF Mara|SF &#039;&#039;Mara&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Libra&#039;&#039; (4) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*0-3 [[SF Basilisk|SF &#039;&#039;Basilisk&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Cancer&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
*0-6 [[SB Nephilim|SB &#039;&#039;Nephilim&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Virgo&#039;&#039; (2) &#039;&#039;&#039;*3 waves&#039;&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;(*) Beta and Zeta wings are reinforcements the player can call in at his discretion&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==New equipment==&lt;br /&gt;
* [[GTW Morning Star]]&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM2-01.fs2|61.1 KB|James Agay|30 (+4 waypoints)|7|38|22|5: Deuteronomy|Brief1}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;6PCwJ6efb7k&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;R4hzVgf0WjY&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=...But_Hate_the_Traitor&amp;diff=63166</id>
		<title>...But Hate the Traitor</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=...But_Hate_the_Traitor&amp;diff=63166"/>
		<updated>2021-02-17T22:53:30Z</updated>

		<summary type="html">&lt;p&gt;Zonination: /* Objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=Battle of the Wilderness|previous=Love the Treason...|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SOC LOOP 1, MISSION 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; 185th fighter squadron&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Alpha 1 and the 185th attack a GTVA cargo depot.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
Lieutenant-Commander [[Famous persons#FreeSpace 2|Christopher Snipes]] has been reassigned, his replacement being Lieutenant-Commander Jack Niven until further notice. The [[Neo-Terran Front]] has discovered a Terran supply depot and has deployed wings from the 185th to destroy the depot and patrol the surrounding area for hostile ships.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
As the mission begins, you are presented with a small cargo depot. Stop your engines and do not attack. The sentry guns can inflict damage on your wingmen, which will come in handy later. If you want, you can go for the cargo kills, but that will prove difficult, because the sentries are equipped with [[GTW Morning Star|kinetic weapons]]. &lt;br /&gt;
&lt;br /&gt;
Once the depot is out, wait for a little while. Eventually, a [[GTT Elysium|Elysium-class transport]], filled with civilians, will jump in and Alpha 2, Jack Niven, will give you orders to destroy it. &#039;&#039;&#039;&#039;&#039;Do not follow these orders.&#039;&#039;&#039;&#039;&#039; If you do, you&#039;ll face a court martial after the mission for violating [[Beta Aquilae Convention|BETAC]] and your wingmen will turn on you anyway.&lt;br /&gt;
&lt;br /&gt;
The other ships of your wing will attack eventually. You must destroy them in order to continue the mission. An easy way to do this is to park yourself directly behind the other ships of your wing so you can tear them to shreds with minimum effort once they go hostile. The Elysium skitters out of the area while you kill your wingmen. You will not be allowed to engage your jump drives immediately, as your fighter does not have the authorization codes.&lt;br /&gt;
&lt;br /&gt;
Shortly after you eliminate all your wingmen, the Saharan, an [[GTC Aeolus|Aeolus-class cruiser]] will jump in near you. Take evasive action to avoid its beams. After the first beam salvo, many NTF fighters will jump in to engage you, but almost immediately upon their arrival, several [[GTF Erinyes|Erinyes-class fighters]] from the SOC will jump in to assist you. At this point, you can sit back and watch as the SOC fighters completely overwhelm the NTF forces before departing. As they do, Allied Command will transmit the authorization codes to get your subspace drives back online so that you can return to base and complete the mission. &lt;br /&gt;
&lt;br /&gt;
Played fairly, this is a pure dogfight mission, and your goal is simply to be the last man standing. If you&#039;re good with a Myrmidon, you&#039;re golden and this will be simple.&lt;br /&gt;
&lt;br /&gt;
You will receive no information on Snipes after the mission.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Destroy all targets of opportunity&lt;br /&gt;
&lt;br /&gt;
===[[Awardable_Medals#FreeSpace_2_Medals|Medals]]===&lt;br /&gt;
&lt;br /&gt;
You will obtain an &#039;&#039;&#039;Intelligence Cross&#039;&#039;&#039; for &#039;&#039;&#039;not&#039;&#039;&#039; destroying the &#039;&#039;&#039;GTT Omega&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* This is a &amp;quot;No Traitor&amp;quot; mission, so you can start killing your wingmen even &#039;&#039;before&#039;&#039; they turn on you. You can also kill your reinforcements as well if you want some &#039;&#039;Erinyes&#039;&#039; kills for whatever reason.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The Saharan is designated &amp;quot;NTFC&amp;quot; (as opposed to NTC), a possible spelling error on the mission designer&#039;s part.&lt;br /&gt;
&lt;br /&gt;
==Name Origin==&lt;br /&gt;
&#039;&#039;&amp;quot;Love the treason, but hate the traitor&amp;quot;&#039;&#039; is a maxim by Julius Caesar. The mission that precedes &amp;quot;...But Hate the Traitor&amp;quot; is called, in fact, &amp;quot;Love the Treason...&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Total number of forces==&lt;br /&gt;
{{total_numbers_2&lt;br /&gt;
|belligerent_1 =[[Galactic Terran-Vasudan Alliance|GTVA]]&lt;br /&gt;
|belligerent_2 =[[Neo-Terran Front|NTF]]&lt;br /&gt;
|ship_1 =&lt;br /&gt;
* 1 [[GTT Elysium|GTT &#039;&#039;Elysium&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Omega&#039;&#039;&lt;br /&gt;
*** Cargo: &#039;&#039;Civilians&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 12 [[GTSG Alastor|GTSG &#039;&#039;Alastor&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Alastor 1&#039;&#039; through &#039;&#039;5&#039;&#039;, &#039;&#039;Alastor 7&#039;&#039;, &#039;&#039;Alastor 9&#039;&#039; and &#039;&#039;10&#039;&#039;, &#039;&#039;Alastor 12&#039;&#039; and &#039;&#039;13&#039;&#039;, &#039;&#039;Alastor 14&#039;&#039;, &#039;&#039;Alastor 16&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 6 &#039;&#039;[[TTC 1]]&#039;&#039;&lt;br /&gt;
** &#039;&#039;TTC 1&#039;&#039;&lt;br /&gt;
*** Cargo: &#039;&#039;Electronics&#039;&#039;&lt;br /&gt;
** &#039;&#039;TTC 2&#039;&#039;&lt;br /&gt;
*** Cargo: &#039;&#039;Electronics&#039;&#039;&lt;br /&gt;
** &#039;&#039;TTC 3&#039;&#039;&lt;br /&gt;
*** Cargo: &#039;&#039;[[Subach HL-7]]&#039;&#039;&lt;br /&gt;
** &#039;&#039;TTC 4&#039;&#039;&lt;br /&gt;
*** Cargo: &#039;&#039;Electronics&#039;&#039;&lt;br /&gt;
** &#039;&#039;TTC 5&#039;&#039;&lt;br /&gt;
*** Cargo: &#039;&#039;Scrap Metal&#039;&#039;&lt;br /&gt;
** &#039;&#039;TTC 6&#039;&#039;&lt;br /&gt;
*** Cargo: &#039;&#039;Subach HL-7&#039;&#039;&lt;br /&gt;
* 4 &#039;&#039;[[TAC 1]]&#039;&#039;&lt;br /&gt;
** &#039;&#039;TAC 1&#039;&#039;&lt;br /&gt;
*** Cargo: &#039;&#039;Food&#039;&#039;&lt;br /&gt;
** &#039;&#039;TAC 2&#039;&#039;&lt;br /&gt;
*** Cargo: &#039;&#039;Medical Supplies&#039;&#039;&lt;br /&gt;
** &#039;&#039;TAC 3&#039;&#039;&lt;br /&gt;
*** Cargo: &#039;&#039;Food&#039;&#039;&lt;br /&gt;
** &#039;&#039;TAC 4&#039;&#039;&lt;br /&gt;
*** Cargo: &#039;&#039;Medical Supplies&#039;&#039;&lt;br /&gt;
|ship_2 =&lt;br /&gt;
* 1 [[GTC Aeolus|GTC &#039;&#039;Aeolus&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Rebel Ship Database#NTC Saharan|&#039;&#039;Saharan&#039;&#039;]]&lt;br /&gt;
|strikecraft_1 =&lt;br /&gt;
* 11 [[GTF Erinyes|GTF &#039;&#039;Erinyes&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Skull Alpha&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Skull Beta&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Skull Gamma&#039;&#039; (4)&lt;br /&gt;
|strikecraft_2 =&lt;br /&gt;
* 14 [[GTF Myrmidon|GTF &#039;&#039;Myrmidon&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Beta&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Gemini&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Cancer&#039;&#039; (4)&lt;br /&gt;
|casualties_1 =&lt;br /&gt;
* 12 [[GTSG Alastor|GTSG &#039;&#039;Alastor&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Alastor 1&#039;&#039; through &#039;&#039;5&#039;&#039;, &#039;&#039;Alastor 7&#039;&#039;, &#039;&#039;Alastor 9&#039;&#039; and &#039;&#039;10&#039;&#039;, &#039;&#039;Alastor 12&#039;&#039; and &#039;&#039;13&#039;&#039;, &#039;&#039;Alastor 14&#039;&#039;, &#039;&#039;Alastor 16&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 6 &#039;&#039;[[TTC 1]]&#039;&#039;&lt;br /&gt;
** &#039;&#039;TTC 1&#039;&#039; through &#039;&#039;6&#039;&#039;&lt;br /&gt;
* 4 &#039;&#039;[[TAC 1]]&#039;&#039;&lt;br /&gt;
** &#039;&#039;TAC 1&#039;&#039; through &#039;&#039;4&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 0-11 [[GTF Erinyes|GTF &#039;&#039;Erinyes&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Skull Alpha&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Skull Beta&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Skull Gamma&#039;&#039; (4)&lt;br /&gt;
|casualties_2 =&lt;br /&gt;
* 1 [[GTC Aeolus|GTC &#039;&#039;Aeolus&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Rebel Ship Database#NTC Saharan|&#039;&#039;Saharan&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 13 [[GTF Myrmidon|GTF &#039;&#039;Myrmidon&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Beta&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Gemini&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Cancer&#039;&#039; (4)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|loop1-3.fs2|56.4 KB|Jim Boone|49 (+1 waypoint)|7|38|13|7: Revelation|None}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;7y6eIbWVAG8&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;ygygaGudiVc&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Love_the_Treason...&amp;diff=63165</id>
		<title>Love the Treason...</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Love_the_Treason...&amp;diff=63165"/>
		<updated>2021-02-17T22:53:15Z</updated>

		<summary type="html">&lt;p&gt;Zonination: /* Objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=...But Hate the Traitor|previous=Rebels &amp;amp; Renegades|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SOC LOOP 1, MISSION 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; 185th fighter squadron&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Snipes and Alpha 1 must hijack the NTT &#039;&#039;Sunder&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
With the destruction of the [[FreeSpace_2_Rebel_Ship_Database#NTD_Cyrene|NTD &#039;&#039;Cyrene&#039;&#039;]], the flagship of the [[Neo-Terran Front]]&#039;s Sirius Fleet, Alpha, Beta, Delta, Epsilon, Gamma, Theta and Zeta wings of the 185th have been assigned to guard the [[FreeSpace 2 Rebel Ship Database#NTT Sunder|NTT &#039;&#039;Sunder&#039;&#039;]], carrying classified cargo, as it makes its way to the [[Sirius]]-[[Regulus]] jump node.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
The mission briefing will make this sound like a simple mission. Then again, the last mission sounded simple too.&lt;br /&gt;
&lt;br /&gt;
You start off a short distance behind the &#039;&#039;Sunder&#039;&#039;, an [[GTT Argo|&#039;&#039;Argo&#039;&#039;-class transport]]. About 10 seconds into the mission, almost all of the &#039;&#039;Sunder&#039;&#039;&#039;s escort will self-destruct, leaving you and Beta 1 unscathed and only a handful of the rest at critical hull integrity. With the exception of Beta 1, who is [[Famous persons#FreeSpace 2|Lieutenant-Commander Snipes]] himself, and the &#039;&#039;Sunder&#039;&#039;, the remaining ships will all be marked hostile, and as the remaining pilots realize that you and Beta 1 are traitors to the NTF, they attack. Quickly eliminate the ships, and remember to help Snipes out as well. Once the ships are destroyed, Snipes will tell you that he rigged the other ships with jamming devices and core detonators, and reveals that the crew chief of the 185th, as well as the pilot of the &#039;&#039;Sunder&#039;&#039;, are allied operatives, the former having helped him out with the ship-rigging. He also informs you that since the detonators did not work perfectly, some communications may have gotten through. Your objective is still to protect the Sunder, but so that [[Special Operations Command]] (SOC) can capture the transport, bring in a decoy and detonate that to make it seem as if the Sunder really was destroyed. Snipes estimates that the decoy should arrive in a few minutes.&lt;br /&gt;
&lt;br /&gt;
Shortly after this transmission, two wings of NTF fighters and a [[GTS Hygeia|&#039;&#039;Hygeia&#039;&#039;-class support ship]] will jump in to assist. Both wings have friendly IFF status, so if the NTF knows about the Allied heist, they&#039;re not letting on. The wings mention that they received a partial transmission regarding a core reactor breach, but do not mention anything about you and Snipes. Snipes handles the communications, but alerts you on the secure channel that he has some friends who would be arriving shortly. Once his friends, two wings of unknown fighters and an unknown large ship, arrive, both NTF wings will turn hostile. Snipes&#039; reinforcements will make short work of all NTF fighters, although you should help them out and try to get some kills for yourself. Once both NTF wings and the support ship are wiped out, Snipes introduces you to the [[99th Skulls]], as well as the ships that they are flying, the [[GTF Erinyes|GTF &#039;&#039;Erinyes&#039;&#039;]]. He also tells you about the new AWACS ship, the [[GTA Charybdis|&#039;&#039;Charybdis&#039;&#039;-class]] GTA &#039;&#039;Hamako&#039;&#039;, which is jamming communications to and from Rebel Command, and that as long as it is operational, the Rebels will still think that you and Snipes are loyal to their cause.&lt;br /&gt;
&lt;br /&gt;
Your new objective will be to guard both the &#039;&#039;Sunder&#039;&#039; and the &#039;&#039;Hamako&#039;&#039;. Although Snipes mentions that it is essential that the &#039;&#039;Hamako&#039;&#039; survives, the &#039;&#039;Sunder&#039;&#039; will be the main target of the NTF fighters, and once that is lost, the mission is over. Therefore, it is essential to protect the &#039;&#039;Sunder&#039;&#039;. An [[GTC Aeolus|&#039;&#039;Aeolus&#039;&#039;-class cruiser]], the NTC Mylae, and several fighters will arrive. The rebel cruiser&#039;s armaments are toned down, so it should not be a major threat. You can either take it out yourself or engage the NTF fighters and wait for the SOC fighters to take it down for you.&lt;br /&gt;
&lt;br /&gt;
Soon, a second &#039;&#039;Aeolus&#039;&#039; cruiser, the NTC &#039;&#039;Hellespont&#039;&#039;, will emerge near the Regulus jump node, and more fighters will arrive, but you don&#039;t need to worry about the cruiser. The GTCv &#039;&#039;Naxos&#039;&#039;, a [[GTCv Deimos|&#039;&#039;Deimos&#039;&#039;-class corvette]], will jump in shortly after with the &#039;&#039;Sunder Decoy&#039;&#039;, an &#039;&#039;Argo&#039;&#039;-class transport, and two more wings of SOC fighters. The &#039;&#039;Naxos&#039;&#039; will start bombarding the &#039;&#039;Hellespont&#039;&#039; with its frontal beam cannons and destroy it eventually, so all you have to do is keep the &#039;&#039;Sunder&#039;&#039; and &#039;&#039;Hamako&#039;&#039; going. The SOC fighters will engage nearby enemy fighters on their own.&lt;br /&gt;
&lt;br /&gt;
Once the &#039;&#039;Sunder&#039;&#039; has departed, the &#039;&#039;Sunder Decoy&#039;&#039; will self-destruct, and the &#039;&#039;Naxos&#039;&#039; will jump out with the &#039;&#039;Hamako&#039;&#039; and all SOC fighters. Snipes tells you to wait for a bit. The NTCv &#039;&#039;Sevrin&#039;&#039; and fighter escort will jump in moments later, and Snipes cleverly blames the &#039;&#039;Sevrin&#039;&#039; for the loss of a full squadron of fighters, two cruisers, and the NTT &#039;&#039;Sunder&#039;&#039; in a battle with the Vasudans.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Sevrin&#039;&#039; tells Snipes to stand down and return to base before it jumps out with its fighter escort. You will then be authorized to return to base.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Escort the Sunder&lt;br /&gt;
** Protect the Hamako&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* You can order Snipes&#039; friends around. They show up with the prefix &amp;quot;Skull&amp;quot; in your Communications list, such as &amp;quot;Skull Alpha&amp;quot; or &amp;quot;Skull Beta 4&amp;quot;. Use this to your advantage.&lt;br /&gt;
* The NTS &#039;&#039;Centaur&#039;&#039; is the only potential [[GTS Hygeia|&#039;&#039;Hygeia&#039;&#039;-class]] kill that you can easily get in the course of the entire campaign, so you may want to prioritise it when it turns hostile if you want your pilot file&#039;s kill tally to reflect this.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Oddly enough, the &#039;&#039;Hygeia&#039;&#039; that jumps in during this mission is designated NTF &#039;&#039;Centaur&#039;&#039;. It may be possible that Volition had intended for the NTF to use the [[GTS Centaur|GTS &#039;&#039;Centaur&#039;&#039;]] from [[Portal:FreeSpace 1|Descent: FreeSpace]] as their support ship, but dropped the idea because the player never gets to rearm during any of the SOC Loop missions during the campaign, and this designation inconsistency was subsequently overlooked.&lt;br /&gt;
* Shortly before the Sunder Decoy is blown up, a [[GTEP Hermes|&#039;&#039;Hermes&#039;&#039; escape pod]] will appear on your radar, near the &#039;&#039;Argo&#039;&#039;, and departs just as the transport self-destructs.&lt;br /&gt;
* In Stage 3 of 4 of the mission briefing, &amp;quot;Regulus&amp;quot; is misspelled as &amp;quot;Regulas&amp;quot;.&lt;br /&gt;
* You can only advance to the next SOC mission if both the &#039;&#039;Sunder&#039;&#039; &#039;&#039;&#039;and&#039;&#039;&#039; the &#039;&#039;Hamako&#039;&#039; survive. Should the &#039;&#039;Hamako&#039;&#039; be destroyed, the mission would still be considered a success but the loop will end instantly.&lt;br /&gt;
* If the &#039;&#039;Hamako&#039;&#039; is destroyed, the mission debrief will misspell &amp;quot;Hamako&amp;quot; as &amp;quot;Hamaka&amp;quot;.&lt;br /&gt;
* Beta 1 becomes invulnerable after taking a certain amount of damage - that prevents Snipes from being killed during the mission.  Keep in mind that if Beta 1 is hit by a large amount of damage at once, such as a direct missile hit, he can &#039;&#039;still&#039;&#039; be killed, which results in the CO of the &#039;&#039;Sevrin&#039;&#039; talking to himself at the end of the mission.&lt;br /&gt;
&lt;br /&gt;
==Name Origin==&lt;br /&gt;
&#039;&#039;&amp;quot;Love the treason, but hate the traitor&amp;quot;&#039;&#039; is a maxim by &#039;&#039;Julius Caesar.&#039;&#039; The mission that follows &amp;quot;Love the Treason...&amp;quot; is called, in fact, &amp;quot;...But Hate the Traitor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Total number of forces==&lt;br /&gt;
{{total_numbers_2&lt;br /&gt;
|belligerent_1 =[[Galactic Terran-Vasudan Alliance|GTVA]]&lt;br /&gt;
|belligerent_2 =[[Neo-Terran Front|NTF]]&lt;br /&gt;
|ship_1 =&lt;br /&gt;
* 1 [[GTCv Deimos|GTCv &#039;&#039;Deimos&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#GTCv Naxos|&#039;&#039;Naxos&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
* 1 [[GTA Charybdis|GTA &#039;&#039;Charybdis&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#GTA Hamako|&#039;&#039;Hamako&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
* 1 [[GTT Argo|GTT &#039;&#039;Argo&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#GTT Sunder Decoy|&#039;&#039;Sunder Decoy&#039;&#039;]]&lt;br /&gt;
* 1 [[GTEP Hermes|GTEP &#039;&#039;Hermes&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Hermes&#039;&#039;&lt;br /&gt;
|ship_2 =&lt;br /&gt;
* 1 [[GTCv Deimos|GTCv &#039;&#039;Deimos&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Rebel Ship Database#NTCv Sevrin|&#039;&#039;Sevrin&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
* 2 [[GTC Aeolus|GTC &#039;&#039;Aeolus&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Rebel Ship Database#NTC Mylae|&#039;&#039;Mylae&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Rebel Ship Database#NTC Hellespont|&#039;&#039;Hellespont&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
* 1 [[GTT Argo|GTT &#039;&#039;Argo&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Rebel Ship Database#NTT Sunder|&#039;&#039;Sunder&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
* 1 [[GTS Hygeia|GTS &#039;&#039;Hygeia&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Centaur&#039;&#039;&lt;br /&gt;
|strikecraft_1 =&lt;br /&gt;
* 16 [[GTF Erinyes|GTF &#039;&#039;Erinyes&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Skull Alpha&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Skull Beta&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Skull Delta&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Skull Gamma&#039;&#039; (4)&lt;br /&gt;
&lt;br /&gt;
|strikecraft_2 =&lt;br /&gt;
* 41 [[GTF Hercules Mark II|GTF &#039;&#039;Hercules Mark II&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (4) (*)&lt;br /&gt;
** &#039;&#039;Beta&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Delta&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Epsilon&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Gamma&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Theta&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Zeta&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Aquarius&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Pisces&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Lambda&#039;&#039; (6)&lt;br /&gt;
&lt;br /&gt;
* 19 [[GTF Hercules|GTF &#039;&#039;Hercules&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Iota&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Kappa&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Leo&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Gemini&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Aries&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Taurus&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
|casualties_1 =&lt;br /&gt;
* 0-1 [[GTA Charybdis|GTA &#039;&#039;Charybdis&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#GTA Hamako|&#039;&#039;Hamako&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
* 1 [[GTT Argo|GTT &#039;&#039;Argo&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#GTT Sunder Decoy|&#039;&#039;Sunder Decoy&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 0-16 [[GTF Erinyes|GTF &#039;&#039;Erinyes&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Skull Alpha&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Skull Beta&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Skull Delta&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Skull Gamma&#039;&#039; (4)&lt;br /&gt;
|casualties_2 =&lt;br /&gt;
* 2 [[GTC Aeolus|GTC &#039;&#039;Aeolus&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Rebel Ship Database#NTC Mylae|&#039;&#039;Mylae&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Rebel Ship Database#NTC Hellespont|&#039;&#039;Hellespont&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
* 1 [[GTS Hygeia|GTS &#039;&#039;Hygeia&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Centaur&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 33 [[GTF Hercules Mark II|GTF &#039;&#039;Hercules Mark II&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (3) (*)&lt;br /&gt;
** &#039;&#039;Beta&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Delta&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Epsilon&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Gamma&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Theta&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Zeta&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Aquarius&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Pisces&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
* 19 [[GTF Hercules|GTF &#039;&#039;Hercules&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Iota&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Kappa&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Leo&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Gemini&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Aries&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Taurus&#039;&#039; (3)&lt;br /&gt;
}}&lt;br /&gt;
(*) &#039;&#039;&#039;May be replaced with the [[GTF Ulysses|GTF &#039;&#039;Ulysses&#039;&#039;]], [[GTF Hercules|GTF &#039;&#039;Hercules&#039;&#039;]] and/or [[GTF Loki|GTF &#039;&#039;Loki&#039;&#039;]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|loop1-2.fs2|111 KB&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|Jim Boone|85 (+2 waypoints)|20|106&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;|28|7: Revelation|None}}&lt;br /&gt;
===Notes===&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This is the biggest official mission in terms of file size.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; This mission and [[Mystery of the Trinity]] have the most number of mission events in the main FreeSpace 2 campaign.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;iS6VIAPk-6k&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;3tNxwD2FyM4&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Rebels_%26_Renegades&amp;diff=63164</id>
		<title>Rebels &amp; Renegades</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Rebels_%26_Renegades&amp;diff=63164"/>
		<updated>2021-02-17T22:53:00Z</updated>

		<summary type="html">&lt;p&gt;Zonination: /* Objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=Love the Treason...|previous=Feint! Parry! Riposte!|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SOC LOOP 1, MISSION 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; 185th fighter squadron&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The 185th has to protect the &#039;&#039;Iceni&#039;&#039; as it makes its way to the [[Polaris]]-[[Regulus]] jump node.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
You have been chosen to fly as an undercover operative within the [[Neo-Terran Front]] and help gather information about [[Aken Bosch|Admiral Bosch]]&#039;s [[ETAK]] project. You have been assigned to lead Alpha wing of the 185th fighter squadron and your first mission under them is to protect the NTF &#039;&#039;Iceni&#039;&#039; as it makes its way to the Regulus jump node in Polaris.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
You start this mission a short distance away from the [[NTF Iceni|NTF &#039;&#039;Iceni&#039;&#039;]] and the NTSC &#039;&#039;Hinton&#039;&#039;, a [[GTSC Faustus|&#039;&#039;Faustus&#039;&#039;-class science cruiser]]. Scan both ships for some bonus points. Aside from that, this a standard escort mission much akin to [[Into the Maelstrom]]. You can just fly along next to the &#039;&#039;Iceni&#039;&#039; and blast any bombs or rocks that come its way. Defending the &#039;&#039;Hinton&#039;&#039; as well is more of a problem, as &#039;&#039;Faustus&#039;&#039; science cruisers are less than sturdy. Fortunately, the &#039;&#039;Hinton&#039;&#039;&#039;s survival is not necessary for a successful mission. Ordering your wing to defend the &#039;&#039;Iceni&#039;&#039; and making the defense of the &#039;&#039;Hinton&#039;&#039; your sole responsibility generally works. Concentrate on killing bombers and bombs, followed by anything that you find particularly offensive.&lt;br /&gt;
&lt;br /&gt;
During this mission, the &#039;&#039;Yaaru&#039;&#039;, a [[GVC Mentu|&#039;&#039;Mentu&#039;&#039;-class cruiser]], and the &#039;&#039;Asar&#039;&#039;, a [[GVCv Sobek|&#039;&#039;Sobek&#039;&#039;-class corvette]], will attempt to attack the &#039;&#039;Iceni&#039;&#039;. You would be well advised to keep the &#039;&#039;Iceni&#039;&#039; between you and the &#039;&#039;Mentu&#039;&#039;, since the &#039;&#039;Iceni&#039;&#039; will eat the cruiser alive no matter what you do, and the cruiser has AAA beams and flak guns that can hurt you. If those [[VSlash]] beams on the &#039;&#039;Sobek&#039;&#039; make you nervous for your charges feel free to take them out, but try not to get murdered by the corvette&#039;s anti-fighter defenses. As long as you have been doing a reasonably good job keeping the &#039;&#039;Iceni&#039;&#039; safe and intact, its paired [[BGreen]]s will take care of the enemy capital craft without your intervention.&lt;br /&gt;
&lt;br /&gt;
When (and if) both the &#039;&#039;Iceni&#039;&#039; and the &#039;&#039;Hinton&#039;&#039; reach the jump node, keep your distance, because they will probably jump out at odd angles and you don&#039;t want to get run over. If only the &#039;&#039;Iceni&#039;&#039; makes it, this is unnecessary.&lt;br /&gt;
&lt;br /&gt;
It is imperative that you get the &#039;&#039;Iceni&#039;&#039; to the node, even though you are an allied operative. If you fail, you will be executed.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Escort the Iceni to the Regulus jump node&lt;br /&gt;
** Scan the Iceni&lt;br /&gt;
* Secondary Objectives:&lt;br /&gt;
** Protect the Hinton&lt;br /&gt;
* Bonus Objectives:&lt;br /&gt;
** Scan the Hinton&lt;br /&gt;
&lt;br /&gt;
===[[Awardable_Medals#FreeSpace_2_Medals|Medals]]===&lt;br /&gt;
&lt;br /&gt;
You will obtain an &#039;&#039;&#039;SOC Unit Crest&#039;&#039;&#039; for defending the &#039;&#039;&#039;Iceni&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* The &#039;&#039;Asar&#039;&#039; may be a &#039;&#039;Sobek&#039;&#039;-class corvette with excellent anti-fighter capabilities. However, its Weapons subsystem is located on the corvette&#039;s poorly-defended underside. If you are able to evade the defences on the &#039;&#039;Asar&#039;&#039; and fly below it, you can shoot down its Weapons subsystem, reducing the accuracy of the &#039;&#039;Asar&#039;&#039;&#039;s turrets and making the mission a little easier.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Alpha 2 becomes invulnerable once his hull drops to 45% or less; this prevents Snipes from being killed during the mission.&lt;br /&gt;
* You can witness an amusing Volition flub if the NTSC &#039;&#039;Hinton&#039;&#039; is destroyed by a collision with an asteroid (or the &#039;&#039;Iceni&#039;&#039;; see the next note), as Snipes will say the &#039;&#039;Vasudans&#039;&#039; have destroyed it regardless of who dealt the final blow and/or whether any Vasudans were actually present at that point in time.&lt;br /&gt;
* Unfortunately, both the &#039;&#039;Iceni&#039;&#039; and the &#039;&#039;Hinton&#039;&#039; try to jump out at the same spot. And both ships have the same speed. This may result in a long series of collisions at the node before they jump out. Roughly 50% of the time, the &#039;&#039;Iceni&#039;&#039; batters the &#039;&#039;Hinton&#039;&#039; to death at the node regardless of your efforts. Damage to the either ship&#039;s engines can play a considerable role in the outcome.&lt;br /&gt;
* This is the only campaign mission where you can actually get Vasudan kills on your list, so do as much damage as possible if for some reason you want those.&lt;br /&gt;
* This also the only campaign mission that features the [[GVB Sekhmet]], although it is possible their arrival will fail to trigger at all or triggers after the &#039;&#039;Iceni&#039;&#039; has escaped.&lt;br /&gt;
*To prevent the &#039;&#039;Iceni&#039;&#039; from dying quickly, the &#039;&#039;Asar&#039;&#039; only has one [[Vslash]]. The other one is replaced by a [[Terran Huge Turret]].&lt;br /&gt;
&lt;br /&gt;
==Total number of forces==&lt;br /&gt;
{{total_numbers_2&lt;br /&gt;
|belligerent_1 =[[Galactic Terran-Vasudan Alliance|GTVA]]&lt;br /&gt;
|belligerent_2 =[[Neo-Terran Front|NTF]]&lt;br /&gt;
|ship_1 =&lt;br /&gt;
*1 [[GVC Mentu|GVC &#039;&#039;Mentu&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Vasudan Ship Database#GVC Yaaru|&#039;&#039;Yaaru&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
*1 [[GVCv Sobek|GVCv &#039;&#039;Sobek&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Vasudan Ship Database#GVCv Asar|&#039;&#039;Asar&#039;&#039;]]&lt;br /&gt;
|ship_2 =&lt;br /&gt;
*1 [[NTF Iceni|NTF &#039;&#039;Iceni&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Iceni&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 [[GTSC Faustus|GTSC &#039;&#039;Faustus&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Rebel Ship Database#NTSC Hinton|&#039;&#039;Hinton&#039;&#039;]]&lt;br /&gt;
|strikecraft_1 =&lt;br /&gt;
*13 [[GVF Tauret|GVF &#039;&#039;Tauret&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Gemini&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Libra&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Scorpio (2)&lt;br /&gt;
** &#039;&#039;Sagittarius&#039;&#039; (2) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Leo&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
*3 [[GVB Bakha|GVB &#039;&#039;Bakha&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Cancer&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
*4 [[GVB Sekhmet|GVB &#039;&#039;Sekhmet&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Virgo&#039;&#039; (2) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
|strikecraft_2 =&lt;br /&gt;
*8 [[GTF Myrmidon|GTF &#039;&#039;Myrmidon&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (4) (*)&lt;br /&gt;
** &#039;&#039;Delta&#039;&#039; (4)&lt;br /&gt;
&lt;br /&gt;
*4 [[GTF Loki|GTF &#039;&#039;Loki&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Beta&#039;&#039; (4)&lt;br /&gt;
|casualties_1 =&lt;br /&gt;
* 1 [[GVC Mentu|GVC &#039;&#039;Mentu&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Vasudan Ship Database#GVC Yaaru|&#039;&#039;Yaaru&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
* 0-1 [[GVCv Sobek|GVCv &#039;&#039;Sobek&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Vasudan Ship Database#GVCv Asar|&#039;&#039;Asar&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 0-13 [[GVF Tauret|GVF &#039;&#039;Tauret&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Gemini&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Libra&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Scorpio&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Sagittarius&#039;&#039; (2) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Leo&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
* 0-3 [[GVB Bakha|GVB &#039;&#039;Bakha&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Cancer&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
* 0-4 [[GVB Sekhmet|GVB &#039;&#039;Sekhmet&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Virgo&#039;&#039; (2) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
|casualties_2 =&lt;br /&gt;
*0-1 [[GTSC Faustus|GTSC &#039;&#039;Faustus&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Rebel Ship Database#NTSC Hinton|&#039;&#039;Hinton&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*0-6 [[GTF Myrmidon|GTF &#039;&#039;Myrmidon&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (2) (*)&lt;br /&gt;
** &#039;&#039;Delta&#039;&#039; (4)&lt;br /&gt;
&lt;br /&gt;
*0-4 [[GTF Loki|GTF &#039;&#039;Loki&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Beta&#039;&#039; (4)&lt;br /&gt;
}}&lt;br /&gt;
(*) &#039;&#039;&#039;May be replaced with the [[GTF Hercules|GTF &#039;&#039;Hercules&#039;&#039;]] and/or [[GTF Loki|GTF &#039;&#039;Loki&#039;&#039;]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|loop1-1.fs2|58.1 KB|Jim Boone|32 (+1 waypoint)|10|44|16|4: Numbers|Brief1}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;tYXvQhL0Xfw&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;wS8BFfnLPXI&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Feint!_Parry!_Riposte!&amp;diff=63163</id>
		<title>Feint! Parry! Riposte!</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Feint!_Parry!_Riposte!&amp;diff=63163"/>
		<updated>2021-02-17T22:52:47Z</updated>

		<summary type="html">&lt;p&gt;Zonination: /* Objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|- cellpadding=&amp;quot;8&amp;quot; style=&amp;quot;background:#000000;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Into the Maelstrom|Previous Mission]]&lt;br /&gt;
| [[FreeSpace 2 Campaign Walkthrough]]&lt;br /&gt;
| [[Battle of the Wilderness|Next Mission]] or [[Rebels &amp;amp; Renegades|SOC Loop 1]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 1, MISSION 10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[242nd Suicide Kings]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The 242nd attacks two rebel cruisers and their escorts in an attempt to lure the NTD &#039;&#039;Repulse&#039;&#039; into position. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
The 242nd Suicide Kings and the GTC &#039;&#039;Rampart&#039;&#039; are to act as bait for the [[Neo-Terran Front]]. Their orders are to launch a feint attack on two NTF cruisers, which will hopefully lure [[Famous persons#FreeSpace 2|Rear-Admiral Koth]]&#039;s warship, the [[NTD Repulse|NTD &#039;&#039;Repulse&#039;&#039;]], into the open.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
You have a choice between flying the [[GTF Perseus|GTF &#039;&#039;Perseus&#039;&#039;]] and [[GTF Hercules Mark II|GTF &#039;&#039;Hercules Mark II&#039;&#039;]] in this mission. Although the &#039;&#039;Perseus&#039;&#039; is the default choice, the &#039;&#039;Herc II&#039;&#039; can also be an effective choice given good management of the ETS. Ship-to-ship combat is the focus here, so choose a loadout that you are most comfortable using while dogfighting&amp;amp;mdash;you should be good as long as you are not using the [[GTW Prometheus R]].&lt;br /&gt;
&lt;br /&gt;
You start this mission flying a few clicks ahead of the [[FreeSpace 2 Terran Ship Database#GTC Rampart|GTC &#039;&#039;Rampart&#039;&#039;]], a [[GTC Leviathan|&#039;&#039;Leviathan&#039;&#039;-class cruiser]], which is being escorted by Iota and Zeta wings, each comprising two [[GTB Medusa|&#039;&#039;Medusa&#039;&#039; bombers]]. About four clicks in front of you is a wing of six NTF [[GTF Hercules|&#039;&#039;Hercules&#039;&#039;-class fighters]], and behind this wing are six more fighters, escorting the rebel [[GTC Fenris|&#039;&#039;Fenris&#039;&#039; cruisers]] [[FreeSpace 2 Rebel Ship Database#NTC Majestic|NTC &#039;&#039;Majestic&#039;&#039;]] and [[FreeSpace 2 Rebel Ship Database#NTC Refute|NTC &#039;&#039;Refute&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
Avoid charging the &#039;&#039;Hercules&#039;&#039; fighters at long range on higher difficulties as they have a lot of firepower. You can try sending your wingmen out ahead, or stay abreast of them; this makes it easier for them to cover you if the rebel fighters try to rush you all at once. If you are flying the GTF &#039;&#039;Perseus&#039;&#039;, you can use its superior speed and maneuverability to flank the &#039;&#039;Hercs&#039;&#039; and splash them. Otherwise, get in close and shoot them down one by one.&lt;br /&gt;
&lt;br /&gt;
Taking down the wing of &#039;&#039;Hercules&#039;&#039; fighters guarding the &#039;&#039;Majestic&#039;&#039; and &#039;&#039;Refute&#039;&#039; is much more difficult, since you need to fly into the firing range of the cruisers. They may only be &#039;&#039;Fenris&#039;&#039;-class, but the cruisers&#039; AAA beams are a danger to you and your squadron. It might help to take down some of them, but on higher difficulties, this can translate into definite suicide. You are much more likely to survive if you follow Command&#039;s advice and try to lure the &#039;&#039;Hercules&#039;&#039; fighters away from the cruisers, back to the AAA range of the &#039;&#039;Rampart&#039;&#039;. Order your wingmen to protect the &#039;&#039;Rampart&#039;&#039; (or another ship idling around, such as a support ship), then target one of the &#039;&#039;Hercs&#039;&#039; escorting the cruisers. Next, approach the cruisers and their escorts, but &#039;&#039;&#039;&#039;&#039;pay attention to your targeting display&#039;&#039;&#039;&#039;&#039;; when you see the fighter you targeted turning towards you while suddenly increasing its speed, that means you have drawn the attention of all the &#039;&#039;Hercs&#039;&#039;. Turn back towards your wing or the &#039;&#039;Rampart&#039;&#039;, but do &#039;&#039;not&#039;&#039; try to fly back as fast as you can&amp;amp;mdash;if you put too much distance between yourself and the pursuing &#039;&#039;Hercs&#039;&#039; (above 1800 meters), they will stop chasing you and fly back to the cruisers, and you will need to waste time trying to lure them away again. Try to keep the fighters pursuing you at around 1400 meters away&amp;amp;mdash;at that range, they will still pursue you, but you will be out of the range of their weapons.&lt;br /&gt;
&lt;br /&gt;
Once the fighters guarding the &#039;&#039;Majestic&#039;&#039; and &#039;&#039;Refute&#039;&#039; are down, do not continue (or start) attacking the cruisers. Pull back to the &#039;&#039;Rampart&#039;&#039; and rearm while Iota and Zeta wings break formation and bombard the two NTF cruisers. At this point, all three cruisers should be within beam range of each other, so they will be exchanging salvos. Despite being outnumbered 2 to 1, the &#039;&#039;Rampart&#039;&#039;, by virtue of it having more armor and better armaments, can hold its own against the NTF cruisers without your assistance.&lt;br /&gt;
&lt;br /&gt;
When both the &#039;&#039;Majestic&#039;&#039; and &#039;&#039;Refute&#039;&#039; have their hull integrities reduced to critical, the NTD &#039;&#039;Repulse&#039;&#039; will jump in. Defend the &#039;&#039;Rampart&#039;&#039; from the &#039;&#039;Lokis&#039;&#039; that will begin launching from the destroyer. Shortly after the &#039;&#039;Repulse&#039;s&#039;&#039; arrival, Command orders the GTVA &#039;&#039;Colossus&#039;&#039; in. Avoid the beam salvos between the two vessels. The &#039;&#039;Colossus&#039;&#039; orders Rear-Admiral Koth to surrender, but Koth instead sets the &#039;&#039;Repulse&#039;&#039; on a collision course with the &#039;&#039;Colossus&#039;&#039;. The &#039;&#039;Repulse&#039;&#039; will be destroyed on contact with the &#039;&#039;Colossus&#039;&#039;, dealing only minor damage to the Allied warship, and you will be ordered to return to base.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Destroy the cruisers&#039; fighter escort&lt;br /&gt;
** Help destroy Koth&#039;s battle group&lt;br /&gt;
* Secondary Objectives:&lt;br /&gt;
** Defend the Rampart&lt;br /&gt;
&lt;br /&gt;
===[[Awardable_Medals#FreeSpace_2_Medals|Medals]]===&lt;br /&gt;
&lt;br /&gt;
You will obtain an &#039;&#039;&#039;Epsilon Pegasi Liberation&#039;&#039;&#039; medal for defending the &#039;&#039;&#039;Rampart&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* In some versions of FS2 the &#039;&#039;Repulse&#039;&#039; gets halfway inside the &#039;&#039;Colossus&#039;&#039; before it is destroyed.&lt;br /&gt;
* You can attempt to disable the &#039;&#039;Repulse&#039;&#039;&#039;s engine subsystem so that it cannot ram the &#039;&#039;Colossus&#039;&#039;, but it will explode before you can do so, and the damage done to the Allied warship will still be the same.&lt;br /&gt;
* If you wait for the NTC &#039;&#039;Majestic&#039;&#039; and NTC &#039;&#039;Refute&#039;&#039; to finish most of their waypoints &#039;&#039;before&#039;&#039; destroying their fighter escort and engaging the &#039;&#039;Repulse&#039;&#039;&#039;s escort so the &#039;&#039;Colossus&#039;&#039; will jump in, the cruisers will end up in the juggernaut&#039;s upper-rear blindspot and will slowly beam it to death. The &#039;&#039;Colossus&#039;&#039; will remain immobile and unable to return fire, as all of its beams are mounted on the side and front.&lt;br /&gt;
&lt;br /&gt;
==Total number of forces==&lt;br /&gt;
{{total_numbers_2&lt;br /&gt;
|belligerent_1 =[[Galactic Terran-Vasudan Alliance|GTVA]]&lt;br /&gt;
|belligerent_2 =[[Neo-Terran Front|NTF]]&lt;br /&gt;
|ship_1 =&lt;br /&gt;
*1 [[GTVA Colossus|GTVA &#039;&#039;Colossus&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Colossus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 [[GTC Leviathan|GTC &#039;&#039;Leviathan&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#GTC Rampart|&#039;&#039;Rampart&#039;&#039;]]&lt;br /&gt;
|ship_2 =&lt;br /&gt;
*1 [[GTD Orion|GTD &#039;&#039;Orion&#039;&#039;]]&lt;br /&gt;
** [[NTD Repulse|&#039;&#039;Repulse&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
*2 [[GTC Fenris|GTC &#039;&#039;Fenris&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Rebel Ship Database#NTC Majestic|&#039;&#039;Majestic&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Rebel Ship Database#NTC Refute|&#039;&#039;Refute&#039;&#039;]]&lt;br /&gt;
|strikecraft_1 =&lt;br /&gt;
*3-7 [[GTF Perseus|GTF &#039;&#039;Perseus&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (4) (*)&lt;br /&gt;
** &#039;&#039;Epsilon&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
*4 [[GTB Medusa|GTB &#039;&#039;Medusa&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Zeta&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Iota&#039;&#039; (2)&lt;br /&gt;
|strikecraft_2 =&lt;br /&gt;
*12 [[GTF Hercules|GTF &#039;&#039;Hercules&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Capricorn&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Scorpio&#039;&#039; (6)&lt;br /&gt;
** &#039;&#039;Gemini&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
*12 [[GTF Loki|GTF &#039;&#039;Loki&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Aries&#039;&#039; (4) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Libra&#039;&#039; (4)&lt;br /&gt;
|casualties_1 =&lt;br /&gt;
*0-1 [[GTC Leviathan|GTC &#039;&#039;Leviathan&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#GTC Rampart|&#039;&#039;Rampart&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*0-6 [[GTF Perseus|GTF &#039;&#039;Perseus&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (3) (*)&lt;br /&gt;
** &#039;&#039;Epsilon&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
*0-4 [[GTB Medusa|GTB &#039;&#039;Medusa&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Zeta&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Iota&#039;&#039; (2)&lt;br /&gt;
|casualties_2 =&lt;br /&gt;
*1 [[GTD Orion|GTD &#039;&#039;Orion&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Rebel Ship Database#NTD Repulse|&#039;&#039;Repulse&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
*2 [[GTC Fenris|GTC &#039;&#039;Fenris&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Rebel Ship Database#NTC Majestic|&#039;&#039;Majestic&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Rebel Ship Database#NTC Refute|&#039;&#039;Refute&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*12 [[GTF Hercules|GTF &#039;&#039;Hercules&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Capricorn&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Scorpio&#039;&#039; (6)&lt;br /&gt;
** &#039;&#039;Gemini&#039;&#039;&#039;&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
*8-12 [[GTF Loki|GTF &#039;&#039;Loki&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Aries&#039;&#039; (4) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Libra&#039;&#039; (4)&lt;br /&gt;
}}&lt;br /&gt;
(*) &#039;&#039;&#039;May be replaced with the [[GTF Hercules Mark II|GTF &#039;&#039;Hercules Mark II&#039;&#039;]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM1-10.fs2|66.0 KB|James Agay|36 (+6 waypoints)|9|69|26|3: Leviticus|Brief3}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;J2QIqBCO3fI&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;R2uuSGm1F6A&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Into_the_Maelstrom&amp;diff=63162</id>
		<title>Into the Maelstrom</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Into_the_Maelstrom&amp;diff=63162"/>
		<updated>2021-02-17T22:52:32Z</updated>

		<summary type="html">&lt;p&gt;Zonination: /* Objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=Feint! Parry! Riposte!|previous=The Sixth Wonder|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 1, MISSION 9&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[242nd Suicide Kings]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The 242nd escorts a supply convoy through a rebel-infested asteroid field as they rendezvous with the &#039;&#039;Colossus&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
With the unveiling of the [[GTVA Colossus|GTVA &#039;&#039;Colossus&#039;&#039;]] and its destruction of the NTCv &#039;&#039;Hawkwood&#039;&#039; in Epsilon Pegasi, the [[Neo-Terran Front]] are now avoiding direct conflict with the Allied warship and targeting its resupply convoys instead. The 242nd is ordered to protect one such convoy.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
You can only use the [[GTF Perseus]] for this mission. It is recommended that you load a bank of [[GTM Tempest|Tempest dumbfire missiles]].&lt;br /&gt;
&lt;br /&gt;
In this mission, you must defend a supply convoy as it travels through an asteroid field in this mission. The convoy consists of the &#039;&#039;Avila&#039;&#039;, a [[GTG Zephyrus|&#039;&#039;Zephyrus&#039;&#039;-class gas miner]], the &#039;&#039;Parracombe&#039;&#039;, a [[GTFr Triton|&#039;&#039;Triton&#039;&#039;-class freighter]], and the &#039;&#039;Jooyun&#039;&#039;, an [[GVG Anuket|&#039;&#039;Anuket&#039;&#039;-class gas miner]]. The Vasudans have also deployed Kappa wing, a flight of 4 [[GVF Serapis|&#039;&#039;Serapis&#039;&#039; fighter]]s, to escort the latter. Although you do not have control over Kappa wing, you are still responsible for the &#039;&#039;Jooyun&#039;&#039;&#039;s survival, so be sure to assist the Vasudans if the &#039;&#039;Jooyun&#039;&#039; is taking a pounding.&lt;br /&gt;
&lt;br /&gt;
Besides a few sentry guns scattered in the convoy&#039;s path, the NTF will also attack the convoy continuously with [[GTB Medusa|&#039;&#039;Medusa&#039;&#039; bombers]] equipped with [[Rebel Bomb]]s. Successive hits from these bombs will deliver considerable amounts of damage to the vessel they hit, so you should intercept the bombers to avoid losing a single convoy ship.&lt;br /&gt;
&lt;br /&gt;
Near the end of the convoy&#039;s transit through the asteroid field, a rebel [[GTC Fenris|&#039;&#039;Fenris&#039;&#039;-class cruiser]], the NTC &#039;&#039;Maelstrom&#039;&#039;, will jump in from the nearby jump node, at which point Command will specifically order you to neutralize its forward beam turret. This does not have to be done immediately, but it is recommended that you complete this objective before the convoy gets within 2 clicks of the &#039;&#039;Maelstrom&#039;&#039; as you will either risk losing a ship to the beam or having other friendly fighters destroy it before the beam turret is taken out (which will earn you a reprimand during the debriefing, even if the entire convoy survives). When you begin your attack, switch to your Tempests (if you loaded out with them), fly ahead of the convoy, target the &#039;&#039;Maelstrom&#039;&#039;&#039;s front beam turret, and go full auto on it with &#039;&#039;both&#039;&#039; your guns and missiles until it is destroyed. Watch out for the cruiser&#039;s rear AAA beams and attack the turret from a slight angle, rather than a head-on approach, so that you reduce the risk of getting atomised by the beam if it fires. Depending on how well you have been protecting the convoy through the asteroid field, it is possible for the ships to weather one or two rounds of beam fire from the &#039;&#039;Maelstrom&#039;&#039; before things get dicey.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Maelstrom&#039;&#039; is the final major obstacle of this mission, and once you destroy the its forward beam turret, the cruiser is hardly worth your time&amp;amp;mdash;pull back to the convoy and resume your escort; the cruiser will usually be set upon and destroyed by the combined firepower of your wingmen shortly afterwards.&lt;br /&gt;
&lt;br /&gt;
Upon the arrival of the GTVA &#039;&#039;Colossus&#039;&#039;, you will be authorised to return to base.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Protect the Parracombe, Jooyun, and Avila&lt;br /&gt;
* Bonus Objectives:&lt;br /&gt;
** Destroy all sentry guns&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* There is a bonus objective in this mission. Destroy all rebel sentry guns in the asteroid field.&lt;br /&gt;
* To destroy the &#039;&#039;Maelstrom&#039;&#039;&#039;s forward beam cannon quickly, load one of your banks with Rockeyes and set to double fire. Approaching the beam cannon from a good angle, a few salvos of Rockeyes will take it out swiftly.&lt;br /&gt;
* A good way to time when to head for the &#039;&#039;Maelstrom&#039;&#039; is using the Hercs that jump in from the direction of the node. By the time they reach within range of the convoy, it should be your cue to head for the &#039;&#039;Fenris&#039;&#039;. Leave your wingmen to defend the convoy, and there should only be 1-2 wing of bombers left by this point, not too much trouble for the escort and the convoy&#039;s own guns.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* There are two meaningless [[GTT Elysium|GTT &#039;&#039;Elysium&#039;&#039;]] transports in this mission tagging along with the convoy. According to the messages sent by the CO of the [[GTVA Colossus|&#039;&#039;Colossus&#039;&#039;]], those transports were probably supposed to take off from the &#039;&#039;Colossus&#039;&#039; itself and head to the convoy at the end of the mission.&lt;br /&gt;
&lt;br /&gt;
==Total number of forces==&lt;br /&gt;
{{total numbers 2&lt;br /&gt;
|belligerent_1 =[[Galactic Terran-Vasudan Alliance|GTVA]]&lt;br /&gt;
|belligerent_2 =[[Neo-Terran Front|NTF]]&lt;br /&gt;
|ship_1 =&lt;br /&gt;
*1 [[GTVA Colossus|GTVA &#039;&#039;Colossus&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Colossus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 [[GTCv Deimos|GTCv &#039;&#039;Deimos&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#GTCv Parapet|&#039;&#039;Parapet&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
*1 [[GVG Anuket|GVG &#039;&#039;Anuket&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Vasudan Ship Database#GVG Jooyun|&#039;&#039;Jooyun&#039;&#039;]]&lt;br /&gt;
*** Cargo: &#039;&#039;Fuel&lt;br /&gt;
&lt;br /&gt;
*1 [[GTG Zephyrus|GTG &#039;&#039;Zephyrus&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#GTG Avila|&#039;&#039;Avila&#039;&#039;]]&lt;br /&gt;
*** Cargo: &#039;&#039;Fuel&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 [[GTFR Triton|GTFr &#039;&#039;Triton&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#GTFR Parracombe|&#039;&#039;Parracombe&#039;&#039;]]&lt;br /&gt;
*** Docked: &#039;&#039;TAC 163 Cargo Pod&#039;&#039;&lt;br /&gt;
*1 [[TC-TRI|&#039;&#039;TC-TRI&#039;&#039; Container]]&lt;br /&gt;
** &#039;&#039;TAC 163 Cargo Pod&#039;&#039;&lt;br /&gt;
*** Cargo: &#039;&#039;Foodstuffs&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*2 [[GTT Elysium|GTT &#039;&#039;Elysium&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#Hauler 1|&#039;&#039;Hauler 1&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#Hauler 2|&#039;&#039;Hauler 2&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|ship_2 =&lt;br /&gt;
*1 [[GTC Fenris|GTC &#039;&#039;Fenris&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Rebel Ship Database#NTC Maelstrom|&#039;&#039;Maelstrom&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
*11 [[GTSG Alastor|GTSG &#039;&#039;Alastor&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Gun1&#039;&#039; through &#039;&#039;Gun9&#039;&#039;, &#039;&#039;Gun14&#039;&#039;, &#039;&#039;Gun17&#039;&#039;&lt;br /&gt;
|strikecraft_1 =&lt;br /&gt;
*3-7 [[GTF Perseus|GTF &#039;&#039;Perseus&#039;&#039;]] &lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (4) (*)&lt;br /&gt;
** &#039;&#039;Theta&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
*4 [[GVF Serapis|GVF &#039;&#039;Serapis&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Kappa&#039;&#039; (4)&lt;br /&gt;
|strikecraft_2 =&lt;br /&gt;
*9 [[GTB Medusa|GTB &#039;&#039;Medusa&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Libra&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Gemini&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Cancer&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
*12 [[GTF Hercules|GTF &#039;&#039;Hercules&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Pisces&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Capricorn&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Aquarius&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Aries&#039;&#039; (3)&lt;br /&gt;
|casualties_1 =&lt;br /&gt;
*0-1 [[GVG Anuket|GVG &#039;&#039;Anuket&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Vasudan Ship Database#GVG Jooyun|&#039;&#039;Jooyun&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
*0-1 [[GTG Zephyrus|GTG &#039;&#039;Zephyrus&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#GTG Avila|&#039;&#039;Avila&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
*0-1 [[GTFR Triton|GTFr &#039;&#039;Triton&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#GTFR Parracombe|&#039;&#039;Parracombe&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
*0-1 [[TC-TRI|&#039;&#039;TC-TRI&#039;&#039; Container]]&lt;br /&gt;
** &#039;&#039;TAC 163 Cargo Pod&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*3-6 [[GTF Perseus|GTF &#039;&#039;Perseus&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (3) (*)&lt;br /&gt;
** &#039;&#039;Theta&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
*0-4 [[GVF Serapis|GVF &#039;&#039;Serapis&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Kappa&#039;&#039; (4)&lt;br /&gt;
|casualties_2 =&lt;br /&gt;
*1 [[GTC Fenris|GTC &#039;&#039;Fenris&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Rebel Ship Database#NTC Maelstrom|&#039;&#039;Maelstrom&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
*0-11 [[GTSG Alastor|GTSG &#039;&#039;Alastor&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Gun1&#039;&#039; through &#039;&#039;Gun9&#039;&#039;, &#039;&#039;Gun14&#039;&#039;, &#039;&#039;Gun17&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*0-9 [[GTB Medusa|GTB &#039;&#039;Medusa&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Libra&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Gemini&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Cancer&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
*0-12 [[GTF Hercules|GTF &#039;&#039;Hercules&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Pisces&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Capricorn&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Aquarius&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Aries&#039;&#039; (3)&lt;br /&gt;
}}&lt;br /&gt;
(*) &#039;&#039;&#039;May be replaced with the [[GTF Ulysses|GTF &#039;&#039;Ulysses&#039;&#039;]] and/or [[GTF Loki|GTF &#039;&#039;Loki&#039;&#039;]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM1-09.fs2|84.1 KB|James Agay|52 (+10 waypoints)|11|60|23|4: Numbers|Brief2}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;u4oycSQVxy4&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;dd8cSvyZH_A&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=The_Sixth_Wonder&amp;diff=63161</id>
		<title>The Sixth Wonder</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=The_Sixth_Wonder&amp;diff=63161"/>
		<updated>2021-02-17T22:52:16Z</updated>

		<summary type="html">&lt;p&gt;Zonination: /* Objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=Into the Maelstrom|previous=Slaying Ravana|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 1, MISSION 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[242nd Suicide Kings]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The 242nd Suicide Kings repel a rebel assault on &#039;&#039;Enif Station&#039;&#039;, the GTVA&#039;s base of operations in the Epsilon Pegasi system.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
In the contested [[Epsilon Pegasi]] system, a vital [[GTVA]] installation, [[Enif Station|&#039;&#039;Enif Station&#039;&#039;]], is under attack by the [[Neo-Terran Front]]. Alpha wing of the 242nd is sortied to oversee the evacuation of civilian personnel and defend the station.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
You can only use the [[GTF Perseus|GTF &#039;&#039;Perseus&#039;&#039;]] in this mission. A recommended loadout is two [[GTW Subach HL-7]]s, a bank of [[GTM Harpoon|Harpoons]] and a bank of [[GTM Tempest|Tempest dumbfire missiles]].&lt;br /&gt;
&lt;br /&gt;
Your primary objective in this mission is to defend &#039;&#039;Enif Station&#039;&#039;, an [[GTI Arcadia|&#039;&#039;Arcadia&#039;&#039;-class installation]], from NTF forces. You jump in a few clicks away from the installation, and just in time to see the &#039;&#039;Cato&#039;&#039;, a hostile [[GTC Leviathan|&#039;&#039;Leviathan&#039;&#039;-class cruiser]], open fire on the &#039;&#039;Calypso&#039;&#039;, a civilian [[GTFR Triton|&#039;&#039;Triton&#039;&#039;-class freighter]]. On the other side of the installation, the &#039;&#039;Mannheim&#039;&#039;, an [[GTT Elysium|&#039;&#039;Elysium&#039;&#039; transport]], is docked to &#039;&#039;Enif Station&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Start approaching the installation and target the [[GTF Hercules|&#039;&#039;Hercules&#039;&#039; fighters]], which pose a danger to the escaping civilian vessels. If you fail to take them out quickly, you will lose the &#039;&#039;Calypso&#039;&#039; and fail the secondary objective.&lt;br /&gt;
&lt;br /&gt;
You should destroy the &#039;&#039;Cato&#039;&#039;&#039;s main beam cannon to prevent it from dangerously damaging the station. The Tempest missile is of good use here. Fire at will while the beam cannon is in your reticle, and once the beam cannon is down, the &#039;&#039;Cato&#039;&#039; is barely worth your time. You may not have time to destroy it in any case because enemy bombers will soon jump in and attack the station. You should then divert all your power to engines and approach the bombers.&lt;br /&gt;
&lt;br /&gt;
With the agility of the [[GTF Perseus]], you can easily reach the hostile [[GTB Zeus|&#039;&#039;Zeus&#039;&#039; bombers]] before they launch their warheads at the station. Even if they do so, you can destroy the bombs by shooting them; destroy them by sight or use your Bomb or Target in Reticle keys to target them (B and Y respectively, by default). Several waves of hostile bombers and fighters will keep jumping in, but their focus is on attacking the installation, so they should not pose too much of danger to you. Concentrate on intercepting the bombers and any warheads they launch.&lt;br /&gt;
&lt;br /&gt;
While you are fighting the bombers, the &#039;&#039;Hawkwood&#039;&#039;, a [[GTCv Deimos|&#039;&#039;Deimos&#039;&#039;-class corvette]], will jump in, with its bow pointed directly at &#039;&#039;Enif Station&#039;&#039;. Do not engage it. After the &#039;&#039;Hawkwood&#039;&#039; bombards the station with its beams for a short while, a massive warship will emerge from subspace and stop directly above the corvette. As it does so, all NTF ships, save the &#039;&#039;Hawkwood&#039;&#039; and &#039;&#039;Cato&#039;&#039;, will jump out. The unknown warship identifies itself as the [[GTVA Colossus|GTVA &#039;&#039;Colossus&#039;&#039;]] and immediately destroys the &#039;&#039;Hawkwood&#039;&#039; with a beam salvo. If the &#039;&#039;Cato&#039;&#039; is still alive at this point, destroy it, as the &#039;&#039;Colossus&#039;&#039; will be too far away to hit it with its beams.&lt;br /&gt;
&lt;br /&gt;
Once the &#039;&#039;Cato&#039;&#039; and &#039;&#039;Hawkwood&#039;&#039; (and the &#039;&#039;Conquest&#039;&#039;; see the Notes below) are destroyed, you will be authorized to return to base.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Protect Enif Station&lt;br /&gt;
* Secondary Objectives:&lt;br /&gt;
** Protect Transports&lt;br /&gt;
&lt;br /&gt;
===[[Awardable_Medals#FreeSpace_2_Medals|Medals]]===&lt;br /&gt;
&lt;br /&gt;
You will obtain an &#039;&#039;&#039;Distinguished Flying Cross&#039;&#039;&#039; for saving &#039;&#039;&#039;Enif Station&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* The &#039;&#039;Cato&#039;&#039; occasionally does not hit the &#039;&#039;Calypso&#039;&#039; with its first beam salvo. As that single shot alone is enough to reduce the hull integrity of the &#039;&#039;Calypso&#039;&#039; by more than half its total hull strength, it is possible to manipulate a miss by restarting the mission, giving the &#039;&#039;Calypso&#039;&#039; a much higher chance of escaping the area than if the beam were to hit it.&lt;br /&gt;
* You may wish to destroy the Fusion Mortar on the &#039;&#039;Cato&#039;&#039;. In the time it takes to recharge the main beam cannon of the &#039;&#039;Cato&#039;&#039;, the Mortar can actually do around as much damage.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Do not&#039;&#039;&#039;&#039;&#039; destroy the &#039;&#039;Cato&#039;&#039; until the &#039;&#039;Calypso&#039;&#039; has jumped out: as soon as the &#039;&#039;Cato&#039;&#039; is destroyed, the &#039;&#039;Hawkwood&#039;&#039; will jump in and the &#039;&#039;Calypso&#039;&#039; will be in its firing range.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The &#039;&#039;Cato&#039;&#039; has been neutered by the mission designer. It has no working AAA beams.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Do not&#039;&#039;&#039;&#039;&#039; order any of your wingmen to ignore the &#039;&#039;Hawkwood&#039;&#039;, or else the &#039;&#039;Colossus&#039;&#039; will not open fire on it. If your wingmen keep attacking the &#039;&#039;Hawkwood&#039;&#039;, distract them with other orders, such as attacking the &#039;&#039;Cato&#039;&#039; or the bombers.&lt;br /&gt;
* It is possible for the Colossus to jump in before the &#039;&#039;Cato&#039;&#039; is destroyed. If this happens, all of your wingmen will automatically stop fighting.&lt;br /&gt;
* If the &#039;&#039;Hawkwood&#039;&#039; is destroyed before the arrival of the &#039;&#039;Colossus&#039;&#039;, the NTC &#039;&#039;Conquest&#039;&#039;, a &#039;&#039;Leviathan&#039;&#039;-class cruiser, will jump in and ultimately replace the &#039;&#039;Hawkwood&#039;&#039; as the first vessel to be destroyed by the Allied warship.&lt;br /&gt;
* If &#039;&#039;Enif Station&#039;&#039; is above 50% hull integrity after your primary goal (Protect Enif Station) is marked complete, the installation will thank you and your wingmen for doing &amp;quot;a commendable job&amp;quot;. This does &#039;&#039;not&#039;&#039; provide any additional rewards or a debriefing different from what you would get if &#039;&#039;Enif Station&#039;&#039;&#039;s hull integrity was 50% or less.&lt;br /&gt;
&lt;br /&gt;
==New equipment==&lt;br /&gt;
*[[GTF Perseus]]&lt;br /&gt;
&lt;br /&gt;
==Total number of forces==&lt;br /&gt;
{{total_numbers_2&lt;br /&gt;
|belligerent_1 =[[Galactic Terran-Vasudan Alliance|GTVA]]&lt;br /&gt;
|belligerent_2 =[[Neo-Terran Front|NTF]]&lt;br /&gt;
|ship_1 =&lt;br /&gt;
*1 [[GTVA Colossus|GTVA &#039;&#039;Colossus&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Colossus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 [[GTI Arcadia|GTI &#039;&#039;Arcadia&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#GTI Enif Station|&#039;&#039;Enif Station&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
*1 [[GTFR Triton|GTFr &#039;&#039;Triton&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#GTFR Calypso|&#039;&#039;Calypso&#039;&#039;]]&lt;br /&gt;
*1 [[GTT Elysium|GTT &#039;&#039;Elysium&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#GTT Mannheim|&#039;&#039;Mannheim&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
*0-6 [[GTEP Hermes|GTEP &#039;&#039;Hermes&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Pod 01&#039;&#039; through &#039;&#039;Pod 06&#039;&#039; (*)&lt;br /&gt;
|ship_2 =&lt;br /&gt;
*1 [[GTCv Deimos|GTCv &#039;&#039;Deimos&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Rebel Ship Database#NTCv Hawkwood|&#039;&#039;Hawkwood&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
*1-2 [[GTC Leviathan|GTC &#039;&#039;Leviathan&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Rebel Ship Database#NTC Cato|&#039;&#039;Cato&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Rebel Ship Database#NTC Conquest|&#039;&#039;Conquest&#039;&#039;]] (**)&lt;br /&gt;
|strikecraft_1 =&lt;br /&gt;
*6 [[GTF Perseus|GTF &#039;&#039;Perseus&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Beta&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
*1 [[GVF Serapis|GVF &#039;&#039;Serapis&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Epsilon 1&#039;&#039;&lt;br /&gt;
|strikecraft_2 =&lt;br /&gt;
*3 [[GTF Loki|GTF &#039;&#039;Loki&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Taurus&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
*12 [[GTB Zeus|GTB &#039;&#039;Zeus&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Gemini&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Leo&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Virgo&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Aries&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
*3 [[GTF Hercules|GTF &#039;&#039;Hercules&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Pisces&#039;&#039; (3)&lt;br /&gt;
|casualties_1 =&lt;br /&gt;
*0-1 [[GTFR Triton|GTFr &#039;&#039;Triton&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#GTFR Calypso|&#039;&#039;Calypso&#039;&#039;]]&lt;br /&gt;
*0-1 [[GTT Elysium|GTT &#039;&#039;Elysium&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#GTT Mannheim|&#039;&#039;Mannheim&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
*0-6 [[GTEP Hermes|GTEP &#039;&#039;Hermes&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Pod 01&#039;&#039; through &#039;&#039;Pod 06&#039;&#039; (*)&lt;br /&gt;
&lt;br /&gt;
*0-5 [[GTF Perseus|GTF &#039;&#039;Perseus&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Beta&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
*0-1 [[GVF Serapis|GVF &#039;&#039;Serapis&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Epsilon 1&#039;&#039;&lt;br /&gt;
|casualties_2 =&lt;br /&gt;
*1 [[GTCv Deimos|GTCv &#039;&#039;Deimos&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Rebel Ship Database#NTCv Hawkwood|&#039;&#039;Hawkwood&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
*1-2 [[GTC Leviathan|GTC &#039;&#039;Leviathan&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Rebel Ship Database#NTC Cato|&#039;&#039;Cato&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Rebel Ship Database#NTC Conquest|&#039;&#039;Conquest&#039;&#039;]] (**)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*0-3 [[GTF Loki|GTF &#039;&#039;Loki&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Taurus&#039;&#039; (3)&lt;br /&gt;
*12 [[GTB Zeus|GTB &#039;&#039;Zeus&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Gemini&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Leo&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Virgo&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Aries&#039;&#039; (3)&lt;br /&gt;
*3 [[GTF Hercules|GTF &#039;&#039;Hercules&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Pisces&#039;&#039; (3)&lt;br /&gt;
}}&lt;br /&gt;
(*) &#039;&#039;&#039;These ships arrive only if the hull integrity of the [[FreeSpace 2 Terran Ship Database#GTI Enif Station|GTI &#039;&#039;Enif Station&#039;&#039;]] drops below 20% before the arrival of the [[GTVA Colossus|GTVA &#039;&#039;Colossus&#039;&#039;]]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
(**) &#039;&#039;&#039;This vessel enters the field of engagement only if the [[FreeSpace 2 Rebel Ship Database#NTCv Hawkwood|GTCv &#039;&#039;Hawkwood&#039;&#039;]] is destroyed before the arrival of the [[GTVA Colossus|GTVA &#039;&#039;Colossus&#039;&#039;]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM1-08.fs2|65.8 KB|Brad Johnson|38 (+5 waypoints)|9|52|30|3: Leviticus|Brief1}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;7V5unLwEMPk&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;bgt71WYEp38&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Slaying_Ravana&amp;diff=63160</id>
		<title>Slaying Ravana</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Slaying_Ravana&amp;diff=63160"/>
		<updated>2021-02-17T22:52:00Z</updated>

		<summary type="html">&lt;p&gt;Zonination: /* Objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=The Sixth Wonder|previous=The Great Hunt (FS2)|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 1, MISSION 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[107th Ravens]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The 107th leads a bombing action against the Shivan destroyer &#039;&#039;Ravana&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
The [[GTVA]] is losing ground against skirmishes with the new [[Shivans|Shivan]] destroyer, the [[SD Ravana|SD &#039;&#039;Ravana&#039;&#039;]], in the nebula. The [[FreeSpace_2_Terran_Ship_Database#GTD_Delacroix|GTD &#039;&#039;Delacroix&#039;&#039;]] and [[FreeSpace_2_Terran_Ship_Database#GTC_Champion|GTC &#039;&#039;Champion&#039;&#039;]] have been destroyed in the attacks, while the remaining warships are damaged. Alpha wing of the 107th Ravens is sortied to destroy the &#039;&#039;Ravana&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
This is, canonically, the first mission in the main campaign that will test your skill in bombing runs against warships. You may encounter problems the first time playing this mission, so watch what you are doing. &lt;br /&gt;
&lt;br /&gt;
A recommended loadout is the [[GTB Medusa]] armed with three banks of [[GTM Cyclops|Cyclops torpedoes]]. &lt;br /&gt;
&lt;br /&gt;
When you start the mission, you will have the &#039;&#039;Ravana&#039;&#039;, as well as the &#039;&#039;Khenmu&#039;&#039;, a [[GVCv Sobek|&#039;&#039;Sobek&#039;&#039;-class corvette]], on your escort list. Hit your afterburners, but do not attack the &#039;&#039;Ravana&#039;&#039; right at the beginning. There are some [[SF Basilisk|Basilisk-class fighters]] near you. Take them out with your guns. Once they are destroyed, attack the &#039;&#039;Ravana&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Order your wingmen to disarm her. Target one of the closest subsystems or turrets of the &#039;&#039;Ravana&#039;&#039;. Select the first bank of Cyclops torpedoes, wait until your computer acquires a lock, then fire your bombs. If the &#039;&#039;Ravana&#039;&#039; fires on you with one of its turrets, press R and hopefully, the attacking turret will be targeted. Switch to your second bank of torpedoes, approach it and fire another salvo. Switch missile banks again as soon as you fired a pair of bombs from that bank. This allows you to fire another bomb salvo immediately, without having to wait for the current missile bank to reload.&lt;br /&gt;
&lt;br /&gt;
While this is very unlikely, the &#039;&#039;Khenmu&#039;&#039; will be replaced with the GTCv &#039;&#039;Yakiba&#039;&#039; and GTC &#039;&#039;Heisenberg&#039;&#039; should it be destroyed. If the &#039;&#039;Yakiba&#039;&#039; is destroyed, the GVC &#039;&#039;Somtus&#039;&#039; will be deployed.&lt;br /&gt;
&lt;br /&gt;
Once the &#039;&#039;Ravana&#039;&#039; is destroyed, or if all four Allied warships are destroyed, you will be ordered to return to base.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Destroy Ravana&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* The &#039;&#039;Khenmu&#039;&#039; parks itself at one of the &#039;&#039;Ravana&#039;&#039;&#039;s weak spots. If you desire, you can provide bomber cover for the corvette while it batters the &#039;&#039;Ravana&#039;&#039; to destruction with its frontal beams.&lt;br /&gt;
* The &#039;&#039;Ravana&#039;&#039; has weak spots at the front and the rear, the front because it is guarded only by a few laser turrets, and the rear because it is guarded by a single anti-fighter beam and flak cannon.&lt;br /&gt;
* Destroying the Weapons subsystem of the &#039;&#039;Ravana&#039;&#039; makes its turrets fire much less accurately.&lt;br /&gt;
* Make sure to check your wingmates&#039; armament, as several do not have a full complement of Cyclops torpedoes equipped.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The &#039;&#039;Ravana&#039;&#039; model has a glitch in that some of its turrets can fire through the destroyer, hitting you even if you are supposedly protected by a portion of the &#039;&#039;Ravana&#039;&#039;&#039;s hull.&lt;br /&gt;
* The destruction of the &#039;&#039;Champion&#039;&#039; is mentioned only during a failed debrief, not during the mission brief. This is probably a FREDding oversight.&lt;br /&gt;
&lt;br /&gt;
==New equipment==&lt;br /&gt;
* [[GTB Boanerges]]&lt;br /&gt;
* [[GTM Cyclops]]&lt;br /&gt;
&lt;br /&gt;
==Total number of forces==&lt;br /&gt;
{{total_numbers_2&lt;br /&gt;
|belligerent_1 =[[Galactic Terran-Vasudan Alliance|GTVA]]&lt;br /&gt;
|belligerent_2 =[[Shivans]]&lt;br /&gt;
|ship_1 =&lt;br /&gt;
* 1 [[GVCv Sobek|GVCv &#039;&#039;Sobek&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Vasudan Ship Database#GVCv Khenmu|&#039;&#039;Khenmu&#039;&#039;]]&lt;br /&gt;
* 0-1 [[GTCv Deimos|GTCv &#039;&#039;Deimos&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#GTCv Yakiba|&#039;&#039;Yakiba&#039;&#039;]] (*)&lt;br /&gt;
* 0-1 [[GTC Leviathan|GTC &#039;&#039;Leviathan&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#GTC Heisenberg|&#039;&#039;Heisenberg&#039;&#039;]] (*)&lt;br /&gt;
* 0-1 [[GVC Mentu|GVC &#039;&#039;Mentu&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Vasudan Ship Database#GVC Somtus|&#039;&#039;Somtus&#039;&#039;]] (**)&lt;br /&gt;
|ship_2 =&lt;br /&gt;
* 1 [[SD Ravana|SD &#039;&#039;Ravana&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Shivan Ship Database#SD Ravana|&#039;&#039;Ravana&#039;&#039;]]&lt;br /&gt;
|strikecraft_1 =&lt;br /&gt;
* 4 [[GTB Boanerges|GTB &#039;&#039;Boanerges&#039;&#039;]] (#)&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (4)&lt;br /&gt;
* 3 [[GVF Serapis|GVF &#039;&#039;Serapis&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Epsilon&#039;&#039; (3)&lt;br /&gt;
|strikecraft_2 =&lt;br /&gt;
* 6 [[SF Mara|SF &#039;&#039;Mara&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Virgo&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Gemini&#039;&#039; (2)&lt;br /&gt;
* 7 [[SF Manticore|SF &#039;&#039;Manticore&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Cancer&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Scorpio&#039;&#039; (4)&lt;br /&gt;
* 8 [[SF Basilisk|SF &#039;&#039;Basilisk&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Libra&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Taurus&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Leo&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Aquarius 1&#039;&#039;&lt;br /&gt;
** &#039;&#039;Sagittarius 1&#039;&#039;&lt;br /&gt;
|casualties_1 =&lt;br /&gt;
* 0-1 [[GVCv Sobek|GVCv &#039;&#039;Sobek&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Vasudan Ship Database#GVCv Khenmu|&#039;&#039;Khenmu&#039;&#039;]]&lt;br /&gt;
* 0-1 [[GTCv Deimos|GTCv &#039;&#039;Deimos&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#GTCv Yakiba|&#039;&#039;Yakiba&#039;&#039;]] (*)&lt;br /&gt;
* 0-1 [[GTC Leviathan|GTC &#039;&#039;Leviathan&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#GTC Heisenberg|&#039;&#039;Heisenberg&#039;&#039;]] (*)&lt;br /&gt;
* 0-1 [[GVC Mentu|GVC &#039;&#039;Mentu&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Vasudan Ship Database#GVC Somtus|&#039;&#039;Somtus&#039;&#039;]] (**)&lt;br /&gt;
&lt;br /&gt;
*0-3 [[GTB Boanerges|GTB &#039;&#039;Boanerges&#039;&#039;]] (#)&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (3)&lt;br /&gt;
*0-3 [[GVF Serapis|GVF &#039;&#039;Serapis&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Epsilon&#039;&#039; (3)&lt;br /&gt;
|casualties_2 =&lt;br /&gt;
* 1 [[SD Ravana|SD &#039;&#039;Ravana&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Shivan Ship Database#SD Ravana|&#039;&#039;Ravana&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
* 0-6 [[SF Mara|SF &#039;&#039;Mara&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Virgo&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Gemini&#039;&#039; (2)&lt;br /&gt;
* 0-7 [[SF Manticore|SF &#039;&#039;Manticore&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Cancer&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Scorpio&#039;&#039; (4)&lt;br /&gt;
* 0-8 [[SF Basilisk|SF &#039;&#039;Basilisk&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Libra&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Taurus&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Leo&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Aquarius 1&#039;&#039;&lt;br /&gt;
** &#039;&#039;Sagittarius 1&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
(*) &#039;&#039;&#039;Deployed only if the [[FreeSpace 2 Vasudan Ship Database#GVCv Khenmu|GVCv &#039;&#039;Khenmu&#039;&#039;]] is destroyed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
(**) &#039;&#039;&#039;Deployed only if the [[FreeSpace 2 Terran Ship Database#GTCv Yakiba|GTCv &#039;&#039;Yakiba&#039;&#039;]] is destroyed&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
(#) &#039;&#039;&#039;May be replaced with the [[GTB Medusa|GTB &#039;&#039;Medusa&#039;&#039;]] and/or the [[GTB Ursa|GTB &#039;&#039;Ursa&#039;&#039;]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM1-07.fs2|50.0 KB|Brad Johnson|33 (+3 waypoints)|11|45|16&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|2: Exodus|Brief7}}&lt;br /&gt;
===Notes===&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This is the lowest number of messages in the main FreeSpace 2 campaign.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;OFHDdmICpr8&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;2COwYJMjdBg&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=The_Great_Hunt_(FS2)&amp;diff=63159</id>
		<title>The Great Hunt (FS2)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=The_Great_Hunt_(FS2)&amp;diff=63159"/>
		<updated>2021-02-17T22:51:47Z</updated>

		<summary type="html">&lt;p&gt;Zonination: /* Objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=Slaying Ravana|previous=Mystery of the Trinity|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 1, MISSION 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[107th Ravens]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The 107th assists the GTCv &#039;&#039;Lysander&#039;&#039; and GTCv &#039;&#039;Actium&#039;&#039; on a search-and-destroy mission in the nebula.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
Due to recent successes in the civil war against the [[Neo-Terran Front]], [[GTVA|Allied Command]] can now spare two corvettes to assist in nebular operations. Alpha and Beta wings from the 107th Ravens are sortied to defend two corvettes, the [[FreeSpace 2 Terran Ship Database#GTCv Lysander|GTCv &#039;&#039;Lysander&#039;&#039;]] and [[FreeSpace 2 Terran Ship Database#GTCv Actium|GTCv &#039;&#039;Actium&#039;&#039;]], as they embark on a mission to locate and destroy two Shivan warships.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
This is a mission where your abilities to survive while flying in between beams are tested. The default loadout for this mission should be fine. Alternatively, you can use a [[GTF Hercules Mark II]] armed with two banks of [[GTW Subach HL-7]]s and a bank of [[GTM Hornet]]s.&lt;br /&gt;
&lt;br /&gt;
You are tasked with the protection of the two [[GTCv Deimos|&#039;&#039;Deimos&#039;&#039;-class corvettes]], the &#039;&#039;Lysander&#039;&#039; and &#039;&#039;Actium&#039;&#039;. As the first two waves of Shivan fighters attack the corvettes, both warships come within sensor range of the &#039;&#039;Asuras&#039;&#039;, a [[SC Cain|&#039;&#039;Cain&#039;&#039;-class cruiser]]. Ignore the &#039;&#039;Asuras&#039;&#039; and destroy the fighters. Both corvettes can take the cruiser out on their own with few problems.&lt;br /&gt;
&lt;br /&gt;
Once the &#039;&#039;Asuras&#039;&#039; goes down, a conversation ensues between your wingmen. You can use this time to rearm if you have used up most of your missiles. Otherwise, continue flying alongside the two ships and listen to the chatter. Once Command tells everyone to stop talking, you will see a few hostile ships on your radar, but too far away to be targeted. A short while later, they will enter your sensor range. Engage the Shivan fighters and destroy as many as you can. When a wing of [[SB Seraphim|Seraphim bombers]] arrive, break your attack and destroy all of them before they release their warheads. Continue engaging the Shivan fighters once you are done. Soon, the &#039;&#039;Lysander&#039;&#039; announces that it has detected the &#039;&#039;Iblis&#039;&#039;, and it opens fire on the [[SC Rakshasa|&#039;&#039;Rakshasa&#039;&#039;-class cruiser]]. As before, leave the &#039;&#039;Iblis&#039;&#039; alone, unless if you want to get the kill for it.&lt;br /&gt;
&lt;br /&gt;
When the &#039;&#039;Actium&#039;&#039; announces that the &#039;&#039;Iblis&#039;&#039; is going critical, fly away from both corvettes, as an unknown ship will jump in a short distance in front of them and open fire on the &#039;&#039;Lysander&#039;&#039;, destroying it. If the &#039;&#039;Actium&#039;&#039; still has at least 50% hull integrity left, it will survive getting hit by the unknown warship&#039;s beams as it jumps out. As the &#039;&#039;Actium&#039;&#039; leaves (or is destroyed), you will be ordered to return to base.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** &amp;lt;s&amp;gt;Protect Actium and Lysander&amp;lt;/s&amp;gt;&lt;br /&gt;
* Secondary Objectives:&lt;br /&gt;
** Destroy Asuras&lt;br /&gt;
** Destroy Iblis&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* There is an inconsistency between the mission briefing and the actual mission itself. While the mission briefing states that the &#039;&#039;Asuras&#039;&#039; is a [[SC Lilith|&#039;&#039;Lilith&#039;&#039;-class cruiser]], it is a &#039;&#039;Cain&#039;&#039;-class cruiser in the mission.&lt;br /&gt;
* The &#039;&#039;Iblis&#039;&#039; is nerfed. It only has a single SRed out of the three on every other [[Rakshasa]], so it is hardly a threat to the two corvettes.&lt;br /&gt;
* The &#039;&#039;Lysander&#039;&#039; is fated to be destroyed in this mission. Even if you make the corvette invulnerable through cheating, or if you destroy the unknown warship&#039;s main guns before they can open fire, the &#039;&#039;Lysander&#039;&#039; will still be destroyed by a self-destruct event in the mission file.&lt;br /&gt;
&lt;br /&gt;
==Total number of forces==&lt;br /&gt;
{{total_numbers_2&lt;br /&gt;
|belligerent_1 = [[Galactic Terran-Vasudan Alliance|GTVA]]&lt;br /&gt;
|belligerent_2 = [[Shivans]]&lt;br /&gt;
|ship_1 =&lt;br /&gt;
* 2 [[GTCv Deimos|GTCv &#039;&#039;Deimos&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#GTCv Lysander|&#039;&#039;Lysander&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#GTCv Actium|&#039;&#039;Actium&#039;&#039;]]&lt;br /&gt;
|ship_2 =&lt;br /&gt;
* 1 [[SD Ravana|SD &#039;&#039;Ravana&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Shivan Ship Database#SD Ravana|&#039;&#039;Ravana&#039;&#039;]]&lt;br /&gt;
* 1 [[SC Cain|SC &#039;&#039;Cain&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Shivan Ship Database#SC Asuras|&#039;&#039;Asuras&#039;&#039;]]&lt;br /&gt;
* 1 [[SC Rakshasa|SC &#039;&#039;Rakshasa&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Shivan Ship Database#SC Iblis|&#039;&#039;Iblis&#039;&#039;]]&lt;br /&gt;
|strikecraft_1 =&lt;br /&gt;
* 6 [[GTF Hercules Mark II|GTF &#039;&#039;Hercules Mk II&#039;&#039;]] (*)&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Beta&#039;&#039; (3)&lt;br /&gt;
|strikecraft_2 =&lt;br /&gt;
*3 [[SF Basilisk|SF &#039;&#039;Basilisk&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Virgo&#039;&#039; (3)&lt;br /&gt;
*8 [[SF Astaroth|SF &#039;&#039;Astaroth&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Libra&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Taurus&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Gemini&#039;&#039; (2)&lt;br /&gt;
*9 [[SF Mara|SF &#039;&#039;Mara&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Cancer&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Pisces&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Scorpio&#039;&#039; (3)&lt;br /&gt;
*2 [[SB Seraphim|SB &#039;&#039;Seraphim&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Aquarius&#039;&#039; (2)&lt;br /&gt;
|casualties_1 =&lt;br /&gt;
*1-2 [[GTCv Deimos|GTCv &#039;&#039;Deimos&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#GTCv Lysander|&#039;&#039;Lysander&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#GTCv Actium|&#039;&#039;Actium&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
*0-5 [[GTF Hercules Mark II|GTF &#039;&#039;Hercules Mk II&#039;&#039;]] (*)&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Beta&#039;&#039; (3)&lt;br /&gt;
|casualties_2 =&lt;br /&gt;
* 0-1 [[SC Rakshasa|SC &#039;&#039;Rakshasa&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Shivan Ship Database#SC Iblis|&#039;&#039;Iblis&#039;&#039;]]&lt;br /&gt;
* 1 [[SC Cain|SC &#039;&#039;Cain&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Shivan Ship Database#SC Asuras|&#039;&#039;Asuras&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
*3 [[SF Basilisk|SF &#039;&#039;Basilisk&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Virgo&#039;&#039; (3)&lt;br /&gt;
*8 [[SF Astaroth|SF &#039;&#039;Astaroth&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Libra&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Taurus&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Gemini&#039;&#039; (2)&lt;br /&gt;
*9 [[SF Mara|SF &#039;&#039;Mara&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Cancer&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Pisces&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Scorpio&#039;&#039; (3)&lt;br /&gt;
*2 [[SB Seraphim|SB &#039;&#039;Seraphim&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Aquarius&#039;&#039; (2)&lt;br /&gt;
}}&lt;br /&gt;
(*) &#039;&#039;&#039;May be replaced with the [[GTF Myrmidon|GTF &#039;&#039;Myrmidon]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM1-06.fs2|66.2 KB|Brad Johnson|33 (+5 waypoints)|10|76|36|1: Genesis|Brief6}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;f3XAK03cz-k&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;NxzjSqGdknc&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Mystery_of_the_Trinity&amp;diff=63158</id>
		<title>Mystery of the Trinity</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Mystery_of_the_Trinity&amp;diff=63158"/>
		<updated>2021-02-17T22:51:35Z</updated>

		<summary type="html">&lt;p&gt;Zonination: /* Objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=The Great Hunt (FS2)|previous=A Lion at the Door|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 1, MISSION 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[107th Ravens]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The 107th patrols the nebula beyond the subspace portal in Gamma Draconis.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
The &#039;&#039;Aquitaine&#039;&#039; entered the Knossos portal in [[Gamma Draconis]] and fetched up in a nebula, a vast field of cloud and gas. With the destroyer&#039;s long-range sensors severely compromised by this natural phenomenon, Alpha, Iota, Kappa and Zeta wings from the 107th Ravens are deployed to scout the nebular theater around the &#039;&#039;Aquitaine&#039;&#039; and report all findings.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
This is the first mission in the nebula. You can take off at any time, even without authorization, but once the &#039;&#039;Aquitaine&#039;&#039; orders your wing to &amp;quot;go&amp;quot;, start following Zeta 1. Stay within 600 meters of Zeta 1 or he will warn you to stay close to him. If you fall too far behind, you will lose him in the nebula, and Command will order you to return to base.&lt;br /&gt;
&lt;br /&gt;
During your journey with Zeta 1, you will encounter two waves of [[Shivan]] [[SF Manticore|Manticore fighters]]. Command will issue directives to destroy them, so do so. In the nebula, you may encounter problems seeing your opponent, so rely on your targeting system to hit them. If you loaded your ship with [[GTM MX-64|Rockeye heat-seeking missiles]], use them to handle the fighters.&lt;br /&gt;
&lt;br /&gt;
Eventually, Zeta wing and your wing will enter a small field littered with Terran Debris. Beware that they give off a small blast when you or your wingmen shoot them up. At about the same time you start seeing pieces of debris drifting about, Zeta 1 discovers &amp;quot;something big, a cruiser or a corvette&amp;quot;. When Command asks him if it is a [[SC Rakshasa|&#039;&#039;Rakshasa&#039;&#039;]] or a [[SC Cain|&#039;&#039;Cain&#039;&#039;]], he replies that it is neither, and that it is a Terran [[GTC Fenris|&#039;&#039;Fenris&#039;&#039; cruiser]].&lt;br /&gt;
&lt;br /&gt;
A long sequence of dialogue ensues as Zeta 1 hails the cruiser, and it identifies as the &#039;&#039;Trinity&#039;&#039;, with Captain Arthur Roemig, an [[Neo-Terran Front|NTF]] commander, speaking. Command threatens Roemig with destruction if he does not surrender the &#039;&#039;Trinity&#039;&#039;, so Roemig complies, but only if Command gets the cruiser out of the nebula. Roemig continues by saying that his ship repelled a Shivan attack, but suffered critical engine damage in the process. He powered down non-essential systems on the &#039;&#039;Trinity&#039;&#039; to avoid detection, and the cruiser has been drifting in the nebula uneventfully since then. Roemig also adds that his chief engineer believes that a field repair of the ship is possible; doing so should re-enable the &#039;&#039;Trinity&#039;&#039;&#039;s engines and allow it to jump out. Command asks for the cruiser&#039;s diagnostics and deploys a damage control team before asking Roemig what he was doing out in the nebula. Roemig, in response, declines to answer, using [[BETAC]] as protection.&lt;br /&gt;
&lt;br /&gt;
Shortly after this, the &#039;&#039;Discovery&#039;&#039;, an [[GTT Elysium|&#039;&#039;Elysium&#039;&#039;-class transport]], will jump in very near the &#039;&#039;Trinity&#039;&#039; and approach its docking point. At the same time, your radar will show several new hostile contacts out of sensor range. As they fly closer, these hostile contacts are revealed to be Shivan fighters. Engage and destroy them. Once they are eliminated, the Discovery will dock with the Trinity.&lt;br /&gt;
&lt;br /&gt;
You receive new orders from Command to defend the &#039;&#039;Trinity&#039;&#039; and the docked &#039;&#039;Discovery&#039;&#039; while the cruiser undergoes a quick repair. You have to hold the Shivans off for about fifteen minutes in order for repair works to be complete. However, after two waves of [[SF Basilisk|Basilisk fighters]], the Shivans start to swarm the area with many [[SF Dragon|Dragon-class fighters]], and your wingmen lose ground.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the &#039;&#039;Trinity&#039;&#039; &#039;&#039;&#039;must&#039;&#039;&#039; be destroyed in this mission, so do not get too frustrated if you fail to defend it for fifteen minutes. Dragons are notorious for their speed and maneuverability, and in the nebula, flying a [[GTF Hercules Mark II|Hercules Mark II]], you and your squadmates are ill-suited to repel them. The &#039;&#039;Discovery&#039;&#039;, however, will undock with the &#039;&#039;Trinity&#039;&#039; and take severe damage just as the cruiser blows up and try to make a run for it. You &#039;&#039;can&#039;&#039; try to protect it, although the chances of it surviving long enough to jump out is very low. Its survival will not change the debriefing anyway; you will still get the same debrief as when both ships are destroyed.&lt;br /&gt;
&lt;br /&gt;
Once the &#039;&#039;Trinity&#039;&#039; is destroyed, you will be ordered to return to base immediately. Do not try to engage the Shivans, or else Command will scold you.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Patrol nebula with Zeta wing&lt;br /&gt;
** &amp;lt;s&amp;gt;Protect the Trinity&amp;lt;/s&amp;gt;&lt;br /&gt;
** Protect the Disovery&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The note in this mission file reads, &amp;quot;Welcome to our nebula&amp;quot;.&lt;br /&gt;
* The &#039;&#039;Aquitaine&#039;&#039; disappears when you get several kilometers away from it to maintain the illusion that your sensors are having problems with the nebula.&lt;br /&gt;
* At the moment Alpha wing is ordered to &amp;quot;go&amp;quot; the Aquitaine rotates to create the illusion that Alpha is rising up off the landing platform.&lt;br /&gt;
* Shortly after you find the &#039;&#039;Trinity&#039;&#039;, Iota wing will swing by to back you up.&lt;br /&gt;
* This mission can end only if the &#039;&#039;Trinity&#039;&#039; is destroyed. You can try to keep it alive for over fifteen minutes, but the repairs on the &#039;&#039;Trinity&#039;&#039; are not meant to be finished quick enough for the cruiser to survive the engagement.&lt;br /&gt;
* You can, against Command&#039;s orders, continue to engage the Dragons for a reasonable period of time for kills. However, it is not recommended even if you are able to handle the Dragons, as waves will continue to jump in endlessly as you kill them, eventually overwhelming you.&lt;br /&gt;
&lt;br /&gt;
==Total number of forces==&lt;br /&gt;
{{total_numbers_3&lt;br /&gt;
|belligerent_1 =[[Galactic Terran-Vasudan Alliance|GTVA]]&lt;br /&gt;
|belligerent_2 =[[Shivans]]&lt;br /&gt;
|belligerent_3 =[[Neo-Terran Front|NTF]]&lt;br /&gt;
|ship_1 =&lt;br /&gt;
* 1 [[GTD Hecate|GTD &#039;&#039;Hecate&#039;&#039;]]&lt;br /&gt;
** [[GTD Aquitaine|&#039;&#039;Aquitaine&#039;&#039;]]&lt;br /&gt;
* 1 [[GTT Elysium|GTT &#039;&#039;Elysium&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#GTT Discovery|&#039;&#039;Discovery&#039;&#039;]]&lt;br /&gt;
|ship_2 =&lt;br /&gt;
* None&lt;br /&gt;
|ship_3 =&lt;br /&gt;
* 1 [[GTC Fenris|GTC &#039;&#039;Fenris&#039;&#039;]]&lt;br /&gt;
** [[NTC Trinity|&#039;&#039;Trinity&#039;&#039;]]&lt;br /&gt;
|strikecraft_1 =&lt;br /&gt;
* 12 [[GTF Hercules Mark II|GTF &#039;&#039;Hercules Mark II&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Zeta&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Kappa&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Iota&#039;&#039; (3)&lt;br /&gt;
|strikecraft_2 =&lt;br /&gt;
* 12 [[SF Manticore|SF &#039;&#039;Manticore&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Aries&#039;&#039; (5)&lt;br /&gt;
** &#039;&#039;Leo&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Virgo&#039;&#039; (3)&lt;br /&gt;
* 4 [[SF Basilisk|SF &#039;&#039;Basilisk&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Aquarius&#039;&#039; (4)&lt;br /&gt;
* 42 [[SF Dragon|SF &#039;&#039;Dragon&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Cancer&#039;&#039; (6) &#039;&#039;&#039;*5 waves&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Libra&#039;&#039; (4) &#039;&#039;&#039;*3 waves&#039;&#039;&#039;&lt;br /&gt;
|strikecraft_3 =&lt;br /&gt;
* None&lt;br /&gt;
|casualties_1 =&lt;br /&gt;
* 0-1 [[GTT Elysium|GTT &#039;&#039;Elysium&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#GTT Discovery|&#039;&#039;Discovery&#039;&#039;]]&lt;br /&gt;
* 3-11 [[GTF Hercules Mark II|GTF &#039;&#039;Hercules Mark II&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Zeta&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Iota&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Kappa&#039;&#039; (3)(*)&lt;br /&gt;
|casualties_2 =&lt;br /&gt;
*9-12 [[SF Manticore|SF &#039;&#039;Manticore&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Aries&#039;&#039; (5)&lt;br /&gt;
** &#039;&#039;Leo&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Virgo&#039;&#039; (3)&lt;br /&gt;
*4 [[SF Basilisk|SF &#039;&#039;Basilisk&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Aquarius&#039;&#039; (4)&lt;br /&gt;
*0-42 [[SF Dragon|SF &#039;&#039;Dragon&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Cancer&#039;&#039; (6) &#039;&#039;&#039;*5 waves&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Libra&#039;&#039; (4) &#039;&#039;&#039;*3 waves&#039;&#039;&#039;&lt;br /&gt;
|casualties_3 =&lt;br /&gt;
* 1 [[GTC Fenris|GTC &#039;&#039;Fenris&#039;&#039;]]&lt;br /&gt;
** [[NTC Trinity|&#039;&#039;Trinity&#039;&#039;]]&lt;br /&gt;
}}&lt;br /&gt;
(*) &#039;&#039;&#039;Listed as MIA&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM1-05.fs2|80.9 KB|James Agay|41 (+10 waypoints)|10|106&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|78|4: Numbers|Brief5}}&lt;br /&gt;
===Notes===&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;This mission and [[Love the Treason...]] have the most number of mission events in the main FreeSpace 2 campaign.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;Mh3nehcI3Jo&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;SL3opkANpQI&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=A_Lion_at_the_Door&amp;diff=63157</id>
		<title>A Lion at the Door</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=A_Lion_at_the_Door&amp;diff=63157"/>
		<updated>2021-02-17T22:51:14Z</updated>

		<summary type="html">&lt;p&gt;Zonination: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=Mystery of the Trinity|previous=The Romans Blunder|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 1, MISSION 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[107th Ravens]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; After the Shivans attack an allied warship in Capella, the 107th Ravens are deployed to secure a mysterious subspace portal in the Gamma Draconis system.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
The [[FreeSpace_2_Terran_Ship_Database#GTC_Vigilant|GTC &#039;&#039;Vigilant&#039;&#039;]], assigned to guard the [[Capella]]-[[Gamma Draconis]] jump node, was destroyed by the [[Shivans]], using new ships that the [[GTVA]] has never seen before. While the [[FreeSpace 2 Terran Ship Database#GTD Carthage|&#039;&#039;Carthage&#039;&#039;]] and [[FreeSpace 2 Vasudan Ship Database#GVCv Dahshor|&#039;&#039;Dahshor&#039;&#039;]] were deployed and neutralized the attackers, Command has ordered a state of enhanced vigilance and deployed scout wings to reconnoiter the Gamma Draconis system. The scouts reported that the Shivans are emerging from a massive ring-shaped object that appeared to be projecting some kind of subspace portal. The Shivans, on their end, are sending in transports and freighters from the portal, loaded with cargo, and have made a small depot near the portal. These ships are dumping their load in the area around the ring before re-entering the portal. Alpha and Beta wings from the 107th are deployed to destroy all hostile ships in that area and hold off any new arrivals from the portal until the &#039;&#039;Carthage&#039;&#039; and &#039;&#039;Dahshor&#039;&#039; arrive with reinforcements.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
You are only allowed to fly the [[GTF Hercules Mark II]] in this mission. A recommended loadout is a bank of [[GTM Harpoon|Harpoon aspect-seeking missiles]] and a bank of [[GTM Tempest|Tempest dumbfire missiles]].&lt;br /&gt;
&lt;br /&gt;
The mission begins with you and your wing emerging a few thousand meters away from the subspace portal. There are [[Shivan]] [[SF Mara|Mara-class fighters]] patrolling the area, with the &#039;&#039;Behemoth&#039;&#039;, a [[SC Rakshasa|&#039;&#039;Rakshasa&#039;&#039;-class cruiser]] parked nearby. Behind the Shivan cruiser, you can acquire sensor lock on some freighters, a Shivan [[ST Azrael|&#039;&#039;Azrael&#039;&#039; transport]] and many cargo containers.&lt;br /&gt;
&lt;br /&gt;
The Mara fighters will break formation and attack you first. For beginners, keep a short distance away and fire a salvo of Harpoons at them. Once all the Shivan fighters are destroyed, attack the &#039;&#039;Behemoth&#039;&#039;. The &#039;&#039;Rakshasa&#039;&#039;-class cruiser has only one anti-fighter beam. Destroy that, as well as its weapons subsystem, so that the cruiser will pose much less of a dire threat to you and your squadmates.&lt;br /&gt;
&lt;br /&gt;
Once the &#039;&#039;Behemoth&#039;&#039; is destroyed, Command orders you to hold your position as they deploy the &#039;&#039;Carthage&#039;&#039; and &#039;&#039;Dahshor&#039;&#039;. However, as you wait for the two warships to arrive, the Shivans start to send in more fighters through the &#039;&#039;Knossos&#039;&#039;; Alpha 2 notes that the new fighters are designated &#039;&#039;[[SF Astaroth|Astaroth]]&#039;&#039;. These fighters will break formation and attack. Expect most of your wingmen to fall, as the Shivans outmaneuver your heavy fighters with their faster and more agile ships. On higher difficulty levels, you will need to rely on a bit of luck in order to survive being attacked. Defend yourself until the &#039;&#039;Carthage&#039;&#039; and &#039;&#039;Dahshor&#039;&#039; arrive. When they do, fly towards the [[GTD Orion|&#039;&#039;Orion&#039;&#039;-class destroyer]] and destroy your pursuers within range of the destroyer&#039;s guns. Next, get what is left of your wingmen to defend both ships. Shortly after the two Allied warships arrive, the &#039;&#039;Goliath&#039;&#039;, a [[SC Cain|&#039;&#039;Cain&#039;&#039;-class cruiser]], jumps in from the portal with another wing of &#039;&#039;Astaroth&#039;&#039; fighters and a wing of [[SB Seraphim|&#039;&#039;Seraphim&#039;&#039; bombers]]. The &#039;&#039;Carthage&#039;&#039; and &#039;&#039;Dahshor&#039;&#039; will encounter few problems with the &#039;&#039;Goliath&#039;&#039;, but the Shivan bombers will go after the &#039;&#039;Carthage&#039;&#039; first. If you want to get a medal, you will need to defend both vessels from the &#039;&#039;Astaroth&#039;&#039; and, in particular, the &#039;&#039;Seraphim&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Neutralize all hostiles&lt;br /&gt;
** Protect the Carthage&lt;br /&gt;
* Secondary Objectives:&lt;br /&gt;
** Protect the Dashor&lt;br /&gt;
&lt;br /&gt;
===[[Awardable_Medals#FreeSpace_2_Medals|Medals]]===&lt;br /&gt;
&lt;br /&gt;
You will obtain an &#039;&#039;&#039;Allied Defense Citation&#039;&#039;&#039; for protecting &#039;&#039;&#039;both&#039;&#039;&#039; the &#039;&#039;GTD Carthage&#039;&#039; and the &#039;&#039;GVCv Dahshor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* One way to have your wingmen survive the first engagement with the &#039;&#039;Astaroth&#039;&#039; is to simply order them to form on your wing (C-3-7) and then fly away from the portal as soon as the &#039;&#039;Behemoth&#039;&#039; and &#039;&#039;Mara&#039;&#039; fighters are destroyed. Because the arrival cue for the &#039;&#039;Carthage&#039;&#039; and &#039;&#039;Dahshor&#039;&#039; is only time-delayed to a sequence of events starting from the destruction of the &#039;&#039;Behemoth&#039;&#039; and &#039;&#039;Mara&#039;&#039; fighters, and the two Allied warships jump into the area at around your starting point, this tactic has the double benefit of putting you and your wingmen in the ideal position to protect the &#039;&#039;Carthage&#039;&#039; and &#039;&#039;Dahshor&#039;&#039; almost as soon as they arrive.&lt;br /&gt;
* There is a trick to getting the kills for the freighters. The moment they lose their cargo by having it blown off, they jump out. Your wingmen tend to hit the cargo quite often while going for the freighters, and it&#039;s not all that easy for you to avoid doing so either. However, if you keep your wingmen away and aim carefully, it is possible to kill all the freighters before they escape. The [[SFr Dis|&#039;&#039;Dis&#039;&#039;]] does not immediately jump out if its cargo is destroyed, although it will still make a beeline for the Knossos and eventually jump out there.&lt;br /&gt;
* Oddly enough, the &#039;&#039;Semyaza&#039;&#039; does absolutely nothing no matter what happens, even if the &#039;&#039;Carthage&#039;&#039; and &#039;&#039;Dahshor&#039;&#039; jump in, and has no intended purpose other than just to sit there and be a bystander.&lt;br /&gt;
&lt;br /&gt;
==New equipment==&lt;br /&gt;
*[[GTF Hercules Mark II]]&lt;br /&gt;
*[[GTW Prometheus R]]&lt;br /&gt;
*[[GTM Harpoon]]&lt;br /&gt;
*[[GTM Hornet]]&lt;br /&gt;
&lt;br /&gt;
==Total number of forces==&lt;br /&gt;
{{total_numbers_3&lt;br /&gt;
|belligerent_1 =[[Galactic Terran-Vasudan Alliance|GTVA]]&lt;br /&gt;
|belligerent_2 =[[Shivans]]&lt;br /&gt;
|belligerent_3 =[[Ancients]]&lt;br /&gt;
|ship_1 =&lt;br /&gt;
* 1 [[GTD Orion|GTD &#039;&#039;Orion&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#GTD Carthage|&#039;&#039;Carthage&#039;&#039;]]&lt;br /&gt;
* 1 [[GVCv Sobek|GVCv &#039;&#039;Sobek&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Vasudan Ship Database#GVCv Dahshor|&#039;&#039;Dahshor&#039;&#039;]]&lt;br /&gt;
|ship_2 =&lt;br /&gt;
* 1 [[SC Rakshasa|SC &#039;&#039;Rakshasa&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Shivan Ship Database#SC Behemoth|&#039;&#039;Behemoth&#039;&#039;]]&lt;br /&gt;
* 1 [[SC Cain|SC &#039;&#039;Cain&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Shivan Ship Database#SC Goliath|&#039;&#039;Goliath&#039;&#039;]]&lt;br /&gt;
* 1 [[ST Azrael|ST &#039;&#039;Azrael&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Shivan Ship Database#ST Semyaza|&#039;&#039;Semyaza&#039;&#039;]]&lt;br /&gt;
* 1 [[SFr Mephisto|SFr &#039;&#039;Mephisto&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Shivan Ship Database#SFr Maul|&#039;&#039;Maul&#039;&#039;]]&lt;br /&gt;
* 1 [[SFr Asmodeus|SFr &#039;&#039;Asmodeus&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Shivan Ship Database#SFr Neqael|&#039;&#039;Neqael&#039;&#039;]]&lt;br /&gt;
* 1 [[SFr Dis|SFr &#039;&#039;Dis&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Shivan Ship Database#SFr Dis|&#039;&#039;Dis&#039;&#039;]]&lt;br /&gt;
*5 [[SC 5|&#039;&#039;SC 5&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;SC 5 5&#039;&#039; through &#039;&#039;SC 5 7&#039;&#039;, &#039;&#039;SC 5 11&#039;&#039;, &#039;&#039;SC 5 16&#039;&#039;&lt;br /&gt;
*3 [[SAC 2|&#039;&#039;SAC 2&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;SAC 2 8&#039;&#039;, &#039;&#039;SAC 2 9&#039;&#039;, &#039;&#039;SAC 2 14&#039;&#039;&lt;br /&gt;
|ship_3 =&lt;br /&gt;
* 1 &#039;&#039;[[Knossos]]&#039;&#039;&lt;br /&gt;
** &#039;&#039;Subspace Portal&#039;&#039;&lt;br /&gt;
*** Unknown&lt;br /&gt;
|strikecraft_1 =&lt;br /&gt;
*6 [[GTF Hercules Mark II|GTF &#039;&#039;Hercules Mark II&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Beta&#039;&#039; (3)&lt;br /&gt;
*3 [[GTF Myrmidon|GTF &#039;&#039;Myrmidon&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Delta&#039;&#039; (3)&lt;br /&gt;
*3 [[GVF Serapis|GVF &#039;&#039;Serapis&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Epsilon&#039;&#039; (3)&lt;br /&gt;
|strikecraft_2 =&lt;br /&gt;
* 9 [[SF Mara|SF &#039;&#039;Mara&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Virgo&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Cancer&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Aries&#039;&#039; (3)&lt;br /&gt;
* 10 [[SF Astaroth|SF &#039;&#039;Astaroth&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Libra&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Leo&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Aquarius&#039;&#039; (4)&lt;br /&gt;
* 3 [[SB Seraphim|SB &#039;&#039;Seraphim&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Scorpio&#039;&#039; (3)&lt;br /&gt;
|strikecraft_3 =&lt;br /&gt;
* None&lt;br /&gt;
|casualties_1 =&lt;br /&gt;
* 0-1 [[GTD Orion|GTD &#039;&#039;Orion&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Terran Ship Database#GTD Carthage|&#039;&#039;Carthage&#039;&#039;]]&lt;br /&gt;
* 0-1 [[GVCv Sobek|GVCv &#039;&#039;Sobek&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Vasudan Ship Database#GVCv Dahshor|&#039;&#039;Dahshor&#039;&#039;]]&lt;br /&gt;
*0-5 [[GTF Hercules Mark II|GTF &#039;&#039;Hercules Mark II&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Beta&#039;&#039; (3)&lt;br /&gt;
|casualties_2 =&lt;br /&gt;
* 1 [[SC Rakshasa|SC &#039;&#039;Rakshasa&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Shivan Ship Database#SC Behemoth|&#039;&#039;Behemoth&#039;&#039;]]&lt;br /&gt;
* 1 [[SC Cain|SC &#039;&#039;Cain&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Shivan Ship Database#SC Goliath|&#039;&#039;Goliath&#039;&#039;]]&lt;br /&gt;
* 0-1 [[ST Azrael|ST &#039;&#039;Azrael&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Shivan Ship Database#ST Semyaza|&#039;&#039;Semyaza&#039;&#039;]]&lt;br /&gt;
* 0-1 [[SFr Mephisto|SFr &#039;&#039;Mephisto&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Shivan Ship Database#SFr Maul|&#039;&#039;Maul&#039;&#039;]]&lt;br /&gt;
* 0-1 [[SFr Asmodeus|SFr &#039;&#039;Asmodeus&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Shivan Ship Database#SFr Neqael|&#039;&#039;Neqael&#039;&#039;]]&lt;br /&gt;
* 0-1 [[SFr Dis|SFr &#039;&#039;Dis&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Shivan Ship Database#SFr Dis|&#039;&#039;Dis&#039;&#039;]]&lt;br /&gt;
* 0-5 [[SC 5|&#039;&#039;SC 5&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;SC 5 5&#039;&#039; through &#039;&#039;SC 5 7&#039;&#039;, &#039;&#039;SC 5 11&#039;&#039;, &#039;&#039;SC 5 16&#039;&#039;&lt;br /&gt;
* 0-3 [[SAC 2|&#039;&#039;SAC 2&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;SAC 2 8&#039;&#039;, &#039;&#039;SAC 2 9&#039;&#039;, &#039;&#039;SAC 2 14&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 9 [[SF Mara|SF &#039;&#039;Mara&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Virgo&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Cancer&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Aries&#039;&#039; (3)&lt;br /&gt;
* 10 [[SF Astaroth|SF &#039;&#039;Astaroth&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Libra&#039;&#039;&#039;&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Leo&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Aquarius&#039;&#039; (4)&lt;br /&gt;
* 3 [[SB Seraphim|SB &#039;&#039;Seraphim&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Scorpio&#039;&#039; (3)&lt;br /&gt;
|casualties_3 =&lt;br /&gt;
* None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM1-04.fs2|73.8 KB|Brad Johnson|51 (+6 waypoints)|11|57|23|4: Numbers|Brief4}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;SoosXY4Tleg&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;uxmUr5_AhAI&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=The_Romans_Blunder&amp;diff=63156</id>
		<title>The Romans Blunder</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=The_Romans_Blunder&amp;diff=63156"/>
		<updated>2021-02-17T22:50:56Z</updated>

		<summary type="html">&lt;p&gt;Zonination: /* Objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=A Lion at the Door|previous=The Place of Chariots|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 1, MISSION 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[53rd Hammerheads]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The 53rd pursue Admiral Aken Bosch to the Sirius jump node.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
Alpha wing of the 53rd is scrambled to intercept and destroy the [[NTF Iceni|NTF &#039;&#039;Iceni&#039;&#039;]] before it reaches the [[Deneb]]-[[Sirius]] jump node.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
This is a scramble mission, so you cannot choose your loadout. You will be flying a [[GTF Myrmidon]] armed with two banks of [[GTW Subach HL-7]]s, a bank of [[GTM Tempest|Tempest dumbfire missiles]] and two banks of [[GTM MX-64|Rockeye heat-seeking missiles]].&lt;br /&gt;
&lt;br /&gt;
You will jump in 5000 meters away from the &#039;&#039;Iceni&#039;&#039;. The [[Neo-Terran Front]] command ship, on the other hand, is only 2000 meters away from the jump node. Feel free to either hang back or follow Command&#039;s orders to catch up to the &#039;&#039;Iceni&#039;&#039;; either way, the Iceni will escape.&lt;br /&gt;
&lt;br /&gt;
After a small conversation between the pilots and Command, two enemy freighters will jump in with cargo, escorted by some rebel [[GTF Loki|Loki fighters]]. Destroy the escorts first before attacking the freighters. The cargo containers on these freighters are scannable, but they are not important. Destroy them as well.&lt;br /&gt;
&lt;br /&gt;
A short while after the freighters and fighters go down, the NTF send in two cruisers with Loki escort: the &#039;&#039;Glorious&#039;&#039;, a [[GTC Fenris|&#039;&#039;Fenris&#039;&#039;-class]], and the &#039;&#039;Impervious&#039;&#039;, a [[GTC Leviathan|&#039;&#039;Leviathan&#039;&#039;-class]]. Try to lure the escorts away from the cruisers by pulling back as soon as they approach you. Without the assistance of the cruisers, they will not last very long against you and your wingmen. When the fighter escorts are destroyed, the &#039;&#039;Psamtik&#039;&#039; will jump in and open fire on both cruisers with its forward armaments. Attack the &#039;&#039;Glorious&#039;&#039; first, as it is weaker. Feel free to unload all your missiles on it and pull back behind the &#039;&#039;Psamtik&#039;&#039; if you have to.&lt;br /&gt;
&lt;br /&gt;
Attack the &#039;&#039;Impervious&#039;&#039; when the &#039;&#039;Glorious&#039;&#039; is destroyed. If you still have some wingmen, they will help you take it out. If not, the &#039;&#039;Psamtik&#039;&#039; will deploy reinforcements to assist you. Once the &#039;&#039;Impervious&#039;&#039; is destroyed, you will be ordered to return to base.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** &amp;lt;s&amp;gt;Destroy the NTF Iceni&amp;lt;/s&amp;gt;&lt;br /&gt;
** Destroy NTF freighters&lt;br /&gt;
* Secondary Objectives:&lt;br /&gt;
** Destroy the Glorious&lt;br /&gt;
** Destroy the Impervious&lt;br /&gt;
** Destroy NTF figters&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* The &#039;&#039;Psamtik&#039;&#039; will not arrive until you take out the &#039;&#039;Glorious&#039;&#039; and &#039;&#039;Impervious&#039;&#039;&#039; fighter escorts, so make sure you do that first.&lt;br /&gt;
* If you are out of wingmen by the time the &#039;&#039;Psamtik&#039;&#039; arrives, or as long as the &#039;&#039;Psamtik&#039;&#039; is present and you run out of wingmen, the destroyer will deploy Delta wing to assist you. This is not an option.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The note in this mission file reads, &amp;quot;This was the first mission I created for Volition. Originally this was designed to be the recond [&#039;&#039;sic&#039;&#039;] half of a red alert pair, to follow Brad&#039;s SM1-02. The difficulty was toned down several times to make it suitable for the beginning of the campaign.&amp;quot;&lt;br /&gt;
* This mission is best known for Admiral Bosch&#039;s message to Alpha wing as the &#039;&#039;Iceni&#039;&#039; departs:&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;&#039;&#039;&amp;quot;I regret your efforts to intercept us have failed, pilots. You would be well advised to question the wisdom of your leaders. Helm, engage subspace drive.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Total number of forces==&lt;br /&gt;
{{total_numbers_2&lt;br /&gt;
|belligerent_1 =[[Galactic Terran-Vasudan Alliance|GTVA]]&lt;br /&gt;
|belligerent_2 =[[Neo-Terran Front|NTF]]&lt;br /&gt;
|ship_1 =&lt;br /&gt;
* 1 [[GVD Hatshepsut|GVD &#039;&#039;Hatshepsut&#039;&#039;]]&lt;br /&gt;
** [[GVD Psamtik|&#039;&#039;Psamtik&#039;&#039;]]&lt;br /&gt;
|ship_2 =&lt;br /&gt;
* 1 [[NTF Iceni|NTF Vessel]]&lt;br /&gt;
** &#039;&#039;Iceni&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1 [[GTC Fenris|GTC &#039;&#039;Fenris&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Rebel Ship Database#NTC Glorious|&#039;&#039;Glorious&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
* 1 [[GTC Leviathan|GTC &#039;&#039;Leviathan&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Rebel Ship Database#NTC Impervious|&#039;&#039;Impervious&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
* 1 [[GTFr Triton|GTFr &#039;&#039;Triton&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Capricorn 1&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1 [[GTFr Poseidon|GTFr &#039;&#039;Poseidon&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Capricorn 2&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1 [[TAC 1|&#039;&#039;TAC 1&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;TAC 1 47&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1 [[TC 2|&#039;&#039;TC 2&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;TC 2 27&#039;&#039;&lt;br /&gt;
|strikecraft_1 =&lt;br /&gt;
* 6 [[GTF Myrmidon|GTF &#039;&#039;Myrmidon&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Beta&#039;&#039; (3)&lt;br /&gt;
* 4 [[GVF Tauret|GVF &#039;&#039;Tauret&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Delta&#039;&#039; (4)&lt;br /&gt;
|strikecraft_2 =&lt;br /&gt;
* 13 [[GTF Loki|GTF &#039;&#039;Loki&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Leo&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Gemini&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Scorpio&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Aquarius&#039;&#039; (3)&lt;br /&gt;
|casualties_1 =&lt;br /&gt;
* 0-5 [[GTF Myrmidon|GTF &#039;&#039;Myrmidon&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Beta&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
* 0-4 [[GVF Tauret|GVF &#039;&#039;Tauret&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Delta&#039;&#039; (4)&lt;br /&gt;
|casualties_2 =&lt;br /&gt;
* 1 [[GTC Fenris|GTC &#039;&#039;Fenris&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Rebel Ship Database#NTC Glorious|&#039;&#039;Glorious&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
* 1 [[GTC Leviathan|GTC &#039;&#039;Leviathan&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Rebel Ship Database#NTC Impervious|&#039;&#039;Impervious&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
* 0-1 [[GTFR Triton|GTFr &#039;&#039;Triton&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Capricorn 1&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 0-1 [[GTFR Poseidon|GTFr &#039;&#039;Poseidon&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Capricorn 2&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 0-1 [[TAC 1|TAC 1 Container]]&lt;br /&gt;
** &#039;&#039;TAC 1 47&#039;&#039;&lt;br /&gt;
* 0-1 [[TC 2|TC 2 Container]]&lt;br /&gt;
** &#039;&#039;TC 2 27&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 13 [[GTF Loki|GTF &#039;&#039;Loki&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Leo&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Gemini&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Scorpio&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Aquarius&#039;&#039; (3)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM1-03.fs2|56.4 KB|James Agay|31 (+4 waypoints)|7|29|31|3: Leviticus|Brief3}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;XcDNmNvtceU&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;yGr6KN8ca0g&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=The_Place_of_Chariots&amp;diff=63155</id>
		<title>The Place of Chariots</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=The_Place_of_Chariots&amp;diff=63155"/>
		<updated>2021-02-17T22:50:40Z</updated>

		<summary type="html">&lt;p&gt;Zonination: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=The Romans Blunder|previous=Surrender, Belisarius!|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 1, MISSION 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[53rd Hammerheads]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The 53rd are ordered to destroy an NTF depot hidden in the Deneb asteroid belt.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
Command has received reconnaissance information about a [[Neo-Terran Front]] cargo depot, hidden in the [[Deneb]] asteroid belt, which may hold strategically valuable material. Destroying this depot should put a dent in the NTF&#039;s offensive and research capabilities, so the 53rd Hammerheads are deployed to do so.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
You cannot modify the loadout of your wingmen in this mission.&lt;br /&gt;
&lt;br /&gt;
Follow Alpha 2&#039;s directives: attack the enemy fighters and let Beta wing move in and scan the cargo containers. The [[GTF Loki|GTF &#039;&#039;Loki&#039;&#039;]] is a faster and far more maneuverable opponent than the boxy [[GTF Hercules|GTF &#039;&#039;Hercules&#039;&#039;]], but they are not as well-armed or as heavily armored. Work together with the rest of your wing. Team up on targets, and watch out for NTF fighters trying to come around on your tail.&lt;br /&gt;
&lt;br /&gt;
After all the NTF fighters have been destroyed, clean up anything else that Beta wing has not already handled. There are a few sentry guns and freighters, although the latter may sometimes jump out before you can get a chance to intercept them. Note that sentry gun fire can occasionally pierce your shields, but the &#039;&#039;Myrmidon&#039;&#039; is more than capable of taking whatever damage they can throw at it. Destroy them with your guns, or ram them with your ship if their hull is going critical.&lt;br /&gt;
&lt;br /&gt;
Once the depot area is clear of enemy contacts, Command will instruct you to investigate an unknown object 3000 meters from your position. Follow Command&#039;s directive and head towards the faint, flashing radar contact.&lt;br /&gt;
&lt;br /&gt;
This will be revealed to be an [[NTF Boadicea|NTF installation]]. As soon as your sensors are able to target it, Command announces that they are scrambling bomber wings, and order you to destroy the installation. As the Allied [[GTB Medusa|&#039;&#039;Medusa&#039;&#039; bombers]] appear, so do rebel &#039;&#039;Lokis&#039;&#039;. Command orders you to engage the fighters so that Delta wing can bombard the installation. As you engage the fighters, [[Aken Bosch|Admiral Bosch]] orders all Allied fighters to stop attacking the installation. Command tells you to disregard the transmission. A short negotiation begins in which Bosch barters the withdrawal of his troops from Deneb for his safety. Command, however, reiterates their order to destroy the installation.&lt;br /&gt;
&lt;br /&gt;
Before it can be destroyed however, the installation breaks apart to reveal a warship of unknown class. Despite Command&#039;s hasty directive, you have absolutely zero chance of disabling or destroying this ship before it flees into subspace, so don&#039;t feel too bad. Once the warship is gone, clear up any remaining fighters, then jump back to base.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Destroy all NTF fighters&lt;br /&gt;
** &amp;lt;s&amp;gt;Destroy rebel installation&amp;lt;/s&amp;gt;&lt;br /&gt;
** Destroy NTF reinforcements&lt;br /&gt;
* Secondary Objectives:&lt;br /&gt;
** Destroy all freighters and sentry guns&lt;br /&gt;
* Bonus Objectives:&lt;br /&gt;
** Destroy all cargo&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* There is a bonus objective in this mission. Destroy all the cargo containers before you return to base.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The cargo pods are scannable by your ship if you are facing them from a distance 150 meters or less. However, their contents are revealed as &amp;quot;Unable to scan&amp;quot;.&lt;br /&gt;
* While highly unlikely, this mission cannot be finished if you are facing in the direction of the NTF Installation &#039;&#039;before&#039;&#039; Command instructs you to locate it. This is caused by a scripted event in the mission file that triggers the appearance of the installation &#039;&#039;only&#039;&#039; if you are not facing it before it appears.&lt;br /&gt;
* If you complete the bonus objective, an additional debriefing text makes mention of [[ETAK]], long before its first proper mention during a non-SOC mission ([[Return to Babel]]).&lt;br /&gt;
&lt;br /&gt;
==Total number of forces==&lt;br /&gt;
{{total_numbers_2&lt;br /&gt;
|belligerent_1 =[[Galactic Terran-Vasudan Alliance|GTVA]]&lt;br /&gt;
|belligerent_2 =[[Neo-Terran Front|NTF]]&lt;br /&gt;
|ship_1 =&lt;br /&gt;
* None&lt;br /&gt;
|ship_2 =&lt;br /&gt;
*1 [[NTF Boadicea|Unknown NTF]]&lt;br /&gt;
** &#039;&#039;Unknown&#039;&#039;&lt;br /&gt;
*1 [[GTFR Triton|GTFr &#039;&#039;Triton&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Capricorn 1&#039;&#039;&lt;br /&gt;
*2 [[GTFR Poseidon|GTFr &#039;&#039;Poseidon&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Capricorn 2&#039;&#039;&lt;br /&gt;
** &#039;&#039;Capricorn 3&#039;&#039;&lt;br /&gt;
*4 [[GTSG Alastor|GTSG &#039;&#039;Alastor&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Sentry 01&#039;&#039;&lt;br /&gt;
** &#039;&#039;Sentry 02&#039;&#039;&lt;br /&gt;
** &#039;&#039;Sentry 03&#039;&#039;&lt;br /&gt;
** &#039;&#039;Sentry 04&#039;&#039;&lt;br /&gt;
*6 [[TC 2|&#039;&#039;TC 2&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;TC 2 1&#039;&#039; through &#039;&#039;TC 2 5&#039;&#039;, &#039;&#039;TC 2 27&#039;&#039;&lt;br /&gt;
*5 [[TAC 1|&#039;&#039;TAC 1&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;TAC 1 6&#039;&#039;, &#039;&#039;TAC 1 9&#039;&#039;, &#039;&#039;TAC 1 10&#039;&#039;, &#039;&#039;TAC 1 18&#039;&#039;, &#039;&#039;TAC 1 47&#039;&#039;&lt;br /&gt;
|strikecraft_1 =&lt;br /&gt;
*6 [[GTF Myrmidon|GTF &#039;&#039;Myrmidon&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Beta&#039;&#039; (3)&lt;br /&gt;
*2 [[GTB Medusa|GTB &#039;&#039;Medusa&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Delta&#039;&#039; (2)&lt;br /&gt;
|strikecraft_2 =&lt;br /&gt;
*2 [[GTF Hercules|GTF &#039;&#039;Hercules&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Cancer&#039;&#039; (2)&lt;br /&gt;
*10 [[GTF Loki|GTF &#039;&#039;Loki&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Aries&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Aquarius&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Pisces&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Virgo&#039;&#039; (3)&lt;br /&gt;
|casualties_1 =&lt;br /&gt;
*0-5 [[GTF Myrmidon|GTF &#039;&#039;Myrmidon&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Beta&#039;&#039; (3)&lt;br /&gt;
*0-2 [[GTB Medusa|GTB &#039;&#039;Medusa&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Delta&#039;&#039; (2)&lt;br /&gt;
|casualties_2 =&lt;br /&gt;
*0-1 [[GTFR Poseidon|GTFr &#039;&#039;Poseidon&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Capricorn 3&#039;&#039;&lt;br /&gt;
*0-5 [[TC 2|TC 2 Containers]]&lt;br /&gt;
** &#039;&#039;TC 2 1&#039;&#039; through &#039;&#039;TC 2 5&#039;&#039;&lt;br /&gt;
*0-4 [[TAC 1|TAC 1 Containers]]&lt;br /&gt;
** &#039;&#039;TAC 1 6&#039;&#039;, &#039;&#039;TAC 1 9&#039;&#039;, &#039;&#039;TAC 1 10&#039;&#039;, &#039;&#039;TAC 1 18&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*2 [[GTF Hercules|GTF &#039;&#039;Hercules&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Cancer&#039;&#039; (2)&lt;br /&gt;
*4-10 [[GTF Loki|GTF &#039;&#039;Loki&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Aries&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Aquarius&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Pisces&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Virgo&#039;&#039; (3)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM1-02.fs2|70.3 KB|Brad Johnson|39 (+5 waypoints)|8|70|36|2: Exodus|Brief2}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;8Z1Y21IPeWg&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;NnXOKrB0SgM&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Surrender,_Belisarius!&amp;diff=63154</id>
		<title>Surrender, Belisarius!</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Surrender,_Belisarius!&amp;diff=63154"/>
		<updated>2021-02-17T22:50:22Z</updated>

		<summary type="html">&lt;p&gt;Zonination: /* Objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|first=|next=The Place of Chariots|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 1, MISSION 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[53rd Hammerheads]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The 53rd Hammerheads, GTD &#039;&#039;Aquitaine&#039;&#039;, must defend a convoy of Vasudan transports escaping Cygnus Prime.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
Admiral Petrarch, Commanding Officer of the GTD &#039;&#039;Aquitaine&#039;&#039;, welcomes new squadrons from [[Vega]] joining the flagship of the [[GTVA]] 3rd Fleet. The Admiral also provides a situation update on the ongoing threat of the [[Neo-Terran Front]], with the Alliance&#039;s focus of operations currently on the [[Epsilon Pegasi]], [[Alpha Centauri]], and [[Deneb]] systems, which are adjacent to the NTF-controlled systems of [[Polaris]], [[Sirius]], and [[Regulus]], and are under risk of being overrun by the rebels.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Aquitaine&#039;&#039; has been deployed to reinforce the Vasudan 13th Battle Group, led by the GVD &#039;&#039;Psamtik&#039;&#039;, in the [[Deneb]] system, where fierce fighting between the Alliance and rebels has resulted in the loss of the GVC &#039;&#039;Andromeda&#039;&#039;, GTC &#039;&#039;Trafalgar&#039;&#039;, and over 15 fighter wings in just 22 hours. Allied Command believes that the &#039;&#039;Aquitaine&#039;&#039;&#039;s arrival will break the stalemate and compel the rebels to withdraw their forces from the system.&lt;br /&gt;
&lt;br /&gt;
Vasudans are evacuating their colonies on [[Cygnus Prime]], a planet in Deneb, in transports. One of the refugee convoys leaving the planet sent out a distress signal, which the Vasudans responded to by deploying a wing of fighters. This wing has just requested for reinforcements, so Alpha wing of the 53rd is sent in to reinforce the Vasudans and escort the convoy. However, the transports in question do not have jump drives, so they must be protected by the remnants of its escort and Alpha wing until a recovery ship is deployed to receive them.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
You cannot modify the loadout of your wingman for this mission.&lt;br /&gt;
&lt;br /&gt;
This is an easy mission, quite good as a warm-up to the game. You have to defend a convoy of Vasudan transports, designated Iota wing.&lt;br /&gt;
&lt;br /&gt;
You jump in a short distance in front of and above the convoy, with your sole wingman, Alpha 2, hailing the convoy. The convoy&#039;s escort leader, Epsilon 1, reports that three transports have been lost to attacks by the [[Neo-Terran Front]], and the remaining (two) [[GVFr Satis|&#039;&#039;Satis&#039;&#039;-class freighters]] are moderately damaged. Both transports will show up on your list as &#039;&#039;Iotas 1&#039;&#039; and &#039;&#039;2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The NTF will launch sporadic attacks on the convoy, almost always in a wing of three [[GTF Hercules|&#039;&#039;Hercules&#039;&#039;-class fighters]]. The hull strength of the &#039;&#039;Satis&#039;&#039; freighters, as well as the assistance of your wingman and Epsilon wing and the window of time between attacks, makes this mission a good one to practice the dogfighting tactics covered in the Training Simulator Modules. Use it to learn how to fire the [[GTM MX-64|&#039;&#039;Rockeye&#039;&#039; heat-seeking missile]] and [[GTM Tempest|&#039;&#039;Tempest&#039;&#039; dumbfire missile]] if you have them loaded in your missile banks.&lt;br /&gt;
&lt;br /&gt;
You can afford to lose one &#039;&#039;Iota&#039;&#039; transport. However, it is best to keep both ships alive. Compared to later missions such as [[Battle of the Wilderness]] or [[Exodus (FS2)|Exodus]], this is easy to do&amp;amp;mdash;just fire continually and accurately at the rebel fighters attacking the convoy, and both transports will survive.&lt;br /&gt;
&lt;br /&gt;
When the &#039;&#039;Iota&#039;&#039; transports reach their destination waypoints and come to a stop, Command announces that the GVD &#039;&#039;Psamtik&#039;&#039; itself has been vectored to the mission area. After a short while, the &#039;&#039;Psamtik&#039;&#039;, a [[GVD Hatshepsut|&#039;&#039;Hatshepsut&#039;&#039;-class destroyer]], will emerge from subspace a few clicks away. If there are any rebel fighters still present at this point, they will jump out.&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;Psamtik&#039;&#039; slows to a gradual stop, Command informs all ships that the NTCv &#039;&#039;Belisarius&#039;&#039;, a [[GTCv Deimos|&#039;&#039;Deimos&#039;&#039;-class corvette]], has run the Allied blockade at the [[Sirius]]-[[Deneb]] jump node, and would likely exit subspace in the immediate area. The &#039;&#039;Psamtik&#039;&#039; acknowledges the transmission and prepares to intercept the corvette.&lt;br /&gt;
&lt;br /&gt;
Just moments later, the &#039;&#039;Belisarius&#039;&#039; warps in and comes to a complete stop with its broadside facing the &#039;&#039;Psamtik&#039;&#039;. The &#039;&#039;Psamtik&#039;&#039;&#039;s bridge orders the beam cannons to be powered up while they order the &#039;&#039;Belisarius&#039;&#039; to surrender. The &#039;&#039;Belisarius&#039;&#039; refuses, however, so the &#039;&#039;Psamtik&#039;&#039; opens fire with one of its main beam cannons, destroying the Terran corvette.&lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;Belisarius&#039;&#039; explodes into a debris field, the &#039;&#039;Psamtik&#039;&#039; deploys Zeta and Theta wings, relieving you of your escort. You will then be ordered to return to base.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Protect Iota until you are relieved of duty&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* FreeSpace 2&#039;s scoring system automatically excludes the damage done by beams when determining who killed what. If you fly up to the &#039;&#039;Belisarius&#039;&#039;, preferably as soon as it jumps in, and hit it at least once before the &#039;&#039;Psamtik&#039;&#039; destroys it with its main gun, the credit for that kill will go to you, not the destroyer. This quirk in FreeSpace 2 has been carried over into FS2_Open, and applies for every mission that you play in the game, even mods and custom missions. Be warned, however, that the &#039;&#039;Belisarius&#039;&#039; has strong anti-fighter defenses, even though its beams are neutered and will not open fire on you.&lt;br /&gt;
* For this mission, you can linger behind, after Command orders you to return to base, and oversee the transfer of crew from &#039;&#039;Iotas 1&#039;&#039; and &#039;&#039;2&#039;&#039; to the &#039;&#039;Psamtik&#039;&#039;. As &#039;&#039;Iota 1&#039;&#039; moves in to dock with the &#039;&#039;Psamtik&#039;&#039;, Command will repeat their order for you to return to base, then be reduced to asking you if your jump drive has a problem. Ignore Command; your subspace drive works so long as your Nav and Engines subsystems are above 30%. &#039;&#039;Iota 1&#039;&#039; will dock with the &#039;&#039;Psamtik&#039;&#039;, transfer its crew, then undock and fly away, after which &#039;&#039;Iota 2&#039;&#039; will fly in and do exactly the same. Once both transports have transferred their crew and cleared the &#039;&#039;Psamtik&#039;&#039;, Command redeploys the destroyer to [[Alpha Centauri]]. The &#039;&#039;Psamtik&#039;&#039; will then order its fighter wings, initially deployed to relieve you of escort, to return to the destroyer. Once Zeta and Theta wings have entered the &#039;&#039;Psamtik&#039;&#039; through its two fighterbays, the destroyer departs, leaving you with the remnants of the convoy before the &#039;&#039;Psamtik&#039;&#039; jumped in. You can then return to base, as nothing else happens from that point onward.&lt;br /&gt;
&lt;br /&gt;
==New equipment==&lt;br /&gt;
*[[GTF Myrmidon]]&lt;br /&gt;
*[[GTW Subach HL-7]]&lt;br /&gt;
*[[GTM MX-64|GTM MX-64 Rockeye]]&lt;br /&gt;
*[[GTM Tempest]]&lt;br /&gt;
&lt;br /&gt;
==Total number of forces==&lt;br /&gt;
{{total_numbers_2&lt;br /&gt;
|belligerent_1 =[[Galactic Terran-Vasudan Alliance|GTVA]]&lt;br /&gt;
|belligerent_2 =[[Neo-Terran Front|NTF]]&lt;br /&gt;
|ship_1 =&lt;br /&gt;
* 1 [[GVD Hatshepsut|GVD &#039;&#039;Hatshepsut&#039;&#039;]]&lt;br /&gt;
** [[GVD Psamtik|&#039;&#039;Psamtik&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
* 2 [[GVFr Satis|GVFr &#039;&#039;Satis&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Iota 1&#039;&#039;&lt;br /&gt;
** &#039;&#039;Iota 2&#039;&#039;&lt;br /&gt;
|ship_2 =&lt;br /&gt;
* 1 [[GTCv Deimos|GTCv &#039;&#039;Deimos&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Rebel Ship Database#NTCv Belisarius|&#039;&#039;Belisarius&#039;&#039;]]&lt;br /&gt;
|strikecraft_1 =&lt;br /&gt;
* 2 [[GTF Myrmidon|GTF &#039;&#039;Myrmidon&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (2)&lt;br /&gt;
&lt;br /&gt;
* 10 [[GVF Serapis|GVF &#039;&#039;Serapis&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Epsilon&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Zeta&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Theta&#039;&#039; (4)&lt;br /&gt;
|strikecraft_2 =&lt;br /&gt;
* 12 [[GTF Hercules|GTF &#039;&#039;Hercules&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Leo&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Cancer&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Gemini&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Aquarius&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Aries&#039;&#039; (3)&lt;br /&gt;
|casualties_1 =*0-1 [[GVFr Satis|GVFr &#039;&#039;Satis&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Iota 1&#039;&#039; or &#039;&#039;2&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 0-1 [[GTF Myrmidon|GTF &#039;&#039;Myrmidon&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Alpha 2&#039;&#039; (1)&lt;br /&gt;
* 0-2 [[GVF Serapis|GVF &#039;&#039;Serapis&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Epsilon&#039;&#039; (2)&lt;br /&gt;
|casualties_2 =&lt;br /&gt;
* 1 [[GTCv Deimos|GTCv &#039;&#039;Deimos&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Rebel Ship Database#NTCv Belisarius|&#039;&#039;Belisarius&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 0-12 [[GTF Hercules|GTF &#039;&#039;Hercules&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Leo&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Cancer&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Gemini&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Aquarius&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Aries&#039;&#039; (3)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM1-01.fs2|66.5 KB|Brad Johnson|28 (+4 waypoints)|10|62|41|1:Genesis|Brief1}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;o9Omw-QsP1o&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;viqdX8U2OPQ&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Argonautica&amp;diff=63153</id>
		<title>Argonautica</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Argonautica&amp;diff=63153"/>
		<updated>2021-02-17T22:49:50Z</updated>

		<summary type="html">&lt;p&gt;Zonination: /* Objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|- cellpadding=&amp;quot;8&amp;quot; style=&amp;quot;background:#000000;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Straight, No Chaser|Previous Mission]]&lt;br /&gt;
| [[FreeSpace 2 Campaign Walkthrough]]&lt;br /&gt;
| [[Exodus (FS2)|Next Mission]] or [[As Lightning Fall|SOC Loop 2]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 3, MISSION 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[203rd Scorpions]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The GTD Aquitaine is incapacitated a short distance away from the [[Gamma Draconis]] jump node in the nebula. The 203rd is sortied to provide fighter cover and oversee repairs.&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
While on the retreat from the nebula, the Aquitaine is attacked by the [[FreeSpace_2_Shivan_Ship_Database#SC_Urobach|SC Urobach]] and its escort wings. While the Aquitaine was able to destroy most of the Shivans, it was not without the disabling of the destroyer&#039;s engines and weapons subsystems, as well as its fighterbay. Alpha wing of the 203rd is scrambled to defend the destroyer from further Shivan attack while a repair team from [[Vega]], carrying the necessary components, makes its transit.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
This is a fairly standard nebula bomber-intercept mission. Just make sure you prioritize your targets appropriately and don&#039;t get stuck on the wrong side of the Aquitaine. The ship is two kilometers long, so if you are racing from one side to the other, without completely clearing either, you are wasting precious time that could be spent wasting bombers.&lt;br /&gt;
&lt;br /&gt;
If you clear the area of bombers, even for just a few moments, pull alongside the SCv Abaddon. Even though you can do little more than grind through its turrets, maintaining proximity to the Shivan corvette will provide sensor support for the Aquitaine and allow the destroyer to bombard it with its beam cannons.&lt;br /&gt;
&lt;br /&gt;
When the GTT Argo arrives with its escort cruiser, the GTC Agrippa, protect it. Even though the Agrippa is an [[GTC Aeolus|Aeolus-class cruiser]], the Argo does not have the hull strength to withstand sustained Shivan attack. Leave your wingmen to cover the Aquitaine, while you defend the Argo. Once the transport is about to dock with the Aquitaine, you should resume covering the destroyer.&lt;br /&gt;
&lt;br /&gt;
Epsilon wing may arrive if all of your wingmen are killed. However, it is advisable to keep the whole of Alpha wing alive for the whole mission, since reinforcements lower your score.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Defend the Aquitane until it safely departs the nebula&lt;br /&gt;
&lt;br /&gt;
===[[Awardable_Medals#FreeSpace_2_Medals|Medals]]===&lt;br /&gt;
&lt;br /&gt;
You will obtain an &#039;&#039;&#039;Imperial Order of Vasuda&#039;&#039;&#039; for defending the &#039;&#039;&#039;Aquitane&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Aquarius wing may still arrive even after the Aquitaine departs from the nebula. If you want more kills and points, engage them and make sure that the &amp;quot;Destroy Aquarius&amp;quot; objective is completed before returning to base.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*The third stage of the debriefing mentioned a sighting of a [[SJ Sathanas|&#039;&#039;Sathanas&#039;&#039;]]:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Your sighting of the Shivan juggernaut has provided Intelligence with valuable information regarding the potential strength and movements of the enemy fleet.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The stage&#039;s usage formula is set to [[false]], so it will never appear. At this point, it&#039;s very likely that Volition added a &#039;&#039;Sathanas&#039;&#039; in the mission and later decided to remove it.&lt;br /&gt;
&lt;br /&gt;
==Name Origin==&lt;br /&gt;
&#039;&#039;Argonautica&#039;&#039; is an epic poem that describes the events of a ship named [[GTT Argo|&#039;&#039;Argo&#039;&#039;]]. &#039;&#039;Argo&#039;&#039; was sent on a mission to retrieve a sacred object called the &#039;&#039;Golden Fleece&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
*[[GTD Aquitaine]]&lt;br /&gt;
*[[FreeSpace_2_Shivan_Ship_Database#SCv_Abaddon|SCv Abaddon]]&lt;br /&gt;
*[[FreeSpace_2_Terran_Ship_Database#GTT_Argo|GTT Argo]]&lt;br /&gt;
*[[FreeSpace_2_Terran_Ship_Database#GTC_Agrippa|GTC Agrippa]]&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM3-05.fs2|85.0 KB|Brad Johnson|73 (+3 waypoints)|15|63|32|5: Deuteronomy|Brief5}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;AtJHhm0yrEE&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;eMqgoYadXvM&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Exodus_(FS2)&amp;diff=63152</id>
		<title>Exodus (FS2)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Exodus_(FS2)&amp;diff=63152"/>
		<updated>2021-02-17T22:49:16Z</updated>

		<summary type="html">&lt;p&gt;Zonination: /* Objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|- cellpadding=&amp;quot;8&amp;quot; style=&amp;quot;background:#000000;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Argonautica|Previous Mission]] or [[Into the Lion&#039;s Den|SOC Loop 2]]&lt;br /&gt;
| [[FreeSpace 2 Campaign Walkthrough]]&lt;br /&gt;
| [[Dunkerque|Next Mission]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 3, MISSION 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; 70th Blue Lions&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; A convoy in transit from [[Capella]] to [[Epsilon Pegasi]] has been attacked by Shivans. The 70th are sent in to oversee their successful transit.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
A convoy consisting of two transports, a medical frigate and a freighter has been attacked by Shivans on their evacuation from Capella to the Epsilon Pegasi jump node. The convoy&#039;s only escort, the GVCv &#039;&#039;Nebtuu&#039;&#039;, has called in for reinforcements, so Alpha wing of the 70th Blue Lions have been sent in.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
You should use a fighter that can be loaded out with the [[GTW UD-8 Kayser]], [[GTW Maxim]] and [[GTM Trebuchet]]. The [[GTF Ares]], if you completed SOC Loop 2, or the [[GTF Erinyes]] are good choices. If you choose the Erinyes, you can try loading out one of its secondary banks with [[GTM Tempest|Tempest missiles]], and the other with Trebuchets, and/or settle with dual Prometheus S cannons.&lt;br /&gt;
&lt;br /&gt;
The moment you enter the mission, you will see a severely-damaged GVCv &#039;&#039;Nebtuu&#039;&#039;, a [[GVCv Sobek|Sobek-class corvette]], attacking the [[SCv Moloch|Shivan corvette]] SCv &#039;&#039;Abraxis&#039;&#039;. Quickly target the front beam cannon of the &#039;&#039;Abraxis&#039;&#039; and destroy it with dual Trebuchets. If you do not do this fast enough, the &#039;&#039;Nebtuu&#039;&#039; will be destroyed, making the mission much harder.&lt;br /&gt;
&lt;br /&gt;
Your primary objective in this mission is to make sure that &#039;&#039;Lambdas 1&#039;&#039; and &#039;&#039;2&#039;&#039;, two [[GTT Argo]] transports, and the GTM &#039;&#039;Vesalius&#039;&#039;, a [[GTM Hippocrates|Hippocrates-class medical frigate]], make it to the Epsilon Pegasi jump node. Your secondary objective is to ensure the safe passage of the &#039;&#039;Sulla&#039;&#039;, a [[GTFr Triton|Triton-class freighter]].&lt;br /&gt;
&lt;br /&gt;
You should order your wingmen to protect the &#039;&#039;Nebtuu&#039;&#039; first, although it is highly unlikely that the corvette can hold off even a single wave of bombers. When the &#039;&#039;Nebtuu&#039;&#039; does go down, order your wingmen to protect &#039;&#039;Lambda 1&#039;&#039;. This transport will be the focus of most, if not all, of the bombers. Do your best to make sure &#039;&#039;no bombs&#039;&#039; hit either Lambda transport; they lose a third of their HP if one hits.&lt;br /&gt;
&lt;br /&gt;
The key to this mission is being systematic. Remember which bombers you fire your Trebuchets at and use only your guns on them. As this mission is almost completely dominated by the arrival of bombers, you should also use your Bomb key often to target bombers and incoming warheads. Expect multiple waves of Seraphim, Nephilim, and Nahema bombers.&lt;br /&gt;
&lt;br /&gt;
If things get too hot during the mission, you can call in Theta wing (4 Erinyes fighters armed with UD-8 Kaysers) for reinforcement. If Alphas 2 and 3 die, Delta wing will jump in to assist you.&lt;br /&gt;
&lt;br /&gt;
At about two to three minutes, the &#039;&#039;Gibborim&#039;&#039;, a [[SC Cain|Cain-class cruiser]], will jump in from Epsilon Pegasi. For the moment, you can ignore it even though you are issued a directive to destroy its beam cannons; if you stray more than three kilometers from the convoy, Command will lecture you. Keep a few Trebuchets to destroy its main beam cannon and continue pursuing any nearby Shivan fighters and bombers. Once the cruiser gets within the Trebuchet&#039;s lock range, set your missiles to dual-fire mode, target its main beam cannon and fire a salvo. This should take out its main beam cannon. If not, fly ahead of the convoy and destroy it.&lt;br /&gt;
&lt;br /&gt;
By the time you destroy the &#039;&#039;Gibborim&#039;&#039;, the rest of the mission should be pretty easy. Escort the four ships and take out any Shivans that jump in, prioritizing bombers. Once the four ships have made the jump to Epsilon Pegasi, you may return to base.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Escort the Lambda 1 and Lambda 2 to the Epsilon Pegasi node&lt;br /&gt;
** Protect the medical ship Vesalius&lt;br /&gt;
* Secondary Objectives:&lt;br /&gt;
** Destroy all hostile targets&lt;br /&gt;
** Protect the cargo ship Sulla&lt;br /&gt;
&lt;br /&gt;
===[[Awardable_Medals#FreeSpace_2_Medals|Medals]]===&lt;br /&gt;
&lt;br /&gt;
You will obtain a &#039;&#039;&#039;Meritorious Unit Commendation&#039;&#039;&#039; for defending the entire civilian convoy (&#039;&#039;&#039;Lambda 1&#039;&#039;&#039;, &#039;&#039;&#039;Lambda 2&#039;&#039;&#039;, &#039;&#039;&#039;Vesalius&#039;&#039;&#039;, and &#039;&#039;&#039;Sulla&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* If you completed SOC Loop 2, you will also be given a choice to fly the [[GTF Ares]] for this and the next three missions, on top of the other ships available for choice by default.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
===Briefing===&lt;br /&gt;
If one searches though the briefing, they will find the icons of two Shivan ships in the third slide: a Moloch corvette named &#039;&#039;Kemwer&#039;&#039;, and a Rakshasa cruiser named &#039;&#039;Juesaes&#039;&#039;. Their presence in the briefing (along with the additional waypoints assigned to the &#039;&#039;Nebtuu&#039;&#039;, described below) leads to speculation that the node was supposed to be blockaded by the named ships, but was cut in the end.&lt;br /&gt;
&lt;br /&gt;
===GVCv &#039;&#039;Nebtuu&#039;&#039;===&lt;br /&gt;
In the highly unlikely event that the &#039;&#039;Nebtuu&#039;&#039; survives the Shivan bombers attacking it after the Abraxis is destroyed, it is scripted to go well ahead of the convoy to the Node and engage the &#039;&#039;Gibborim&#039;&#039; when it arrives. If the &#039;&#039;Nebtuu&#039;&#039; again survives, it will simply head off to the side of the node and park itself there. It plays no further role in the mission then.&lt;br /&gt;
&lt;br /&gt;
===Objectives===&lt;br /&gt;
Although the &#039;&#039;Sulla&#039;&#039; is carrying destructible cargo, you will not be penalized as long as the freighter makes it to the jump node.&lt;br /&gt;
&lt;br /&gt;
===Scoring===&lt;br /&gt;
The SCv &#039;&#039;Abraxis&#039;&#039; has a value of 5,000 points, so be sure to get the kill for it.  Fire off several Maxim and/or Trebuchet shots (and be sure to take down the critical forward SRed turret) when the mission starts.  With luck, the &#039;&#039;Nebtuu&#039;&#039; will finish it off with beams before it gets into flak range.  Make sure to keep your wingmen occupied so they don&#039;t take away your kill.&lt;br /&gt;
&lt;br /&gt;
The reason for this is probably due to the fact that in retail FRED, score values did not change when the ship class was changed.  Volition probably added a Ravana or Demon and then later changed it to a Moloch.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
* [[FreeSpace_2_Vasudan_Ship_Database#GVCv Nebtuu|GVCv Nebtuu]]&lt;br /&gt;
* [[FreeSpace_2_Shivan_Ship_Database#SC_Gibborim|SC Gibborim]]&lt;br /&gt;
* [[FreeSpace_2_Shivan_Ship_Database#SCv_Abraxis|SCv Abraxis]]&lt;br /&gt;
&lt;br /&gt;
==New Equipment==&lt;br /&gt;
* [[GTF Ares]] if you completed [[Into the Lion&#039;s Den]]&lt;br /&gt;
* [[GTF Erinyes]] if you skipped SOC Loop 2&lt;br /&gt;
* [[GTW UD-8 Kayser]] if you skipped SOC Loop 2&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM3-06.fs2|77.2 KB|James Agay|35 (+6 waypoints)|12|60|35|7: Revelation|Brief6}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;bAvyrQtBPo0&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;0cu0cHak_WU&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=As_Lightning_Fall&amp;diff=63151</id>
		<title>As Lightning Fall</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=As_Lightning_Fall&amp;diff=63151"/>
		<updated>2021-02-17T22:48:53Z</updated>

		<summary type="html">&lt;p&gt;Zonination: /* Objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mission|previous=Argonautica|next=Into the Lion&#039;s Den|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SOC LOOP 2, MISSION 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[99th Skulls]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; SOC receives a distress call from Lieutenant-Commander Snipes, and Alpha 1 opts to participate in his recovery.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
Special Operations Command has received a distress call from Snipes on board the NTT Grall, the [[GTT Argo|Argo-class transport]] that was docked to the [[FreeSpace_2_Rebel_Ship_Database#NTC_Alexandria|NTC Alexandria]] when the cruiser made the jump into the nebula prior to [[Endgame]]. The Grall is now incapacitated and stranded in a Shivan-infested region of the nebula. Alpha wing of the 99th Skulls has been inserted into a location near the coordinates given by Snipes and is ordered to retrieve him and any other survivors on board the Grall.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
Welcome to EMP hell, pilot. Your ship will be electrocuted every few seconds, making your HUD go wonky and your target switch at random. As the briefing says, under these conditions aspect weaponry is not the most brilliant idea you&#039;ve ever had, and as you might guess, this is very annoying. However, it is worthwhile to play this mission so that you can play the next one.&lt;br /&gt;
&lt;br /&gt;
Follow the nav buoys as suggested. It is easy to get turned around during the periodic Shivan attacks as you do so; you will have to struggle with your targeting gear to get back on course, or have an excellent sense of direction. You will need to pay attention to the flashing grey blips, which can be hard to see in the nebula. Using the original 2D radar rather than the SCP&#039;s 3D version is highly recommended.&lt;br /&gt;
 &lt;br /&gt;
Once you reach the transport, spend a short while struggling to issue a C-3-9, then dogfight it with the Shivans that attack. Ordering the fighters to defend the Argo doesn&#039;t work as well, since they engage at too short a range to prevent hostile fighters from getting off a few shots.&lt;br /&gt;
&lt;br /&gt;
For this mission, you have been provided with an Elysium-class transport, the GTT Lambda 1, as &amp;quot;reinforcement&amp;quot;. You have to use Lambda 1 to dock with the Grall and recover everyone on board. When you call Lambda 1 in, the transport will jump in a short distance away from the Grall and dock with it. Once Lambda 1 has recovered Snipes and everyone on board the Grall, you will be ordered to return to base.&lt;br /&gt;
&lt;br /&gt;
==Much Faster Walkthrough==&lt;br /&gt;
When the mission begins, &#039;&#039;&#039;&#039;&#039;do not touch your mouse or look around&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
Then, set engines to maximum, and go dead ahead with full burners. Have your wingmen form up on you, and ignore all resistance. After a few minutes, you should be told you&#039;ve found the Grall, and lo and behold, it&#039;s right in front of you. Then, carry on defending the transport as above.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Rescue Lt. Commander Snipes&lt;br /&gt;
* Secondary Objectives:&lt;br /&gt;
** Locate and recover the Grall&lt;br /&gt;
&lt;br /&gt;
===[[Awardable_Medals#FreeSpace_2_Medals|Medals]]===&lt;br /&gt;
&lt;br /&gt;
You will obtain an &#039;&#039;&#039;SOC Unit Crest&#039;&#039;&#039; for defending &#039;&#039;&#039;Lambda 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* There may be a possible inconsistency between the mission brief for this mission and the actual mission itself. In the mission brief, it is indicated that the recovery transport is designated the GTT Teleron. However, in the mission, you are supplied with the GTT Lambda 1 instead.&lt;br /&gt;
* You can choose to ignore Lambda 1&#039;s order to return to base after the transport has successfully extracted the survivors from the Grall. Six more Mara fighters will jump in shortly after the transport departs to destroy the Grall. Once you have dealt with those fighters, you can fly back to the navigation buoy at your starting point in this mission (this is also the only buoy which is always targetable regardless of proximity). Upon your final approach to the buoy, you will be confronted by eight wings of six Mara fighters. You may eventually finish this mission with more than 75 kills.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
* [[FreeSpace_2_Rebel_Ship_Database#NTT_Grall|NTT Grall]]&lt;br /&gt;
&lt;br /&gt;
==New Equipment==&lt;br /&gt;
* [[GTF Erinyes]]&lt;br /&gt;
* [[GTW UD-8 Kayser]]&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|loop2-1.fs2|59.8 KB|Jim Boone|53&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|11|35|21|1: Genesis|Brief2}}&lt;br /&gt;
===Notes===&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This is the only FreeSpace 2 main campaign mission that has no waypoints.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;CHW0dMILi5I&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;WDcFSeypM7M&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Into_the_Lion%27s_Den&amp;diff=63150</id>
		<title>Into the Lion&#039;s Den</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Into_the_Lion%27s_Den&amp;diff=63150"/>
		<updated>2021-02-17T22:48:37Z</updated>

		<summary type="html">&lt;p&gt;Zonination: /* Objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mission|previous=As Lightning Fall|next=Exodus (FS2)|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SOC LOOP 2, MISSION 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[99th Skulls]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Snipes leads Alpha wing of the 99th Skulls on a mission through the second Knossos portal.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
Somebody has to go through Knossos 2 and see what&#039;s going on over there. Guess who&#039;s been selected?&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
You can only use the [[SF Mara (Terrans)|retrofitted SF Mara]] for this mission. Load out with some [[GTM Tempest|Tempests]] or [[GTM Trebuchet|Trebuchets]], as you&#039;ll be spending a fair amount of time strafing at close range, although with such large banks, [[GTM Tornado]]s may fit the bill as well. Keep in mind the [[GTW Subach HL-7|Subach&#039;s]] main advantage of power efficiency does not mean a thing in the Mara, and that the Mara is probably the only fighter that can truly support an all-[[GTW UD-8 Kayser|Kayser]] gun configuration.&lt;br /&gt;
&lt;br /&gt;
At the start of the mission, Snipes will scream an order to dive, as Sathanas 03 jumps out with you in its path. You can either dive, turn left or turn right, but whatever you do, choose a direction, use your afterburners and &#039;&#039;&#039;&#039;&#039;do not&#039;&#039;&#039;&#039;&#039; fly up or straight.&lt;br /&gt;
&lt;br /&gt;
You have fifteen minutes before you are able to jump, and your ride apparently won&#039;t wait; so whatever you do in this mission, get back to the node in that time. Immediately locate and head for one of the funny-looking unidentified objects, they possess spinning arms, and are rather larger than a cruiser. Those are your primary targets this mission. They&#039;re widely spaced, so consider diverting some power to your engines. Each can be killed by a well-placed dual Trebuchet hit; aim for the &amp;quot;Crystal&amp;quot; subsystem if you&#039;re going the surgical-kill route, once this is destroyed, they self-destruct, otherwise continue to unload on them, and they&#039;ll give out eventually.  Deliver the final shot from a distance, because those devices blow up quite energetically. Take the first and the third, as the elite wing of SOC pilots prove capable of taking out the second of these floating targets. If you hurry you should be able to get some [[SB Nahema|Nahema]] kills, and one or two [[SC Rakshasa|Rakshasa]] kills.&lt;br /&gt;
&lt;br /&gt;
Now, once you have killed all three devices, call for your wingmen to cover you and head for the node. Hopefully you&#039;ve still got a good amount of time left. Diverting power to your engines will probably be a wise idea. Remember, you &#039;&#039;must&#039;&#039; be at the node at the 15 minute mark.&lt;br /&gt;
&lt;br /&gt;
A wing of [[SF Astaroth|SF Astaroths]] will jump in. Take them out quickly, and try not to take too much damage. Those will be shortly followed by the SD &#039;&#039;Nebiros&#039;&#039; when it jumps in. Avoid its AAA beams as they can kill you in seconds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For Lazy People&#039;&#039;&#039; (This method will only make you fight a couple wings): As soon as you jump in (and avoid being rammed by the Sathanas) order your wingmen to attack the first device and head to the third yourself. Once in range of dual Trebuchets, get into a good angle to hit the Crystal subsystem and let loose a couple. It&#039;ll take it down in no time and you can even escape without suffering damage. Do this for the second as well, let your wingmen finish off the first, and finally &amp;quot;the Honeymoon&amp;quot; will be over.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Reconnoiter Knossos 2 sector&lt;br /&gt;
* Secondary Objectives:&lt;br /&gt;
** Destroy Shivan device&lt;br /&gt;
* Bonus Objectives:&lt;br /&gt;
** Destroy [all] Shivan devices&lt;br /&gt;
&lt;br /&gt;
===[[Awardable_Medals#FreeSpace_2_Medals|Medals]]===&lt;br /&gt;
&lt;br /&gt;
You will obtain an &#039;&#039;&#039;SOC Service Medallion&#039;&#039;&#039; for destroying at least one &#039;&#039;&#039;Shivan Comm Node&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* This mission is in the official multiplayer mission pack for FS2NetD. For additional information regarding the multiplayer version of this mission, check [[Into the Lion&#039;s Den (Multiplayer Mission)|this article]].&lt;br /&gt;
* All your wingmen become invulnerable after taking a certain amount of damage. The same does not apply to you, however.&lt;br /&gt;
* When the [[FreeSpace_2_Shivan_Ship_Database#SD Nebiros|SD Nebiros]] jumps in, Snipes incorrectly calls the destroyer a Ravana-class &#039;&#039;cruiser&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;br /&gt;
* This mission is often considered one of the most enjoyable, although others find the long minutes of straight flying to be boring.&lt;br /&gt;
* This is the only mission in which you can (and can only) fly the [[SF Mara (Terrans)|Mara]], and even if it isn&#039;t exactly like the Shivan version, it&#039;s pretty close.&lt;br /&gt;
* The dialogue in this mission probably has the most emotion of anything in the game.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
* [[Famous persons#FreeSpace 2|Lieutenant-Commander Christopher Snipes]] as Alpha 2.&lt;br /&gt;
* [[FreeSpace_2_Shivan_Ship_Database#SJ_Sathanas_03_through_09|SJ Sathanas 03 through 09]]&lt;br /&gt;
* [[Shivan Comm Node|SC 1 through 3]]&lt;br /&gt;
* [[FreeSpace_2_Shivan_Ship_Database#SD Nebiros|SD Nebiros]]&lt;br /&gt;
&lt;br /&gt;
==New equipment==&lt;br /&gt;
*[[SF Mara (Terrans)]]&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|loop2-2.fs2|82.6 KB|Jim Boone|60 (+7 waypoints)|12|68|25|3: Leviticus|None}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;WjOM_zEBg7s&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;CxEk1Te6IGE&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Dunkerque&amp;diff=63149</id>
		<title>Dunkerque</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Dunkerque&amp;diff=63149"/>
		<updated>2021-02-17T22:48:06Z</updated>

		<summary type="html">&lt;p&gt;Zonination: /* Objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=Their Finest Hour|previous=Exodus (FS2)|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 3, MISSION 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[70th Blue Lions]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The 70th Blue Lions assist with the evacuation of 3rd Fleet Headquarters in Capella.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
Allied Command has ordered for 3rd Fleet Headquarters in Capella to be evacuated. The installation is being attacked by Shivan fighters and bombers deployed from the SD &#039;&#039;Nebiros&#039;&#039;, a [[SD Ravana|&#039;&#039;Ravana&#039;&#039;-class destroyer]], and Headquarters&#039; defending squadron, the 19th, was annihilated. Taking over the 19th squadron&#039;s job, Alpha wing of the 70th Blue Lions is now ordered to ensure the success of the evacuation process.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
This mission is reminiscent of [[The Sixth Wonder]], the main difference being that you don&#039;t have to deal with any hostile warships (with one exception, described in Notes), but you have to spread your wingmen across multiple escort targets over a vast distance while simultaneously facing down many more (and better equipped) fighters and bombers.&lt;br /&gt;
&lt;br /&gt;
Delta wing, comprising 4 [[GTF Hercules Mark II|&#039;&#039;Hercules Mark II&#039;&#039; heavy assault fighters]], will enter the field of engagement before your wing, and will already be engaging the Shivans by the time you are done loading out. Be sure to keep that wing in one piece; you&#039;ll need it. At the start of the mission, you will also see the [[FreeSpace 2 Terran Ship Database#GTM Galen|GTM &#039;&#039;Galen&#039;&#039;]], a [[GTM Hippocrates|&#039;&#039;Hippocrates&#039;&#039;-class medical ship]], near &#039;&#039;3rd Fleet HQ&#039;&#039;, the latter already having lost half its hull integrity, and &#039;&#039;Lambda 1&#039;&#039; an [[GTT Argo|&#039;&#039;Argo&#039;&#039;-class transport]], docked with the HQ. Ignore the &#039;&#039;Galen&#039;&#039; and, for the time being, &#039;&#039;Lambda 1&#039;&#039;; the Shivans are primarily concerned with attacking &#039;&#039;3rd Fleet HQ&#039;&#039; directly, and the medical ship will eventually jump out. At this point, follow Command&#039;s advice and order all your wingmen to defend the HQ.&lt;br /&gt;
&lt;br /&gt;
The GTD &#039;&#039;Messana&#039;&#039;, an [[GTD Orion|&#039;&#039;Orion&#039;&#039;-class destroyer]], will jump in approximately one minute into the mission. It would be wise to assign Delta wing to protect it, as some Shivan bombers will divert their attention to the destroyer. You should concern yourself with guarding &#039;&#039;3rd Fleet HQ&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When &#039;&#039;Lambda 1&#039;&#039; undocks, order Alpha wing to guard the transport, as Shivan fighters will jump in to attack it. You can forget about defending &#039;&#039;3rd Fleet HQ&#039;&#039; for now; that&#039;s why the Shivan bombers only jump in 5 kilometers away from it.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;Lambda 1&#039;&#039; docks with the &#039;&#039;Messana&#039;&#039;, get Alpha wing to defend the installation again. &#039;&#039;Lambda 2&#039;&#039; should jump in a few moments after &#039;&#039;Lambda 1&#039;&#039; jumps out.&lt;br /&gt;
&lt;br /&gt;
When &#039;&#039;Lambda 2&#039;&#039; undocks with all the remaining survivors from &#039;&#039;3rd Fleet HQ&#039;&#039;, abandon the installation and concentrate on protecting the transport only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;3rd Fleet HQ&#039;&#039; will be self-destructed by the &#039;&#039;Messana&#039;&#039; a short while after &#039;&#039;Lambda 2&#039;&#039; docks with it; thereafter, the destroyer will jump out with the transport. Do not fly in front of the &#039;&#039;Messana&#039;&#039; or stay near &#039;&#039;3rd Fleet HQ&#039;&#039;. The resulting shockwave from the installation&#039;s explosion should wipe out any remaining Shivan fighters and bombers. If not, destroy them and return to base when you are done.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Provide fighter cover for the evacuation of 3rd fleet HQ&lt;br /&gt;
&lt;br /&gt;
===[[Awardable_Medals#FreeSpace_2_Medals|Medals]]===&lt;br /&gt;
&lt;br /&gt;
You will obtain a &#039;&#039;&#039;GTVA Legion of Honor&#039;&#039;&#039; for defending &#039;&#039;both&#039;&#039; the &#039;&#039;&#039;Lambda&#039;&#039;&#039; transports &#039;&#039;and&#039;&#039; the &#039;&#039;&#039;Messana&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* If the &#039;&#039;Messana&#039;&#039; is destroyed before &#039;&#039;3rd Fleet HQ&#039;&#039; is self-destructed, the SD &#039;&#039;Nebiros&#039;&#039; itself will jump in and finish the &#039;&#039;Messana&#039;&#039;&#039;s task of blowing up the installation using its main guns, and you will be ordered to return to base. However, this cannot happen during a successful playthrough of this mission as the &#039;&#039;Messana&#039;&#039; must survive in order for you to advance to the next mission.&lt;br /&gt;
&lt;br /&gt;
==Total number of forces==&lt;br /&gt;
{{total_numbers_2&lt;br /&gt;
|belligerent_1 =[[Galactic Terran-Vasudan Alliance|GTVA]]&lt;br /&gt;
|belligerent_2 =[[Shivans]]&lt;br /&gt;
|ship_1 =&lt;br /&gt;
* 1 [[GTD Orion|GTD &#039;&#039;Orion&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;[[FreeSpace 2 Terran Ship Database#GTD Messana|Messana]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 1 [[GTI Arcadia|GTI &#039;&#039;Arcadia&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;[[FreeSpace 2 Terran Ship Database#GTI 3rd Fleet HQ|3rd Fleet HQ]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1 [[GTM Hippocrates|GTM &#039;&#039;Hippocrates&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Galen&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2 [[GTT Argo|GTT &#039;&#039;Argo&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Lambda 1&#039;&#039; and &#039;&#039;2&#039;&#039;&lt;br /&gt;
|ship_2 =&lt;br /&gt;
* 13 [[SJD Sathanas|SJD &#039;&#039;Sathanas&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;SJD Sathanas 59&#039;&#039; to &#039;&#039;71&#039;&#039; ($)&lt;br /&gt;
&lt;br /&gt;
* 0-1 [[SD Ravana|SD &#039;&#039;Ravana&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;[[FreeSpace 2 Shivan Ship Database#SD Nebiros|Nebiros]]&#039;&#039; (#)&lt;br /&gt;
|strikecraft_1 =&lt;br /&gt;
* 4 [[GTF Erinyes|GTF &#039;&#039;Erinyes&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (4)(*)&lt;br /&gt;
&lt;br /&gt;
* 4 [[GTF Hercules Mark II|GTF &#039;&#039;Hercules Mark II&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Delta&#039;&#039; (4)&lt;br /&gt;
|strikecraft_2 =&lt;br /&gt;
* 10 [[SF Manticore|SF &#039;&#039;Manticore&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Aries&#039;&#039; (6)&lt;br /&gt;
** &#039;&#039;Libra&#039;&#039; (4)&lt;br /&gt;
&lt;br /&gt;
* 8 [[SF Basilisk|SF &#039;&#039;Basilisk&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Leo&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Sagittarius&#039;&#039; (4)&lt;br /&gt;
&lt;br /&gt;
* 10 [[SF Mara|SF &#039;&#039;Mara&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Capricorn&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Virgo&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Scorpio&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 11 [[SB Nahema|SB &#039;&#039;Nahema&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Pisces&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Gemini&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Aquarius&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
* 3 [[SB Nephilim|SB &#039;&#039;Nephilim&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Cancer&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
* 3 [[SB Seraphim|SB &#039;&#039;Seraphim&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Taurus&#039;&#039; (3)&lt;br /&gt;
|casualties_1 =&lt;br /&gt;
* 1 [[GTI Arcadia|GTI &#039;&#039;Arcadia&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;3rd Fleet HQ&#039;&#039; (!)&lt;br /&gt;
&lt;br /&gt;
* 0-1 [[GTT Argo|GTT &#039;&#039;Argo&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Lambda 1&#039;&#039; or &#039;&#039;2&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 0-3 [[GTF Erinyes|GTF &#039;&#039;Erinyes&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (3)(*)&lt;br /&gt;
&lt;br /&gt;
* 0-4 [[GTF Hercules Mark II|GTF &#039;&#039;Hercules Mark II&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Delta&#039;&#039; (4)&lt;br /&gt;
|casualties_2 =&lt;br /&gt;
* 0-10 [[SF Manticore|SF &#039;&#039;Manticore&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Aries&#039;&#039; (6)&lt;br /&gt;
** &#039;&#039;Libra&#039;&#039; (4)&lt;br /&gt;
&lt;br /&gt;
* 0-8 [[SF Basilisk|SF &#039;&#039;Basilisk&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Leo&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Sagittarius&#039;&#039; (4)&lt;br /&gt;
&lt;br /&gt;
* 0-10 [[SF Mara|SF &#039;&#039;Mara&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Capricorn&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Virgo&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Scorpio&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 0-11 [[SB Nahema|SB &#039;&#039;Nahema&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Pisces&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Gemini&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Aquarius&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
* 0-3 [[SB Nephilim|SB &#039;&#039;Nephilim&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Cancer&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
* 0-3 [[SB Seraphim|SB &#039;&#039;Seraphim&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Taurus&#039;&#039; (3)&lt;br /&gt;
}}&lt;br /&gt;
(#) &#039;&#039;&#039;Appears only if GTD &#039;&#039;Messana&#039;&#039; is destroyed&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
(*) &#039;&#039;&#039;May be replaced with the [[GTF Ulysses|GTF &#039;&#039;Ulysses&#039;&#039;]], [[GTF Hercules Mark II|GTF &#039;&#039;Hercules Mark II]], [[GTF Ares|GTF &#039;&#039;Ares&#039;&#039;]], [[GTF Perseus|GTF &#039;&#039;Perseus&#039;&#039;]], or [[GTF Myrmidon|GTF &#039;&#039;Myrmidon&#039;&#039;]]&amp;lt;br /&amp;gt;&lt;br /&gt;
(!) &#039;&#039;&#039;Self-destructed&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
($) &#039;&#039;&#039;Hidden from sensors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM3-07.fs2|94.9 KB|Brad Johnson|72 (+1 waypoint)|14|67|37|3: Leviticus|Brief3}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;ifMDkF2EQRQ&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;m8AkRaRpm7A&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Apocalypse&amp;diff=63148</id>
		<title>Apocalypse</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Apocalypse&amp;diff=63148"/>
		<updated>2021-02-17T22:47:17Z</updated>

		<summary type="html">&lt;p&gt;Zonination: /* Objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|last=|previous=Clash of the Titans II|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;This article is about the mission from the main campaign. For the weapon from Blue Planet, see [[Apocalypse (torpedo)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 3, MISSION 10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[70th Blue Lions]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The 70th Blue Lions are now assigned to defend the last transports fleeing Capella.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
With the collapse of the Epsilon Pegasi-Capella jump node, the 70th Blue Lions are now assigned to defend the last three convoys of transports fleeing Capella through the Vega jump node.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
There are two ways to beat this mission:&lt;br /&gt;
&lt;br /&gt;
# Jump out right away. The sole mission goal becomes true when Alpha 1 departs. You will get no mission debrief (&amp;quot;no debriefing available for mission sm3-10&amp;quot;), although the campaign will be officially over (you cannot go into the ready room and continue the campaign);&lt;br /&gt;
# Be a man and fight.&lt;br /&gt;
&lt;br /&gt;
In this mission, you have to protect as many ships as possible. Alternatively, you can sit inside the node until Command says there is a supernova. If you want to play it the way the mission was designed, you will be facing multiple wings of Shivan fighters and bombers, along with the SC Thanatos, a Rakshasa-class cruiser, and the Cain-class cruisers Bane and Melchom. On the Alliance&#039;s end, you have half of Gamma wing, the surviving members of Alpha and Beta wings, and Theta wing (consisting of four &#039;&#039;[[GVF Serapis]]&#039;&#039; fighters) under your command. Furthermore, the surviving Aeolus cruisers from the previous mission will be present, and each convoy will arrive on the scene with their own complement of escort cruisers. To add to this, the Lemnos, a Deimos-class corvette, guards the Vega node and actively engages the Thanatos.&lt;br /&gt;
&lt;br /&gt;
Note that this is a Red Alert scenario, so your loadout for the previous mission, Clash of the Titans II, will carry over. A loadout that you can try in the previous mission is a [[GTF Perseus]] armed with the [[GTW UD-8 Kayser]] and [[GTM Trebuchet]]. The Perseus&#039; speed and agility will allow you to take out bombers quickly and get you to the Vega node as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
By default (see the Supernova note below), the Capella sun goes supernova at about 11 minutes and 50 seconds, so just like Into the Lions&#039; Den, you have to keep track of the mission timer if you want to escape the supernova. [[Interplay]]&#039;s recommendation is to drop everything and make your way to the Vega node at 11 minutes. If you stray for more than ten seconds, you may not be able to make it.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Provide fighter cover for convoys evacuating Capella *&lt;br /&gt;
&lt;br /&gt;
 * = Not marked as complete by the end of mission&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
*[[FreeSpace_2_Terran_Ship_Database#GTCv_Lemnos|GTCv Lemnos]]&lt;br /&gt;
*[[FreeSpace_2_Shivan_Ship_Database#SC_Thanatos|SC Thanatos]]&lt;br /&gt;
*[[FreeSpace_2_Shivan_Ship_Database#SC_Bane|SC Bane]]&lt;br /&gt;
*[[FreeSpace_2_Shivan_Ship_Database#SC_Melchom|SC Melchom]]&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
===Containers===&lt;br /&gt;
There are some unscanned containers in the second wave. Just hit the &amp;quot;U&amp;quot; button when the second convoy arrives. There&#039;s hidden stuff like &amp;quot;Dravis&#039; Diary&amp;quot; you can scan on those cargoes (these are easter eggs for [[Volition]]&#039;s next game, Summoner).&lt;br /&gt;
&lt;br /&gt;
===Supernova===&lt;br /&gt;
The Capella sun goes supernova in this mission. The supernova itself is shown towards the end of the mission and in the ending cutscene. From a FREDding perspective, the supernova is triggered by &#039;&#039;all&#039;&#039; of the following conditions:&lt;br /&gt;
&lt;br /&gt;
# 21 seconds after the departure or destruction of both the PVFr &#039;&#039;Resheph&#039;&#039; and PVFr &#039;&#039;Sesmu&#039;&#039;;&lt;br /&gt;
# the arrival of Libra wing; and&lt;br /&gt;
# after 710 seconds, or 11 minutes and 50 seconds, of mission time.&lt;br /&gt;
&lt;br /&gt;
Libra wing is scripted to jump in 5 seconds after the destruction of either the SC &#039;&#039;Bane&#039;&#039; or SC &#039;&#039;Melchom&#039;&#039;. Hence, if both Shivan cruisers are disabled for the entire mission, rather than destroyed, Libra wing will never jump in, and the supernova will not occur.&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
If the GTM Herophilus survives, it will jump out at nearly the last possible second before the supernova hits it.  It can be a good way to time your approach to the node, rather than calculating from the mission clock.&lt;br /&gt;
&lt;br /&gt;
===Scoring===&lt;br /&gt;
The SC Thanatos has a value of 10,000 points, so be sure to get the kill for it.  You won&#039;t hear about it in the debriefing, but it may be just enough to get you promoted one last rank.&lt;br /&gt;
&lt;br /&gt;
The reason for this is probably due to the fact that in retail FRED, score values did not change when the ship class was changed.  Volition probably added a Sathanas and then later changed it to a Rakshasa.&lt;br /&gt;
&lt;br /&gt;
===FREDding Oversights===&lt;br /&gt;
All 3 of the Aeolus cruisers from the previous mission are set to appear in this level if they survive the previous mission, but have a destroy-before-mission stat set upon them. Only the Malta has the appropriate SEXP on it that prevents the destroy-before-mission stat from being true. &lt;br /&gt;
&lt;br /&gt;
Every non-fighter (except for the Deimos corvette) in this mission gives off a message from Command when they depart in the node, even if they don&#039;t normally make it in an unmodified mission. Through delaying the supernova (see above), it is possible for them to make it.&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|sm3-10.fs2|99.3 KB|James Agay|86 (+8 waypoints)|11|51|37|2: Exodus|None&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
===Notes===&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;Brief1 is set in FRED, but this is a [[red-alert]] mission.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;OsseGwoafkQ&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;xRGuPkwaVe8&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Apocalypse&amp;diff=63147</id>
		<title>Apocalypse</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Apocalypse&amp;diff=63147"/>
		<updated>2021-02-17T22:00:15Z</updated>

		<summary type="html">&lt;p&gt;Zonination: /* Objectives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|last=|previous=Clash of the Titans II|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;This article is about the mission from the main campaign. For the weapon from Blue Planet, see [[Apocalypse (torpedo)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 3, MISSION 10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[70th Blue Lions]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The 70th Blue Lions are now assigned to defend the last transports fleeing Capella.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
With the collapse of the Epsilon Pegasi-Capella jump node, the 70th Blue Lions are now assigned to defend the last three convoys of transports fleeing Capella through the Vega jump node.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
There are two ways to beat this mission:&lt;br /&gt;
&lt;br /&gt;
# Jump out right away. The sole mission goal becomes true when Alpha 1 departs. You will get no mission debrief (&amp;quot;no debriefing available for mission sm3-10&amp;quot;), although the campaign will be officially over (you cannot go into the ready room and continue the campaign);&lt;br /&gt;
# Be a man and fight.&lt;br /&gt;
&lt;br /&gt;
In this mission, you have to protect as many ships as possible. Alternatively, you can sit inside the node until Command says there is a supernova. If you want to play it the way the mission was designed, you will be facing multiple wings of Shivan fighters and bombers, along with the SC Thanatos, a Rakshasa-class cruiser, and the Cain-class cruisers Bane and Melchom. On the Alliance&#039;s end, you have half of Gamma wing, the surviving members of Alpha and Beta wings, and Theta wing (consisting of four &#039;&#039;[[GVF Serapis]]&#039;&#039; fighters) under your command. Furthermore, the surviving Aeolus cruisers from the previous mission will be present, and each convoy will arrive on the scene with their own complement of escort cruisers. To add to this, the Lemnos, a Deimos-class corvette, guards the Vega node and actively engages the Thanatos.&lt;br /&gt;
&lt;br /&gt;
Note that this is a Red Alert scenario, so your loadout for the previous mission, Clash of the Titans II, will carry over. A loadout that you can try in the previous mission is a [[GTF Perseus]] armed with the [[GTW UD-8 Kayser]] and [[GTM Trebuchet]]. The Perseus&#039; speed and agility will allow you to take out bombers quickly and get you to the Vega node as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
By default (see the Supernova note below), the Capella sun goes supernova at about 11 minutes and 50 seconds, so just like Into the Lions&#039; Den, you have to keep track of the mission timer if you want to escape the supernova. [[Interplay]]&#039;s recommendation is to drop everything and make your way to the Vega node at 11 minutes. If you stray for more than ten seconds, you may not be able to make it.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Provide fighter cover for convoys evacuating Capella&lt;br /&gt;
&lt;br /&gt;
 * = Not marked as complete by the end of mission&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
*[[FreeSpace_2_Terran_Ship_Database#GTCv_Lemnos|GTCv Lemnos]]&lt;br /&gt;
*[[FreeSpace_2_Shivan_Ship_Database#SC_Thanatos|SC Thanatos]]&lt;br /&gt;
*[[FreeSpace_2_Shivan_Ship_Database#SC_Bane|SC Bane]]&lt;br /&gt;
*[[FreeSpace_2_Shivan_Ship_Database#SC_Melchom|SC Melchom]]&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
===Containers===&lt;br /&gt;
There are some unscanned containers in the second wave. Just hit the &amp;quot;U&amp;quot; button when the second convoy arrives. There&#039;s hidden stuff like &amp;quot;Dravis&#039; Diary&amp;quot; you can scan on those cargoes (these are easter eggs for [[Volition]]&#039;s next game, Summoner).&lt;br /&gt;
&lt;br /&gt;
===Supernova===&lt;br /&gt;
The Capella sun goes supernova in this mission. The supernova itself is shown towards the end of the mission and in the ending cutscene. From a FREDding perspective, the supernova is triggered by &#039;&#039;all&#039;&#039; of the following conditions:&lt;br /&gt;
&lt;br /&gt;
# 21 seconds after the departure or destruction of both the PVFr &#039;&#039;Resheph&#039;&#039; and PVFr &#039;&#039;Sesmu&#039;&#039;;&lt;br /&gt;
# the arrival of Libra wing; and&lt;br /&gt;
# after 710 seconds, or 11 minutes and 50 seconds, of mission time.&lt;br /&gt;
&lt;br /&gt;
Libra wing is scripted to jump in 5 seconds after the destruction of either the SC &#039;&#039;Bane&#039;&#039; or SC &#039;&#039;Melchom&#039;&#039;. Hence, if both Shivan cruisers are disabled for the entire mission, rather than destroyed, Libra wing will never jump in, and the supernova will not occur.&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
If the GTM Herophilus survives, it will jump out at nearly the last possible second before the supernova hits it.  It can be a good way to time your approach to the node, rather than calculating from the mission clock.&lt;br /&gt;
&lt;br /&gt;
===Scoring===&lt;br /&gt;
The SC Thanatos has a value of 10,000 points, so be sure to get the kill for it.  You won&#039;t hear about it in the debriefing, but it may be just enough to get you promoted one last rank.&lt;br /&gt;
&lt;br /&gt;
The reason for this is probably due to the fact that in retail FRED, score values did not change when the ship class was changed.  Volition probably added a Sathanas and then later changed it to a Rakshasa.&lt;br /&gt;
&lt;br /&gt;
===FREDding Oversights===&lt;br /&gt;
All 3 of the Aeolus cruisers from the previous mission are set to appear in this level if they survive the previous mission, but have a destroy-before-mission stat set upon them. Only the Malta has the appropriate SEXP on it that prevents the destroy-before-mission stat from being true. &lt;br /&gt;
&lt;br /&gt;
Every non-fighter (except for the Deimos corvette) in this mission gives off a message from Command when they depart in the node, even if they don&#039;t normally make it in an unmodified mission. Through delaying the supernova (see above), it is possible for them to make it.&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|sm3-10.fs2|99.3 KB|James Agay|86 (+8 waypoints)|11|51|37|2: Exodus|None&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
===Notes===&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;Brief1 is set in FRED, but this is a [[red-alert]] mission.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;OsseGwoafkQ&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;xRGuPkwaVe8&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Apocalypse&amp;diff=63146</id>
		<title>Apocalypse</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Apocalypse&amp;diff=63146"/>
		<updated>2021-02-17T21:59:08Z</updated>

		<summary type="html">&lt;p&gt;Zonination: Added Objectives&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|last=|previous=Clash of the Titans II|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;This article is about the mission from the main campaign. For the weapon from Blue Planet, see [[Apocalypse (torpedo)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 3, MISSION 10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[70th Blue Lions]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The 70th Blue Lions are now assigned to defend the last transports fleeing Capella.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
With the collapse of the Epsilon Pegasi-Capella jump node, the 70th Blue Lions are now assigned to defend the last three convoys of transports fleeing Capella through the Vega jump node.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
There are two ways to beat this mission:&lt;br /&gt;
&lt;br /&gt;
# Jump out right away. The sole mission goal becomes true when Alpha 1 departs. You will get no mission debrief (&amp;quot;no debriefing available for mission sm3-10&amp;quot;), although the campaign will be officially over (you cannot go into the ready room and continue the campaign);&lt;br /&gt;
# Be a man and fight.&lt;br /&gt;
&lt;br /&gt;
In this mission, you have to protect as many ships as possible. Alternatively, you can sit inside the node until Command says there is a supernova. If you want to play it the way the mission was designed, you will be facing multiple wings of Shivan fighters and bombers, along with the SC Thanatos, a Rakshasa-class cruiser, and the Cain-class cruisers Bane and Melchom. On the Alliance&#039;s end, you have half of Gamma wing, the surviving members of Alpha and Beta wings, and Theta wing (consisting of four &#039;&#039;[[GVF Serapis]]&#039;&#039; fighters) under your command. Furthermore, the surviving Aeolus cruisers from the previous mission will be present, and each convoy will arrive on the scene with their own complement of escort cruisers. To add to this, the Lemnos, a Deimos-class corvette, guards the Vega node and actively engages the Thanatos.&lt;br /&gt;
&lt;br /&gt;
Note that this is a Red Alert scenario, so your loadout for the previous mission, Clash of the Titans II, will carry over. A loadout that you can try in the previous mission is a [[GTF Perseus]] armed with the [[GTW UD-8 Kayser]] and [[GTM Trebuchet]]. The Perseus&#039; speed and agility will allow you to take out bombers quickly and get you to the Vega node as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
By default (see the Supernova note below), the Capella sun goes supernova at about 11 minutes and 50 seconds, so just like Into the Lions&#039; Den, you have to keep track of the mission timer if you want to escape the supernova. [[Interplay]]&#039;s recommendation is to drop everything and make your way to the Vega node at 11 minutes. If you stray for more than ten seconds, you may not be able to make it.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Provide fighter cover for convoys evacuating Capella&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
*[[FreeSpace_2_Terran_Ship_Database#GTCv_Lemnos|GTCv Lemnos]]&lt;br /&gt;
*[[FreeSpace_2_Shivan_Ship_Database#SC_Thanatos|SC Thanatos]]&lt;br /&gt;
*[[FreeSpace_2_Shivan_Ship_Database#SC_Bane|SC Bane]]&lt;br /&gt;
*[[FreeSpace_2_Shivan_Ship_Database#SC_Melchom|SC Melchom]]&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
===Containers===&lt;br /&gt;
There are some unscanned containers in the second wave. Just hit the &amp;quot;U&amp;quot; button when the second convoy arrives. There&#039;s hidden stuff like &amp;quot;Dravis&#039; Diary&amp;quot; you can scan on those cargoes (these are easter eggs for [[Volition]]&#039;s next game, Summoner).&lt;br /&gt;
&lt;br /&gt;
===Supernova===&lt;br /&gt;
The Capella sun goes supernova in this mission. The supernova itself is shown towards the end of the mission and in the ending cutscene. From a FREDding perspective, the supernova is triggered by &#039;&#039;all&#039;&#039; of the following conditions:&lt;br /&gt;
&lt;br /&gt;
# 21 seconds after the departure or destruction of both the PVFr &#039;&#039;Resheph&#039;&#039; and PVFr &#039;&#039;Sesmu&#039;&#039;;&lt;br /&gt;
# the arrival of Libra wing; and&lt;br /&gt;
# after 710 seconds, or 11 minutes and 50 seconds, of mission time.&lt;br /&gt;
&lt;br /&gt;
Libra wing is scripted to jump in 5 seconds after the destruction of either the SC &#039;&#039;Bane&#039;&#039; or SC &#039;&#039;Melchom&#039;&#039;. Hence, if both Shivan cruisers are disabled for the entire mission, rather than destroyed, Libra wing will never jump in, and the supernova will not occur.&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
If the GTM Herophilus survives, it will jump out at nearly the last possible second before the supernova hits it.  It can be a good way to time your approach to the node, rather than calculating from the mission clock.&lt;br /&gt;
&lt;br /&gt;
===Scoring===&lt;br /&gt;
The SC Thanatos has a value of 10,000 points, so be sure to get the kill for it.  You won&#039;t hear about it in the debriefing, but it may be just enough to get you promoted one last rank.&lt;br /&gt;
&lt;br /&gt;
The reason for this is probably due to the fact that in retail FRED, score values did not change when the ship class was changed.  Volition probably added a Sathanas and then later changed it to a Rakshasa.&lt;br /&gt;
&lt;br /&gt;
===FREDding Oversights===&lt;br /&gt;
All 3 of the Aeolus cruisers from the previous mission are set to appear in this level if they survive the previous mission, but have a destroy-before-mission stat set upon them. Only the Malta has the appropriate SEXP on it that prevents the destroy-before-mission stat from being true. &lt;br /&gt;
&lt;br /&gt;
Every non-fighter (except for the Deimos corvette) in this mission gives off a message from Command when they depart in the node, even if they don&#039;t normally make it in an unmodified mission. Through delaying the supernova (see above), it is possible for them to make it.&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|sm3-10.fs2|99.3 KB|James Agay|86 (+8 waypoints)|11|51|37|2: Exodus|None&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
===Notes===&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;Brief1 is set in FRED, but this is a [[red-alert]] mission.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;OsseGwoafkQ&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;xRGuPkwaVe8&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Clash_of_the_Titans_II&amp;diff=63145</id>
		<title>Clash of the Titans II</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Clash_of_the_Titans_II&amp;diff=63145"/>
		<updated>2021-02-17T21:05:25Z</updated>

		<summary type="html">&lt;p&gt;Zonination: Added Objectives&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=Apocalypse|previous=Their Finest Hour|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 3, MISSION 9&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[70th Blue Lions]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The Blue Lions must defend the [[GTD Bastion]] as it makes its way to destroy the [[Epsilon Pegasi]]-[[Capella]] jump node. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
With the Bastion&#039;s protective task force almost completely destroyed, Allied Command orders the 70th to defend the Bastion as it makes its way to destroy the Epsilon Pegasi jump node to Capella.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
You have Alpha, Beta, and Gamma Wings (4 fighters each of your own choosing), and Delta Wing (four [[GVF Tauret]]s), performing heavy intercept. Be advised that only Alpha Wing will be at 100%, Beta 1 and 4 will be heavily damaged when you get on the scene, Gamma 1 and 2 will have less than 40% HP, Gamma 3 and 4 will have around 60 to 80%. Pick fighters that you know which can survive ten minutes of multiple Shivan waves.&lt;br /&gt;
&lt;br /&gt;
A recommended loadout is the [[GTF Ares]] or [[GTF Hercules Mark II]] armed with the [[GTW UD-8 Kayser]], a bank of [[GTM Harpoon|Harpoon]]s and a bank of [[GTM Trebuchet|Trebuchet]]s.&lt;br /&gt;
&lt;br /&gt;
Standard procedure in this mission is to use the loadout above, then park next to one of the [[GTC Aeolus|Aeolus cruisers]] and blast bombers at long range. This is an effective and tried and true tactic. On higher difficulties, however, the Shivan bombers, especially the [[SB Nephilim|Nephilim]]s and [[SB Seraphim|Seraphim]]s, will survive several dual Trebuchet hits dead on. For that reason, it may also be advisable to fly intercept in an [[GTF Erinyes|Erinyes]] with a UD-8 Kayser and a [[GTW Subach HL-7]]. Alternatively, you can try flying a [[GTF Perseus]] armed with the [[GTW UD-8 Kayser]] and [[GTM Trebuchet]]. The speed and agility of the Perseus can serve you well for this mission as well as the next one.&lt;br /&gt;
&lt;br /&gt;
The Shivan bombers will go after the cruisers first, so assign one protection wing for each cruiser if you want. Some of those cruisers will come back in the last mission, if they survive. Also, &#039;&#039;&#039;&#039;&#039;do not give loadouts to Beta 2 &amp;amp; Beta 3&#039;&#039;&#039;&#039;&#039;. They will have a reactor core breach at the beginning of the mission, blowing up in the process.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Escort the Bastion to the Epsilon Pegasi node&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* This mission was made by James Agay of [[Volition]], and its revision number is 0.10. It was created on June 4, 1999 at 2:59:27 PM and last modified on October 8, 1999 at 10:49:55 AM.&lt;br /&gt;
* In pre-3.6.10 versions of FS2_Open, Betas 2 and 3 would be carried over to the next mission, flying [[GTF Ulysses|Ulysses]] fighters with over 100% hull integrity, if they are completely removed from the loadout in this mission (i.e. they are not given a ship to fly in).&lt;br /&gt;
* The health of the &#039;&#039;Bastion&#039;&#039;, &#039;&#039;Ertanax&#039;&#039;, &#039;&#039;Malta&#039;&#039;, and &#039;&#039;Templar&#039;&#039; changes each time you attempt this mission.  While the &#039;&#039;Bastion&#039;&#039; starts off with a hull integrity between 30-40%, the three &#039;&#039;Aeolus&#039;&#039; cruisers start with around 11-24% hull strength. This means that you can increase or decrease the starting hull integrity of these ships by simply restarting the mission.&lt;br /&gt;
* Alpha 3 brings up a short history of her grandfather serving on the &#039;&#039;Bastion&#039;&#039; during the Great War and dying in Sirius while fighting the SC &#039;&#039;Tantalus&#039;&#039; once the whole of Beta wing is destroyed. The &#039;&#039;Tantalus&#039;&#039; that appeared during the Great War, however, was a &#039;&#039;Demon&#039;&#039;-class destroyer, not a cruiser.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
*[[GTD Bastion]]&lt;br /&gt;
*[[FreeSpace_2_Terran_Ship_Database#GTC_Ertanax|GTC Ertanax]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[FreeSpace_2_Terran_Ship_Database#GTC_Malta|GTC Malta]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[FreeSpace_2_Terran_Ship_Database#GTC_Templar|GTC Templar]]&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|sm3-09.fs2|76.6 KB|James Agay|59 (+9 waypoints)|12|31|26|1: Genesis|Brief7}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;J6Jjv3VBaYA&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;bXvTuTagGwk&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Their_Finest_Hour&amp;diff=63144</id>
		<title>Their Finest Hour</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Their_Finest_Hour&amp;diff=63144"/>
		<updated>2021-02-17T20:44:27Z</updated>

		<summary type="html">&lt;p&gt;Zonination: Added Objectives. Moved &amp;quot;Real Life References&amp;quot; to end of notes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=Clash of the Titans II|previous=Dunkerque|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 3, MISSION 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[70th Blue Lions]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The 70th Blue Lions participate in a feint at the Gamma Draconis jump node.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
The [[70th Blue Lions]] are, along with the [[GTVA Colossus|GTVA &#039;&#039;Colossus&#039;&#039;]] and a small contingent of warships, to create a diversion while the Meson Bomb-laden [[GTD Bastion|GTD &#039;&#039;Bastion&#039;&#039;]] collapses the [[Capella]]-[[Epsilon Pegasi]] jump node.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
A recommended loadout is the [[GTF Ares|GTF &#039;&#039;Ares&#039;&#039;]], armed with a [[GTW Maxim]] on the quad mount and a bank of [[GTM Trebuchet]]s. Alternatively, you can use a [[GTF Erinyes|GTF &#039;&#039;Erinyes&#039;&#039;]], armed with a [[GTW UD-8 Kayser]], GTW Maxim and two banks of [[GTM Tempest|Tempest dumbfire missiles]].&lt;br /&gt;
&lt;br /&gt;
Your objective in this mission is extremely simple: survive, and get as many kills as possible. You will face off against multiple Shivan fighters and cruisers. If you want some extra protection from the enemy fighters, stay near the [[GVCv Sobek|&#039;&#039;Sobek&#039;&#039;-class]] &#039;&#039;Khepri&#039;&#039;. If you have loaded your ship with a Maxim cannon and a bank of Trebuchet missiles, use both to destroy the Shivan warships at long range.&lt;br /&gt;
&lt;br /&gt;
If Beta wing gets destroyed, the &#039;&#039;Colossus&#039;&#039; will send out Gamma and Delta wing. Gamma comprises four [[GTF Perseus|&#039;&#039;Perseus&#039;&#039; interceptor]]s by default, while Delta wing consists of four [[GTB Boanerges|&#039;&#039;Boanerges&#039;&#039; bombers]]. If Gamma is destroyed, the &#039;&#039;Colossus&#039;&#039; will deploy Kappa wing, comprising four [[GTF Myrmidon|&#039;&#039;Myrmidon&#039;&#039; fighters]]. Should Delta be destroyed, the &#039;&#039;Colossus&#039;&#039; will send out Iota wing, consisting of four &#039;&#039;Boanerges&#039;&#039; bombers.&lt;br /&gt;
&lt;br /&gt;
Near the end, a [[SD Ravana|Ravana-class destroyer]], the &#039;&#039;Beast&#039;&#039;, jumps in to attack the &#039;&#039;Colossus&#039;&#039;. The &#039;&#039;Colossus&#039;&#039; destroys it, but sustains moderate damage. When the &#039;&#039;Ravana&#039;&#039; has been destroyed, a [[SJ Sathanas|&#039;&#039;Sathanas&#039;&#039;-class juggernaut]] jumps in. As the &#039;&#039;Colossus&#039;&#039; takes heavy damage from the &#039;&#039;Sathanas&#039;&#039;&#039; main guns, Command orders the warship to jump out. The &#039;&#039;Colossus&#039;&#039;, however, defies Command&#039;s order, and instead chooses to hold off the &#039;&#039;Sathanas&#039;&#039; to buy some extra time for the &#039;&#039;Bastion&#039;&#039;. In the ensuing engagement, the &#039;&#039;Colossus&#039;&#039; is destroyed.&lt;br /&gt;
&lt;br /&gt;
You will be ordered to return to base when the &#039;&#039;Colossus&#039;&#039; goes down; all surviving Alliance fighters and warships will also jump out automatically at this point.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Objectives are viewable by pressing F4 and going to the Objectives tab)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Destroy targets of opportunity *&lt;br /&gt;
** &amp;lt;s&amp;gt;Defend allied warships&amp;lt;/s&amp;gt;&lt;br /&gt;
* Secondary Objectives:&lt;br /&gt;
** Neutralize enemy fighters that enter the field of engagement *&lt;br /&gt;
&lt;br /&gt;
 * = Not marked as complete by the end of mission&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
===Allied Warships===&lt;br /&gt;
The event that allows the Allied fleet to fire its beam cannons triggers &#039;&#039;before&#039;&#039; the bulk of the fleet arrives. The [[FreeSpace 2 Vasudan Ship Database#GVC_Heket|&#039;&#039;Heket&#039;&#039;]], [[FreeSpace 2 Vasudan Ship Database#GVCv_Khepri|&#039;&#039;Khepri&#039;&#039;]], and [[FreeSpace 2 Terran Ship Database#GTC_Stalwart|&#039;&#039;Stalwart&#039;&#039;]] begin to arrive just over twenty seconds into the mission, moments after the [[beam-free-all]] event is triggered. The warships are then limited to firing [[Terran Turret|turret lasers]] and [[Standard Flak|flak]], since beams can only be freed for ships already in play.&lt;br /&gt;
&lt;br /&gt;
===Actions of the &#039;&#039;Colossus&#039;&#039;===&lt;br /&gt;
Many community members have noted that the &#039;&#039;Colossus&#039;&#039;&#039; last stand, although bold, was rather illogical as she was destroyed in just a few seconds by &#039;&#039;Sathanas 17&#039;&#039;, which never jumped to attack the &#039;&#039;Bastion&#039;&#039;, as mission dialogue would suggest they were trying to prevent. The &#039;&#039;Colossus&#039;&#039; may not have been able to escape because she begins the mission moderately damaged and with engines disabled, but this is never mentioned in the briefing or messages even when Command orders the ship to jump out.&lt;br /&gt;
&lt;br /&gt;
However, examination of the mission file shows that the &#039;&#039;Colossus&#039;&#039; was intended to have a much longer and more dramatic battle with the &#039;&#039;Sathanas&#039;&#039;, but this was scrapped.  The scripting and waypoints for much of this battle still exist, but the Colossus&#039; engines were disabled, rendering it largely irrelevant. However, modding the mission itself or using cheats to send a support ship to &amp;quot;repair&amp;quot; the &#039;&#039;Colossus&#039;&#039; will cause it to go on its programmed waypoints, but won&#039;t save it from the &#039;&#039;Sathanas&#039;&#039; as the latter has a simple ai-chase goal to attack the &#039;&#039;Colossus&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===SJ &#039;&#039;Sathanas&#039;&#039;===&lt;br /&gt;
The number that is sometimes associated with the SJ &#039;&#039;Sathanas&#039;&#039; that destroys the GTVA &#039;&#039;Colossus&#039;&#039;&amp;amp;mdash;17&amp;amp;mdash;is taken from events logged by the game&#039;s Event Viewer (F4, Events tab). At around the same time the SD &#039;&#039;Beast&#039;&#039; is destroyed, the Event Viewer logs [[SJD Sathanas|SJD &#039;&#039;Sathanas&#039;&#039;]] &#039;&#039;17&#039;&#039;, one of the many Sathanas juggernauts at the Capella sun, departing. Moments later, an actual &#039;&#039;Sathanas&#039;&#039; juggernaut jumps in near the Colossus and proceeds to destroy it. This &#039;&#039;Sathanas&#039;&#039; is hence occasionally referred to as &#039;&#039;Sathanas 17&#039;&#039;, even though it is only named &#039;&#039;Sathanas&#039;&#039; in the player&#039;s escort list.&lt;br /&gt;
&lt;br /&gt;
===Real-life Reference===&lt;br /&gt;
&amp;quot;This was their finest hour&amp;quot; was a speech made by Winston Churchill in 1940 during World War II, referring to the [http://en.wikipedia.org/wiki/Battle_of_France &#039;&#039;Battle of France&#039;&#039;]. The name of the mission [[Dunkerque]] (SM3-07), another mission in Act III, was also reference to World War II. Here is an excerpt from the speech:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Let us therefore brace ourselves to our duties, and so bear ourselves that, if the British Empire and its Commonwealth last for a thousand years, men will still say, &amp;quot;&#039;&#039;&#039;This was their finest hour.&#039;&#039;&#039;&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
*[[GTVA Colossus]]&lt;br /&gt;
*[[FreeSpace_2_Shivan_Ship_Database#SD Beast|SD Beast]]&lt;br /&gt;
*[[FreeSpace_2_Shivan_Ship_Database#SJ_Sathanas_17|SJ Sathanas 17]]&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM3-08.fs2|82.0 KB|James Agay|56 (+11 waypoints)|10|48|27|2: Exodus|Brief2}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;9ftWQlXi-ao&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;zJBDr7G5LxU&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Dunkerque&amp;diff=63143</id>
		<title>Dunkerque</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Dunkerque&amp;diff=63143"/>
		<updated>2021-02-17T17:27:49Z</updated>

		<summary type="html">&lt;p&gt;Zonination: Added Objectives and Medals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=Their Finest Hour|previous=Exodus (FS2)|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 3, MISSION 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[70th Blue Lions]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The 70th Blue Lions assist with the evacuation of 3rd Fleet Headquarters in Capella.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
Allied Command has ordered for 3rd Fleet Headquarters in Capella to be evacuated. The installation is being attacked by Shivan fighters and bombers deployed from the SD &#039;&#039;Nebiros&#039;&#039;, a [[SD Ravana|&#039;&#039;Ravana&#039;&#039;-class destroyer]], and Headquarters&#039; defending squadron, the 19th, was annihilated. Taking over the 19th squadron&#039;s job, Alpha wing of the 70th Blue Lions is now ordered to ensure the success of the evacuation process.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
This mission is reminiscent of [[The Sixth Wonder]], the main difference being that you don&#039;t have to deal with any hostile warships (with one exception, described in Notes), but you have to spread your wingmen across multiple escort targets over a vast distance while simultaneously facing down many more (and better equipped) fighters and bombers.&lt;br /&gt;
&lt;br /&gt;
Delta wing, comprising 4 [[GTF Hercules Mark II|&#039;&#039;Hercules Mark II&#039;&#039; heavy assault fighters]], will enter the field of engagement before your wing, and will already be engaging the Shivans by the time you are done loading out. Be sure to keep that wing in one piece; you&#039;ll need it. At the start of the mission, you will also see the [[FreeSpace 2 Terran Ship Database#GTM Galen|GTM &#039;&#039;Galen&#039;&#039;]], a [[GTM Hippocrates|&#039;&#039;Hippocrates&#039;&#039;-class medical ship]], near &#039;&#039;3rd Fleet HQ&#039;&#039;, the latter already having lost half its hull integrity, and &#039;&#039;Lambda 1&#039;&#039; an [[GTT Argo|&#039;&#039;Argo&#039;&#039;-class transport]], docked with the HQ. Ignore the &#039;&#039;Galen&#039;&#039; and, for the time being, &#039;&#039;Lambda 1&#039;&#039;; the Shivans are primarily concerned with attacking &#039;&#039;3rd Fleet HQ&#039;&#039; directly, and the medical ship will eventually jump out. At this point, follow Command&#039;s advice and order all your wingmen to defend the HQ.&lt;br /&gt;
&lt;br /&gt;
The GTD &#039;&#039;Messana&#039;&#039;, an [[GTD Orion|&#039;&#039;Orion&#039;&#039;-class destroyer]], will jump in approximately one minute into the mission. It would be wise to assign Delta wing to protect it, as some Shivan bombers will divert their attention to the destroyer. You should concern yourself with guarding &#039;&#039;3rd Fleet HQ&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When &#039;&#039;Lambda 1&#039;&#039; undocks, order Alpha wing to guard the transport, as Shivan fighters will jump in to attack it. You can forget about defending &#039;&#039;3rd Fleet HQ&#039;&#039; for now; that&#039;s why the Shivan bombers only jump in 5 kilometers away from it.&lt;br /&gt;
&lt;br /&gt;
Once &#039;&#039;Lambda 1&#039;&#039; docks with the &#039;&#039;Messana&#039;&#039;, get Alpha wing to defend the installation again. &#039;&#039;Lambda 2&#039;&#039; should jump in a few moments after &#039;&#039;Lambda 1&#039;&#039; jumps out.&lt;br /&gt;
&lt;br /&gt;
When &#039;&#039;Lambda 2&#039;&#039; undocks with all the remaining survivors from &#039;&#039;3rd Fleet HQ&#039;&#039;, abandon the installation and concentrate on protecting the transport only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;3rd Fleet HQ&#039;&#039; will be self-destructed by the &#039;&#039;Messana&#039;&#039; a short while after &#039;&#039;Lambda 2&#039;&#039; docks with it; thereafter, the destroyer will jump out with the transport. Do not fly in front of the &#039;&#039;Messana&#039;&#039; or stay near &#039;&#039;3rd Fleet HQ&#039;&#039;. The resulting shockwave from the installation&#039;s explosion should wipe out any remaining Shivan fighters and bombers. If not, destroy them and return to base when you are done.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Provide fighter cover for the evacuation of 3rd fleet HQ&lt;br /&gt;
&lt;br /&gt;
===[[Awardable_Medals#FreeSpace_2_Medals|Medals]]===&lt;br /&gt;
&lt;br /&gt;
You will obtain a &#039;&#039;&#039;GTVA Legion of Honor&#039;&#039;&#039; for defending &#039;&#039;both&#039;&#039; the &#039;&#039;&#039;Lambda&#039;&#039;&#039; transports &#039;&#039;and&#039;&#039; the &#039;&#039;&#039;Messana&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* If the &#039;&#039;Messana&#039;&#039; is destroyed before &#039;&#039;3rd Fleet HQ&#039;&#039; is self-destructed, the SD &#039;&#039;Nebiros&#039;&#039; itself will jump in and finish the &#039;&#039;Messana&#039;&#039;&#039;s task of blowing up the installation using its main guns, and you will be ordered to return to base. However, this cannot happen during a successful playthrough of this mission as the &#039;&#039;Messana&#039;&#039; must survive in order for you to advance to the next mission.&lt;br /&gt;
&lt;br /&gt;
==Total number of forces==&lt;br /&gt;
{{total_numbers_2&lt;br /&gt;
|belligerent_1 =[[Galactic Terran-Vasudan Alliance|GTVA]]&lt;br /&gt;
|belligerent_2 =[[Shivans]]&lt;br /&gt;
|ship_1 =&lt;br /&gt;
* 1 [[GTD Orion|GTD &#039;&#039;Orion&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;[[FreeSpace 2 Terran Ship Database#GTD Messana|Messana]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 1 [[GTI Arcadia|GTI &#039;&#039;Arcadia&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;[[FreeSpace 2 Terran Ship Database#GTI 3rd Fleet HQ|3rd Fleet HQ]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1 [[GTM Hippocrates|GTM &#039;&#039;Hippocrates&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Galen&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 2 [[GTT Argo|GTT &#039;&#039;Argo&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Lambda 1&#039;&#039; and &#039;&#039;2&#039;&#039;&lt;br /&gt;
|ship_2 =&lt;br /&gt;
* 13 [[SJD Sathanas|SJD &#039;&#039;Sathanas&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;SJD Sathanas 59&#039;&#039; to &#039;&#039;71&#039;&#039; ($)&lt;br /&gt;
&lt;br /&gt;
* 0-1 [[SD Ravana|SD &#039;&#039;Ravana&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;[[FreeSpace 2 Shivan Ship Database#SD Nebiros|Nebiros]]&#039;&#039; (#)&lt;br /&gt;
|strikecraft_1 =&lt;br /&gt;
* 4 [[GTF Erinyes|GTF &#039;&#039;Erinyes&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (4)(*)&lt;br /&gt;
&lt;br /&gt;
* 4 [[GTF Hercules Mark II|GTF &#039;&#039;Hercules Mark II&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Delta&#039;&#039; (4)&lt;br /&gt;
|strikecraft_2 =&lt;br /&gt;
* 10 [[SF Manticore|SF &#039;&#039;Manticore&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Aries&#039;&#039; (6)&lt;br /&gt;
** &#039;&#039;Libra&#039;&#039; (4)&lt;br /&gt;
&lt;br /&gt;
* 8 [[SF Basilisk|SF &#039;&#039;Basilisk&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Leo&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Sagittarius&#039;&#039; (4)&lt;br /&gt;
&lt;br /&gt;
* 10 [[SF Mara|SF &#039;&#039;Mara&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Capricorn&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Virgo&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Scorpio&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 11 [[SB Nahema|SB &#039;&#039;Nahema&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Pisces&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Gemini&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Aquarius&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
* 3 [[SB Nephilim|SB &#039;&#039;Nephilim&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Cancer&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
* 3 [[SB Seraphim|SB &#039;&#039;Seraphim&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Taurus&#039;&#039; (3)&lt;br /&gt;
|casualties_1 =&lt;br /&gt;
* 1 [[GTI Arcadia|GTI &#039;&#039;Arcadia&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;3rd Fleet HQ&#039;&#039; (!)&lt;br /&gt;
&lt;br /&gt;
* 0-1 [[GTT Argo|GTT &#039;&#039;Argo&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Lambda 1&#039;&#039; or &#039;&#039;2&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 0-3 [[GTF Erinyes|GTF &#039;&#039;Erinyes&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (3)(*)&lt;br /&gt;
&lt;br /&gt;
* 0-4 [[GTF Hercules Mark II|GTF &#039;&#039;Hercules Mark II&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Delta&#039;&#039; (4)&lt;br /&gt;
|casualties_2 =&lt;br /&gt;
* 0-10 [[SF Manticore|SF &#039;&#039;Manticore&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Aries&#039;&#039; (6)&lt;br /&gt;
** &#039;&#039;Libra&#039;&#039; (4)&lt;br /&gt;
&lt;br /&gt;
* 0-8 [[SF Basilisk|SF &#039;&#039;Basilisk&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Leo&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Sagittarius&#039;&#039; (4)&lt;br /&gt;
&lt;br /&gt;
* 0-10 [[SF Mara|SF &#039;&#039;Mara&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Capricorn&#039;&#039; (3)&lt;br /&gt;
** &#039;&#039;Virgo&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Scorpio&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 0-11 [[SB Nahema|SB &#039;&#039;Nahema&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Pisces&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Gemini&#039;&#039; (4)&lt;br /&gt;
** &#039;&#039;Aquarius&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
* 0-3 [[SB Nephilim|SB &#039;&#039;Nephilim&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Cancer&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
* 0-3 [[SB Seraphim|SB &#039;&#039;Seraphim&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Taurus&#039;&#039; (3)&lt;br /&gt;
}}&lt;br /&gt;
(#) &#039;&#039;&#039;Appears only if GTD &#039;&#039;Messana&#039;&#039; is destroyed&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
(*) &#039;&#039;&#039;May be replaced with the [[GTF Ulysses|GTF &#039;&#039;Ulysses&#039;&#039;]], [[GTF Hercules Mark II|GTF &#039;&#039;Hercules Mark II]], [[GTF Ares|GTF &#039;&#039;Ares&#039;&#039;]], [[GTF Perseus|GTF &#039;&#039;Perseus&#039;&#039;]], or [[GTF Myrmidon|GTF &#039;&#039;Myrmidon&#039;&#039;]]&amp;lt;br /&amp;gt;&lt;br /&gt;
(!) &#039;&#039;&#039;Self-destructed&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
($) &#039;&#039;&#039;Hidden from sensors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM3-07.fs2|94.9 KB|Brad Johnson|72 (+1 waypoint)|14|67|37|3: Leviticus|Brief3}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;ifMDkF2EQRQ&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;m8AkRaRpm7A&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Exodus_(FS2)&amp;diff=63142</id>
		<title>Exodus (FS2)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Exodus_(FS2)&amp;diff=63142"/>
		<updated>2021-02-17T17:05:25Z</updated>

		<summary type="html">&lt;p&gt;Zonination: Added Objectives and Medals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|- cellpadding=&amp;quot;8&amp;quot; style=&amp;quot;background:#000000;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Argonautica|Previous Mission]] or [[Into the Lion&#039;s Den|SOC Loop 2]]&lt;br /&gt;
| [[FreeSpace 2 Campaign Walkthrough]]&lt;br /&gt;
| [[Dunkerque|Next Mission]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ACT 3, MISSION 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; 70th Blue Lions&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; A convoy in transit from [[Capella]] to [[Epsilon Pegasi]] has been attacked by Shivans. The 70th are sent in to oversee their successful transit.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
A convoy consisting of two transports, a medical frigate and a freighter has been attacked by Shivans on their evacuation from Capella to the Epsilon Pegasi jump node. The convoy&#039;s only escort, the GVCv &#039;&#039;Nebtuu&#039;&#039;, has called in for reinforcements, so Alpha wing of the 70th Blue Lions have been sent in.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
You should use a fighter that can be loaded out with the [[GTW UD-8 Kayser]], [[GTW Maxim]] and [[GTM Trebuchet]]. The [[GTF Ares]], if you completed SOC Loop 2, or the [[GTF Erinyes]] are good choices. If you choose the Erinyes, you can try loading out one of its secondary banks with [[GTM Tempest|Tempest missiles]], and the other with Trebuchets, and/or settle with dual Prometheus S cannons.&lt;br /&gt;
&lt;br /&gt;
The moment you enter the mission, you will see a severely-damaged GVCv &#039;&#039;Nebtuu&#039;&#039;, a [[GVCv Sobek|Sobek-class corvette]], attacking the [[SCv Moloch|Shivan corvette]] SCv &#039;&#039;Abraxis&#039;&#039;. Quickly target the front beam cannon of the &#039;&#039;Abraxis&#039;&#039; and destroy it with dual Trebuchets. If you do not do this fast enough, the &#039;&#039;Nebtuu&#039;&#039; will be destroyed, making the mission much harder.&lt;br /&gt;
&lt;br /&gt;
Your primary objective in this mission is to make sure that &#039;&#039;Lambdas 1&#039;&#039; and &#039;&#039;2&#039;&#039;, two [[GTT Argo]] transports, and the GTM &#039;&#039;Vesalius&#039;&#039;, a [[GTM Hippocrates|Hippocrates-class medical frigate]], make it to the Epsilon Pegasi jump node. Your secondary objective is to ensure the safe passage of the &#039;&#039;Sulla&#039;&#039;, a [[GTFr Triton|Triton-class freighter]].&lt;br /&gt;
&lt;br /&gt;
You should order your wingmen to protect the &#039;&#039;Nebtuu&#039;&#039; first, although it is highly unlikely that the corvette can hold off even a single wave of bombers. When the &#039;&#039;Nebtuu&#039;&#039; does go down, order your wingmen to protect &#039;&#039;Lambda 1&#039;&#039;. This transport will be the focus of most, if not all, of the bombers. Do your best to make sure &#039;&#039;no bombs&#039;&#039; hit either Lambda transport; they lose a third of their HP if one hits.&lt;br /&gt;
&lt;br /&gt;
The key to this mission is being systematic. Remember which bombers you fire your Trebuchets at and use only your guns on them. As this mission is almost completely dominated by the arrival of bombers, you should also use your Bomb key often to target bombers and incoming warheads. Expect multiple waves of Seraphim, Nephilim, and Nahema bombers.&lt;br /&gt;
&lt;br /&gt;
If things get too hot during the mission, you can call in Theta wing (4 Erinyes fighters armed with UD-8 Kaysers) for reinforcement. If Alphas 2 and 3 die, Delta wing will jump in to assist you.&lt;br /&gt;
&lt;br /&gt;
At about two to three minutes, the &#039;&#039;Gibborim&#039;&#039;, a [[SC Cain|Cain-class cruiser]], will jump in from Epsilon Pegasi. For the moment, you can ignore it even though you are issued a directive to destroy its beam cannons; if you stray more than three kilometers from the convoy, Command will lecture you. Keep a few Trebuchets to destroy its main beam cannon and continue pursuing any nearby Shivan fighters and bombers. Once the cruiser gets within the Trebuchet&#039;s lock range, set your missiles to dual-fire mode, target its main beam cannon and fire a salvo. This should take out its main beam cannon. If not, fly ahead of the convoy and destroy it.&lt;br /&gt;
&lt;br /&gt;
By the time you destroy the &#039;&#039;Gibborim&#039;&#039;, the rest of the mission should be pretty easy. Escort the four ships and take out any Shivans that jump in, prioritizing bombers. Once the four ships have made the jump to Epsilon Pegasi, you may return to base.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Escort the Lambda 1 and Lambda 2 to the Epsilon Pegasi node&lt;br /&gt;
** Protect the medical ship Vesalius&lt;br /&gt;
* Secondary Objectives:&lt;br /&gt;
** Destroy all hostile targets&lt;br /&gt;
** Protect the cargo ship Sulla&lt;br /&gt;
&lt;br /&gt;
===[[Awardable_Medals#FreeSpace_2_Medals|Medals]]===&lt;br /&gt;
&lt;br /&gt;
You will obtain a &#039;&#039;&#039;Meritorious Unit Commendation&#039;&#039;&#039; for defending the entire civilian convoy (&#039;&#039;&#039;Lambda 1&#039;&#039;&#039;, &#039;&#039;&#039;Lambda 2&#039;&#039;&#039;, &#039;&#039;&#039;Vesalius&#039;&#039;&#039;, and &#039;&#039;&#039;Sulla&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* If you completed SOC Loop 2, you will also be given a choice to fly the [[GTF Ares]] for this and the next three missions, on top of the other ships available for choice by default.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
===Briefing===&lt;br /&gt;
If one searches though the briefing, they will find the icons of two Shivan ships in the third slide: a Moloch corvette named &#039;&#039;Kemwer&#039;&#039;, and a Rakshasa cruiser named &#039;&#039;Juesaes&#039;&#039;. Their presence in the briefing (along with the additional waypoints assigned to the &#039;&#039;Nebtuu&#039;&#039;, described below) leads to speculation that the node was supposed to be blockaded by the named ships, but was cut in the end.&lt;br /&gt;
&lt;br /&gt;
===GVCv &#039;&#039;Nebtuu&#039;&#039;===&lt;br /&gt;
In the highly unlikely event that the &#039;&#039;Nebtuu&#039;&#039; survives the Shivan bombers attacking it after the Abraxis is destroyed, it is scripted to go well ahead of the convoy to the Node and engage the &#039;&#039;Gibborim&#039;&#039; when it arrives. If the &#039;&#039;Nebtuu&#039;&#039; again survives, it will simply head off to the side of the node and park itself there. It plays no further role in the mission then.&lt;br /&gt;
&lt;br /&gt;
===Objectives===&lt;br /&gt;
Although the &#039;&#039;Sulla&#039;&#039; is carrying destructible cargo, you will not be penalized as long as the freighter makes it to the jump node.&lt;br /&gt;
&lt;br /&gt;
===Scoring===&lt;br /&gt;
The SCv &#039;&#039;Abraxis&#039;&#039; has a value of 5,000 points, so be sure to get the kill for it.  Fire off several Maxim and/or Trebuchet shots (and be sure to take down the critical forward SRed turret) when the mission starts.  With luck, the &#039;&#039;Nebtuu&#039;&#039; will finish it off with beams before it gets into flak range.  Make sure to keep your wingmen occupied so they don&#039;t take away your kill.&lt;br /&gt;
&lt;br /&gt;
The reason for this is probably due to the fact that in retail FRED, score values did not change when the ship class was changed.  Volition probably added a Ravana or Demon and then later changed it to a Moloch.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
* [[FreeSpace_2_Vasudan_Ship_Database#GVCv Nebtuu|GVCv Nebtuu]]&lt;br /&gt;
* [[FreeSpace_2_Shivan_Ship_Database#SC_Gibborim|SC Gibborim]]&lt;br /&gt;
* [[FreeSpace_2_Shivan_Ship_Database#SCv_Abraxis|SCv Abraxis]]&lt;br /&gt;
&lt;br /&gt;
==New Equipment==&lt;br /&gt;
* [[GTF Ares]] if you completed [[Into the Lion&#039;s Den]]&lt;br /&gt;
* [[GTF Erinyes]] if you skipped SOC Loop 2&lt;br /&gt;
* [[GTW UD-8 Kayser]] if you skipped SOC Loop 2&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|SM3-06.fs2|77.2 KB|James Agay|35 (+6 waypoints)|12|60|35|7: Revelation|Brief6}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;bAvyrQtBPo0&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;0cu0cHak_WU&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Into_the_Lion%27s_Den&amp;diff=63141</id>
		<title>Into the Lion&#039;s Den</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Into_the_Lion%27s_Den&amp;diff=63141"/>
		<updated>2021-02-17T16:46:30Z</updated>

		<summary type="html">&lt;p&gt;Zonination: Added Objectives and Medals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mission|previous=As Lightning Fall|next=Exodus (FS2)|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SOC LOOP 2, MISSION 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[99th Skulls]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Snipes leads Alpha wing of the 99th Skulls on a mission through the second Knossos portal.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
Somebody has to go through Knossos 2 and see what&#039;s going on over there. Guess who&#039;s been selected?&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
You can only use the [[SF Mara (Terrans)|retrofitted SF Mara]] for this mission. Load out with some [[GTM Tempest|Tempests]] or [[GTM Trebuchet|Trebuchets]], as you&#039;ll be spending a fair amount of time strafing at close range, although with such large banks, [[GTM Tornado]]s may fit the bill as well. Keep in mind the [[GTW Subach HL-7|Subach&#039;s]] main advantage of power efficiency does not mean a thing in the Mara, and that the Mara is probably the only fighter that can truly support an all-[[GTW UD-8 Kayser|Kayser]] gun configuration.&lt;br /&gt;
&lt;br /&gt;
At the start of the mission, Snipes will scream an order to dive, as Sathanas 03 jumps out with you in its path. You can either dive, turn left or turn right, but whatever you do, choose a direction, use your afterburners and &#039;&#039;&#039;&#039;&#039;do not&#039;&#039;&#039;&#039;&#039; fly up or straight.&lt;br /&gt;
&lt;br /&gt;
You have fifteen minutes before you are able to jump, and your ride apparently won&#039;t wait; so whatever you do in this mission, get back to the node in that time. Immediately locate and head for one of the funny-looking unidentified objects, they possess spinning arms, and are rather larger than a cruiser. Those are your primary targets this mission. They&#039;re widely spaced, so consider diverting some power to your engines. Each can be killed by a well-placed dual Trebuchet hit; aim for the &amp;quot;Crystal&amp;quot; subsystem if you&#039;re going the surgical-kill route, once this is destroyed, they self-destruct, otherwise continue to unload on them, and they&#039;ll give out eventually.  Deliver the final shot from a distance, because those devices blow up quite energetically. Take the first and the third, as the elite wing of SOC pilots prove capable of taking out the second of these floating targets. If you hurry you should be able to get some [[SB Nahema|Nahema]] kills, and one or two [[SC Rakshasa|Rakshasa]] kills.&lt;br /&gt;
&lt;br /&gt;
Now, once you have killed all three devices, call for your wingmen to cover you and head for the node. Hopefully you&#039;ve still got a good amount of time left. Diverting power to your engines will probably be a wise idea. Remember, you &#039;&#039;must&#039;&#039; be at the node at the 15 minute mark.&lt;br /&gt;
&lt;br /&gt;
A wing of [[SF Astaroth|SF Astaroths]] will jump in. Take them out quickly, and try not to take too much damage. Those will be shortly followed by the SD &#039;&#039;Nebiros&#039;&#039; when it jumps in. Avoid its AAA beams as they can kill you in seconds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For Lazy People&#039;&#039;&#039; (This method will only make you fight a couple wings): As soon as you jump in (and avoid being rammed by the Sathanas) order your wingmen to attack the first device and head to the third yourself. Once in range of dual Trebuchets, get into a good angle to hit the Crystal subsystem and let loose a couple. It&#039;ll take it down in no time and you can even escape without suffering damage. Do this for the second as well, let your wingmen finish off the first, and finally &amp;quot;the Honeymoon&amp;quot; will be over.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Reconnoiter Knossos 2 sector&lt;br /&gt;
* Secondary Objectives:&lt;br /&gt;
** Destroy Shivan device&lt;br /&gt;
* Bonus Objectives:&lt;br /&gt;
** Destroy [all] Shivan devices&lt;br /&gt;
&lt;br /&gt;
===[[Awardable_Medals#FreeSpace_2_Medals|Medals]]===&lt;br /&gt;
&lt;br /&gt;
You will obtain an &#039;&#039;&#039;SOC Service Medallion&#039;&#039;&#039; for destroying at least one &#039;&#039;&#039;Shivan Comm Node&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* This mission is in the official multiplayer mission pack for FS2NetD. For additional information regarding the multiplayer version of this mission, check [[Into the Lion&#039;s Den (Multiplayer Mission)|this article]].&lt;br /&gt;
* All your wingmen become invulnerable after taking a certain amount of damage. The same does not apply to you, however.&lt;br /&gt;
* When the [[FreeSpace_2_Shivan_Ship_Database#SD Nebiros|SD Nebiros]] jumps in, Snipes incorrectly calls the destroyer a Ravana-class &#039;&#039;cruiser&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;br /&gt;
* This mission is often considered one of the most enjoyable, although others find the long minutes of straight flying to be boring.&lt;br /&gt;
* This is the only mission in which you can (and can only) fly the [[SF Mara (Terrans)|Mara]], and even if it isn&#039;t exactly like the Shivan version, it&#039;s pretty close.&lt;br /&gt;
* The dialogue in this mission probably has the most emotion of anything in the game.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
* [[Famous persons#FreeSpace 2|Lieutenant-Commander Christopher Snipes]] as Alpha 2.&lt;br /&gt;
* [[FreeSpace_2_Shivan_Ship_Database#SJ_Sathanas_03_through_09|SJ Sathanas 03 through 09]]&lt;br /&gt;
* [[Shivan Comm Node|SC 1 through 3]]&lt;br /&gt;
* [[FreeSpace_2_Shivan_Ship_Database#SD Nebiros|SD Nebiros]]&lt;br /&gt;
&lt;br /&gt;
==New equipment==&lt;br /&gt;
*[[SF Mara (Terrans)]]&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|loop2-2.fs2|82.6 KB|Jim Boone|60 (+7 waypoints)|12|68|25|3: Leviticus|None}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;WjOM_zEBg7s&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;CxEk1Te6IGE&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=As_Lightning_Fall&amp;diff=63140</id>
		<title>As Lightning Fall</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=As_Lightning_Fall&amp;diff=63140"/>
		<updated>2021-02-17T16:11:25Z</updated>

		<summary type="html">&lt;p&gt;Zonination: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mission|previous=Argonautica|next=Into the Lion&#039;s Den|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SOC LOOP 2, MISSION 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; [[99th Skulls]] &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; SOC receives a distress call from Lieutenant-Commander Snipes, and Alpha 1 opts to participate in his recovery.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
Special Operations Command has received a distress call from Snipes on board the NTT Grall, the [[GTT Argo|Argo-class transport]] that was docked to the [[FreeSpace_2_Rebel_Ship_Database#NTC_Alexandria|NTC Alexandria]] when the cruiser made the jump into the nebula prior to [[Endgame]]. The Grall is now incapacitated and stranded in a Shivan-infested region of the nebula. Alpha wing of the 99th Skulls has been inserted into a location near the coordinates given by Snipes and is ordered to retrieve him and any other survivors on board the Grall.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
Welcome to EMP hell, pilot. Your ship will be electrocuted every few seconds, making your HUD go wonky and your target switch at random. As the briefing says, under these conditions aspect weaponry is not the most brilliant idea you&#039;ve ever had, and as you might guess, this is very annoying. However, it is worthwhile to play this mission so that you can play the next one.&lt;br /&gt;
&lt;br /&gt;
Follow the nav buoys as suggested. It is easy to get turned around during the periodic Shivan attacks as you do so; you will have to struggle with your targeting gear to get back on course, or have an excellent sense of direction. You will need to pay attention to the flashing grey blips, which can be hard to see in the nebula. Using the original 2D radar rather than the SCP&#039;s 3D version is highly recommended.&lt;br /&gt;
 &lt;br /&gt;
Once you reach the transport, spend a short while struggling to issue a C-3-9, then dogfight it with the Shivans that attack. Ordering the fighters to defend the Argo doesn&#039;t work as well, since they engage at too short a range to prevent hostile fighters from getting off a few shots.&lt;br /&gt;
&lt;br /&gt;
For this mission, you have been provided with an Elysium-class transport, the GTT Lambda 1, as &amp;quot;reinforcement&amp;quot;. You have to use Lambda 1 to dock with the Grall and recover everyone on board. When you call Lambda 1 in, the transport will jump in a short distance away from the Grall and dock with it. Once Lambda 1 has recovered Snipes and everyone on board the Grall, you will be ordered to return to base.&lt;br /&gt;
&lt;br /&gt;
==Much Faster Walkthrough==&lt;br /&gt;
When the mission begins, &#039;&#039;&#039;&#039;&#039;do not touch your mouse or look around&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
Then, set engines to maximum, and go dead ahead with full burners. Have your wingmen form up on you, and ignore all resistance. After a few minutes, you should be told you&#039;ve found the Grall, and lo and behold, it&#039;s right in front of you. Then, carry on defending the transport as above.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Rescue Lt. Commander Snipes&lt;br /&gt;
* Secondary Objectives:&lt;br /&gt;
** Locate and recover the Grall&lt;br /&gt;
&lt;br /&gt;
===[[Awardable_Medals#FreeSpace_2_Medals|Medals]]===&lt;br /&gt;
&lt;br /&gt;
You will obtain an &#039;&#039;&#039;SOC Unit Crest&#039;&#039;&#039; for defending &#039;&#039;&#039;Lambda 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* There may be a possible inconsistency between the mission brief for this mission and the actual mission itself. In the mission brief, it is indicated that the recovery transport is designated the GTT Teleron. However, in the mission, you are supplied with the GTT Lambda 1 instead.&lt;br /&gt;
* You can choose to ignore Lambda 1&#039;s order to return to base after the transport has successfully extracted the survivors from the Grall. Six more Mara fighters will jump in shortly after the transport departs to destroy the Grall. Once you have dealt with those fighters, you can fly back to the navigation buoy at your starting point in this mission (this is also the only buoy which is always targetable regardless of proximity). Upon your final approach to the buoy, you will be confronted by eight wings of six Mara fighters. You may eventually finish this mission with more than 75 kills.&lt;br /&gt;
&lt;br /&gt;
==Notable ships present==&lt;br /&gt;
* [[FreeSpace_2_Rebel_Ship_Database#NTT_Grall|NTT Grall]]&lt;br /&gt;
&lt;br /&gt;
==New Equipment==&lt;br /&gt;
* [[GTF Erinyes]]&lt;br /&gt;
* [[GTW UD-8 Kayser]]&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|loop2-1.fs2|59.8 KB|Jim Boone|53&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|11|35|21|1: Genesis|Brief2}}&lt;br /&gt;
===Notes===&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This is the only FreeSpace 2 main campaign mission that has no waypoints.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;CHW0dMILi5I&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;WDcFSeypM7M&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Rebels_%26_Renegades&amp;diff=63139</id>
		<title>Rebels &amp; Renegades</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Rebels_%26_Renegades&amp;diff=63139"/>
		<updated>2021-02-17T16:10:35Z</updated>

		<summary type="html">&lt;p&gt;Zonination: Undo revision 63138 by Zonination (talk) (Edited wrong page)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=Love the Treason...|previous=Feint! Parry! Riposte!|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SOC LOOP 1, MISSION 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; 185th fighter squadron&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The 185th has to protect the &#039;&#039;Iceni&#039;&#039; as it makes its way to the [[Polaris]]-[[Regulus]] jump node.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
You have been chosen to fly as an undercover operative within the [[Neo-Terran Front]] and help gather information about [[Aken Bosch|Admiral Bosch]]&#039;s [[ETAK]] project. You have been assigned to lead Alpha wing of the 185th fighter squadron and your first mission under them is to protect the NTF &#039;&#039;Iceni&#039;&#039; as it makes its way to the Regulus jump node in Polaris.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
You start this mission a short distance away from the [[NTF Iceni|NTF &#039;&#039;Iceni&#039;&#039;]] and the NTSC &#039;&#039;Hinton&#039;&#039;, a [[GTSC Faustus|&#039;&#039;Faustus&#039;&#039;-class science cruiser]]. Scan both ships for some bonus points. Aside from that, this a standard escort mission much akin to [[Into the Maelstrom]]. You can just fly along next to the &#039;&#039;Iceni&#039;&#039; and blast any bombs or rocks that come its way. Defending the &#039;&#039;Hinton&#039;&#039; as well is more of a problem, as &#039;&#039;Faustus&#039;&#039; science cruisers are less than sturdy. Fortunately, the &#039;&#039;Hinton&#039;&#039;&#039;s survival is not necessary for a successful mission. Ordering your wing to defend the &#039;&#039;Iceni&#039;&#039; and making the defense of the &#039;&#039;Hinton&#039;&#039; your sole responsibility generally works. Concentrate on killing bombers and bombs, followed by anything that you find particularly offensive.&lt;br /&gt;
&lt;br /&gt;
During this mission, the &#039;&#039;Yaaru&#039;&#039;, a [[GVC Mentu|&#039;&#039;Mentu&#039;&#039;-class cruiser]], and the &#039;&#039;Asar&#039;&#039;, a [[GVCv Sobek|&#039;&#039;Sobek&#039;&#039;-class corvette]], will attempt to attack the &#039;&#039;Iceni&#039;&#039;. You would be well advised to keep the &#039;&#039;Iceni&#039;&#039; between you and the &#039;&#039;Mentu&#039;&#039;, since the &#039;&#039;Iceni&#039;&#039; will eat the cruiser alive no matter what you do, and the cruiser has AAA beams and flak guns that can hurt you. If those [[VSlash]] beams on the &#039;&#039;Sobek&#039;&#039; make you nervous for your charges feel free to take them out, but try not to get murdered by the corvette&#039;s anti-fighter defenses. As long as you have been doing a reasonably good job keeping the &#039;&#039;Iceni&#039;&#039; safe and intact, its paired [[BGreen]]s will take care of the enemy capital craft without your intervention.&lt;br /&gt;
&lt;br /&gt;
When (and if) both the &#039;&#039;Iceni&#039;&#039; and the &#039;&#039;Hinton&#039;&#039; reach the jump node, keep your distance, because they will probably jump out at odd angles and you don&#039;t want to get run over. If only the &#039;&#039;Iceni&#039;&#039; makes it, this is unnecessary.&lt;br /&gt;
&lt;br /&gt;
It is imperative that you get the &#039;&#039;Iceni&#039;&#039; to the node, even though you are an allied operative. If you fail, you will be executed.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Escort the Iceni to the Regulus jump node&lt;br /&gt;
** Scan the Iceni&lt;br /&gt;
* Secondary Objectives:&lt;br /&gt;
** Protect the Hinton&lt;br /&gt;
* Bonus Objectives:&lt;br /&gt;
** Scan the Hinton&lt;br /&gt;
&lt;br /&gt;
===[[Awardable_Medals#FreeSpace_2_Medals|Medals]]===&lt;br /&gt;
&lt;br /&gt;
You will obtain an &#039;&#039;&#039;SOC Unit Crest&#039;&#039;&#039; for defending the &#039;&#039;&#039;Iceni&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* The &#039;&#039;Asar&#039;&#039; may be a &#039;&#039;Sobek&#039;&#039;-class corvette with excellent anti-fighter capabilities. However, its Weapons subsystem is located on the corvette&#039;s poorly-defended underside. If you are able to evade the defences on the &#039;&#039;Asar&#039;&#039; and fly below it, you can shoot down its Weapons subsystem, reducing the accuracy of the &#039;&#039;Asar&#039;&#039;&#039;s turrets and making the mission a little easier.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Alpha 2 becomes invulnerable once his hull drops to 45% or less; this prevents Snipes from being killed during the mission.&lt;br /&gt;
* You can witness an amusing Volition flub if the NTSC &#039;&#039;Hinton&#039;&#039; is destroyed by a collision with an asteroid (or the &#039;&#039;Iceni&#039;&#039;; see the next note), as Snipes will say the &#039;&#039;Vasudans&#039;&#039; have destroyed it regardless of who dealt the final blow and/or whether any Vasudans were actually present at that point in time.&lt;br /&gt;
* Unfortunately, both the &#039;&#039;Iceni&#039;&#039; and the &#039;&#039;Hinton&#039;&#039; try to jump out at the same spot. And both ships have the same speed. This may result in a long series of collisions at the node before they jump out. Roughly 50% of the time, the &#039;&#039;Iceni&#039;&#039; batters the &#039;&#039;Hinton&#039;&#039; to death at the node regardless of your efforts. Damage to the either ship&#039;s engines can play a considerable role in the outcome.&lt;br /&gt;
* This is the only campaign mission where you can actually get Vasudan kills on your list, so do as much damage as possible if for some reason you want those.&lt;br /&gt;
* This also the only campaign mission that features the [[GVB Sekhmet]], although it is possible their arrival will fail to trigger at all or triggers after the &#039;&#039;Iceni&#039;&#039; has escaped.&lt;br /&gt;
*To prevent the &#039;&#039;Iceni&#039;&#039; from dying quickly, the &#039;&#039;Asar&#039;&#039; only has one [[Vslash]]. The other one is replaced by a [[Terran Huge Turret]].&lt;br /&gt;
&lt;br /&gt;
==Total number of forces==&lt;br /&gt;
{{total_numbers_2&lt;br /&gt;
|belligerent_1 =[[Galactic Terran-Vasudan Alliance|GTVA]]&lt;br /&gt;
|belligerent_2 =[[Neo-Terran Front|NTF]]&lt;br /&gt;
|ship_1 =&lt;br /&gt;
*1 [[GVC Mentu|GVC &#039;&#039;Mentu&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Vasudan Ship Database#GVC Yaaru|&#039;&#039;Yaaru&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
*1 [[GVCv Sobek|GVCv &#039;&#039;Sobek&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Vasudan Ship Database#GVCv Asar|&#039;&#039;Asar&#039;&#039;]]&lt;br /&gt;
|ship_2 =&lt;br /&gt;
*1 [[NTF Iceni|NTF &#039;&#039;Iceni&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Iceni&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 [[GTSC Faustus|GTSC &#039;&#039;Faustus&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Rebel Ship Database#NTSC Hinton|&#039;&#039;Hinton&#039;&#039;]]&lt;br /&gt;
|strikecraft_1 =&lt;br /&gt;
*13 [[GVF Tauret|GVF &#039;&#039;Tauret&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Gemini&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Libra&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Scorpio (2)&lt;br /&gt;
** &#039;&#039;Sagittarius&#039;&#039; (2) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Leo&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
*3 [[GVB Bakha|GVB &#039;&#039;Bakha&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Cancer&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
*4 [[GVB Sekhmet|GVB &#039;&#039;Sekhmet&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Virgo&#039;&#039; (2) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
|strikecraft_2 =&lt;br /&gt;
*8 [[GTF Myrmidon|GTF &#039;&#039;Myrmidon&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (4) (*)&lt;br /&gt;
** &#039;&#039;Delta&#039;&#039; (4)&lt;br /&gt;
&lt;br /&gt;
*4 [[GTF Loki|GTF &#039;&#039;Loki&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Beta&#039;&#039; (4)&lt;br /&gt;
|casualties_1 =&lt;br /&gt;
* 1 [[GVC Mentu|GVC &#039;&#039;Mentu&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Vasudan Ship Database#GVC Yaaru|&#039;&#039;Yaaru&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
* 0-1 [[GVCv Sobek|GVCv &#039;&#039;Sobek&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Vasudan Ship Database#GVCv Asar|&#039;&#039;Asar&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 0-13 [[GVF Tauret|GVF &#039;&#039;Tauret&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Gemini&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Libra&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Scorpio&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Sagittarius&#039;&#039; (2) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Leo&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
* 0-3 [[GVB Bakha|GVB &#039;&#039;Bakha&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Cancer&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
* 0-4 [[GVB Sekhmet|GVB &#039;&#039;Sekhmet&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Virgo&#039;&#039; (2) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
|casualties_2 =&lt;br /&gt;
*0-1 [[GTSC Faustus|GTSC &#039;&#039;Faustus&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Rebel Ship Database#NTSC Hinton|&#039;&#039;Hinton&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*0-6 [[GTF Myrmidon|GTF &#039;&#039;Myrmidon&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (2) (*)&lt;br /&gt;
** &#039;&#039;Delta&#039;&#039; (4)&lt;br /&gt;
&lt;br /&gt;
*0-4 [[GTF Loki|GTF &#039;&#039;Loki&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Beta&#039;&#039; (4)&lt;br /&gt;
}}&lt;br /&gt;
(*) &#039;&#039;&#039;May be replaced with the [[GTF Hercules|GTF &#039;&#039;Hercules&#039;&#039;]] and/or [[GTF Loki|GTF &#039;&#039;Loki&#039;&#039;]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|loop1-1.fs2|58.1 KB|Jim Boone|32 (+1 waypoint)|10|44|16|4: Numbers|Brief1}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;tYXvQhL0Xfw&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;wS8BFfnLPXI&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
	<entry>
		<id>https://wiki.hard-light.org/index.php?title=Rebels_%26_Renegades&amp;diff=63138</id>
		<title>Rebels &amp; Renegades</title>
		<link rel="alternate" type="text/html" href="https://wiki.hard-light.org/index.php?title=Rebels_%26_Renegades&amp;diff=63138"/>
		<updated>2021-02-17T16:09:41Z</updated>

		<summary type="html">&lt;p&gt;Zonination: Added Objectives and Medals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission|next=Love the Treason...|previous=Feint! Parry! Riposte!|campaign=FreeSpace 2 Campaign Walkthrough}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SOC LOOP 1, MISSION 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighter squadron:&#039;&#039;&#039; 185th fighter squadron&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The 185th has to protect the &#039;&#039;Iceni&#039;&#039; as it makes its way to the [[Polaris]]-[[Regulus]] jump node.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Background==&lt;br /&gt;
You have been chosen to fly as an undercover operative within the [[Neo-Terran Front]] and help gather information about [[Aken Bosch|Admiral Bosch]]&#039;s [[ETAK]] project. You have been assigned to lead Alpha wing of the 185th fighter squadron and your first mission under them is to protect the NTF &#039;&#039;Iceni&#039;&#039; as it makes its way to the Regulus jump node in Polaris.&lt;br /&gt;
&lt;br /&gt;
==Walkthrough==&lt;br /&gt;
You start this mission a short distance away from the [[NTF Iceni|NTF &#039;&#039;Iceni&#039;&#039;]] and the NTSC &#039;&#039;Hinton&#039;&#039;, a [[GTSC Faustus|&#039;&#039;Faustus&#039;&#039;-class science cruiser]]. Scan both ships for some bonus points. Aside from that, this a standard escort mission much akin to [[Into the Maelstrom]]. You can just fly along next to the &#039;&#039;Iceni&#039;&#039; and blast any bombs or rocks that come its way. Defending the &#039;&#039;Hinton&#039;&#039; as well is more of a problem, as &#039;&#039;Faustus&#039;&#039; science cruisers are less than sturdy. Fortunately, the &#039;&#039;Hinton&#039;&#039;&#039;s survival is not necessary for a successful mission. Ordering your wing to defend the &#039;&#039;Iceni&#039;&#039; and making the defense of the &#039;&#039;Hinton&#039;&#039; your sole responsibility generally works. Concentrate on killing bombers and bombs, followed by anything that you find particularly offensive.&lt;br /&gt;
&lt;br /&gt;
During this mission, the &#039;&#039;Yaaru&#039;&#039;, a [[GVC Mentu|&#039;&#039;Mentu&#039;&#039;-class cruiser]], and the &#039;&#039;Asar&#039;&#039;, a [[GVCv Sobek|&#039;&#039;Sobek&#039;&#039;-class corvette]], will attempt to attack the &#039;&#039;Iceni&#039;&#039;. You would be well advised to keep the &#039;&#039;Iceni&#039;&#039; between you and the &#039;&#039;Mentu&#039;&#039;, since the &#039;&#039;Iceni&#039;&#039; will eat the cruiser alive no matter what you do, and the cruiser has AAA beams and flak guns that can hurt you. If those [[VSlash]] beams on the &#039;&#039;Sobek&#039;&#039; make you nervous for your charges feel free to take them out, but try not to get murdered by the corvette&#039;s anti-fighter defenses. As long as you have been doing a reasonably good job keeping the &#039;&#039;Iceni&#039;&#039; safe and intact, its paired [[BGreen]]s will take care of the enemy capital craft without your intervention.&lt;br /&gt;
&lt;br /&gt;
When (and if) both the &#039;&#039;Iceni&#039;&#039; and the &#039;&#039;Hinton&#039;&#039; reach the jump node, keep your distance, because they will probably jump out at odd angles and you don&#039;t want to get run over. If only the &#039;&#039;Iceni&#039;&#039; makes it, this is unnecessary.&lt;br /&gt;
&lt;br /&gt;
It is imperative that you get the &#039;&#039;Iceni&#039;&#039; to the node, even though you are an allied operative. If you fail, you will be executed.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
&lt;br /&gt;
* Primary Objectives:&lt;br /&gt;
** Rescue Lt. Commander Snipes&lt;br /&gt;
* Secondary Objectives:&lt;br /&gt;
** Locate and recover the Grall&lt;br /&gt;
&lt;br /&gt;
===[[Awardable_Medals#FreeSpace_2_Medals|Medals]]===&lt;br /&gt;
&lt;br /&gt;
You will obtain an &#039;&#039;&#039;SOC Unit Crest&#039;&#039;&#039; for defending &#039;&#039;&#039;Lambda 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* The &#039;&#039;Asar&#039;&#039; may be a &#039;&#039;Sobek&#039;&#039;-class corvette with excellent anti-fighter capabilities. However, its Weapons subsystem is located on the corvette&#039;s poorly-defended underside. If you are able to evade the defences on the &#039;&#039;Asar&#039;&#039; and fly below it, you can shoot down its Weapons subsystem, reducing the accuracy of the &#039;&#039;Asar&#039;&#039;&#039;s turrets and making the mission a little easier.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Alpha 2 becomes invulnerable once his hull drops to 45% or less; this prevents Snipes from being killed during the mission.&lt;br /&gt;
* You can witness an amusing Volition flub if the NTSC &#039;&#039;Hinton&#039;&#039; is destroyed by a collision with an asteroid (or the &#039;&#039;Iceni&#039;&#039;; see the next note), as Snipes will say the &#039;&#039;Vasudans&#039;&#039; have destroyed it regardless of who dealt the final blow and/or whether any Vasudans were actually present at that point in time.&lt;br /&gt;
* Unfortunately, both the &#039;&#039;Iceni&#039;&#039; and the &#039;&#039;Hinton&#039;&#039; try to jump out at the same spot. And both ships have the same speed. This may result in a long series of collisions at the node before they jump out. Roughly 50% of the time, the &#039;&#039;Iceni&#039;&#039; batters the &#039;&#039;Hinton&#039;&#039; to death at the node regardless of your efforts. Damage to the either ship&#039;s engines can play a considerable role in the outcome.&lt;br /&gt;
* This is the only campaign mission where you can actually get Vasudan kills on your list, so do as much damage as possible if for some reason you want those.&lt;br /&gt;
* This also the only campaign mission that features the [[GVB Sekhmet]], although it is possible their arrival will fail to trigger at all or triggers after the &#039;&#039;Iceni&#039;&#039; has escaped.&lt;br /&gt;
*To prevent the &#039;&#039;Iceni&#039;&#039; from dying quickly, the &#039;&#039;Asar&#039;&#039; only has one [[Vslash]]. The other one is replaced by a [[Terran Huge Turret]].&lt;br /&gt;
&lt;br /&gt;
==Total number of forces==&lt;br /&gt;
{{total_numbers_2&lt;br /&gt;
|belligerent_1 =[[Galactic Terran-Vasudan Alliance|GTVA]]&lt;br /&gt;
|belligerent_2 =[[Neo-Terran Front|NTF]]&lt;br /&gt;
|ship_1 =&lt;br /&gt;
*1 [[GVC Mentu|GVC &#039;&#039;Mentu&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Vasudan Ship Database#GVC Yaaru|&#039;&#039;Yaaru&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
*1 [[GVCv Sobek|GVCv &#039;&#039;Sobek&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Vasudan Ship Database#GVCv Asar|&#039;&#039;Asar&#039;&#039;]]&lt;br /&gt;
|ship_2 =&lt;br /&gt;
*1 [[NTF Iceni|NTF &#039;&#039;Iceni&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Iceni&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 [[GTSC Faustus|GTSC &#039;&#039;Faustus&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Rebel Ship Database#NTSC Hinton|&#039;&#039;Hinton&#039;&#039;]]&lt;br /&gt;
|strikecraft_1 =&lt;br /&gt;
*13 [[GVF Tauret|GVF &#039;&#039;Tauret&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Gemini&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Libra&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Scorpio (2)&lt;br /&gt;
** &#039;&#039;Sagittarius&#039;&#039; (2) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Leo&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
*3 [[GVB Bakha|GVB &#039;&#039;Bakha&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Cancer&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
*4 [[GVB Sekhmet|GVB &#039;&#039;Sekhmet&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Virgo&#039;&#039; (2) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
|strikecraft_2 =&lt;br /&gt;
*8 [[GTF Myrmidon|GTF &#039;&#039;Myrmidon&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (4) (*)&lt;br /&gt;
** &#039;&#039;Delta&#039;&#039; (4)&lt;br /&gt;
&lt;br /&gt;
*4 [[GTF Loki|GTF &#039;&#039;Loki&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Beta&#039;&#039; (4)&lt;br /&gt;
|casualties_1 =&lt;br /&gt;
* 1 [[GVC Mentu|GVC &#039;&#039;Mentu&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Vasudan Ship Database#GVC Yaaru|&#039;&#039;Yaaru&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
* 0-1 [[GVCv Sobek|GVCv &#039;&#039;Sobek&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Vasudan Ship Database#GVCv Asar|&#039;&#039;Asar&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 0-13 [[GVF Tauret|GVF &#039;&#039;Tauret&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Gemini&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Libra&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Scorpio&#039;&#039; (2)&lt;br /&gt;
** &#039;&#039;Sagittarius&#039;&#039; (2) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Leo&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
* 0-3 [[GVB Bakha|GVB &#039;&#039;Bakha&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Cancer&#039;&#039; (3)&lt;br /&gt;
&lt;br /&gt;
* 0-4 [[GVB Sekhmet|GVB &#039;&#039;Sekhmet&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Virgo&#039;&#039; (2) &#039;&#039;&#039;*2 waves&#039;&#039;&#039;&lt;br /&gt;
|casualties_2 =&lt;br /&gt;
*0-1 [[GTSC Faustus|GTSC &#039;&#039;Faustus&#039;&#039;]]&lt;br /&gt;
** [[FreeSpace 2 Rebel Ship Database#NTSC Hinton|&#039;&#039;Hinton&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*0-6 [[GTF Myrmidon|GTF &#039;&#039;Myrmidon&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Alpha&#039;&#039; (2) (*)&lt;br /&gt;
** &#039;&#039;Delta&#039;&#039; (4)&lt;br /&gt;
&lt;br /&gt;
*0-4 [[GTF Loki|GTF &#039;&#039;Loki&#039;&#039;]]&lt;br /&gt;
** &#039;&#039;Beta&#039;&#039; (4)&lt;br /&gt;
}}&lt;br /&gt;
(*) &#039;&#039;&#039;May be replaced with the [[GTF Hercules|GTF &#039;&#039;Hercules&#039;&#039;]] and/or [[GTF Loki|GTF &#039;&#039;Loki&#039;&#039;]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
{{MissionInfo|loop1-1.fs2|58.1 KB|Jim Boone|32 (+1 waypoint)|10|44|16|4: Numbers|Brief1}}&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
===QuantumDelta===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;tYXvQhL0Xfw&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===TheOneTrueRenairen===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;videoflash&amp;gt;wS8BFfnLPXI&amp;lt;/videoflash&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Main FreeSpace 2 Campaign]]&lt;/div&gt;</summary>
		<author><name>Zonination</name></author>
	</entry>
</feed>