Limona Razvan limona_razvan@yahoo.com Legal note This faq/walkthrough belong to me. Feel free to use it,except one situation. If you obtain money from him,send some to a humanitarian foundation (Children Care, Green Peace, fight against antipersonnel mines,etc.). If posted, mail me to keep track on him. STAR WOLVES Ships/Guns/Missile/Systems Version 1.1 Contents : 1. Introduction 2. Ships 3. Guns and turrets 4. Missiles, rockets and torpedoes 5. Systems 6. Credits 1. Introduction Some of this descriptions you could find also in the game manual. Since no control on fight and first person guns checking is allowed, you have to think thoroughly in order to achieve better results. Sometimes the turret version of a gun have different specifications and Alien/Bersekr weapons cannot be used without special adaptation, meaning you have to put points in this ability for one of your wingmates. Check ship speed/maneuverability and gun rate of fire, damage and range to enhance team survival ( see my Star Wolves faq, tip x ) and try the best combination fitted your purposes. Since a table is to big for notepad I mention ships/guns/missiles/systems characteristics before the actual presentation to reduce space consumption. Also I choose to present only things you can use, so alien fighter and gunship description are not included. 2. Ships The following characteristics should be taking in consideration when buying a ship : 1.Shields, 2.Armor, 3.Speed, 4.Maneuverability, 5.Sensor range, 6.Big gun slots, 7.Small gun slots, 8.Rocket/Missile slots, 9.System slots. Interceptors Brigand 1)20/20 ; 2)40/40 ; 3)700 ; 4)70 ; 5)135 ; 6)1 ; 7)- ; 8)- ; 9)1 Yari 30/30 50/50 800 80 135 1 - - 1 Special Purpose Fighters Hatchet 30/30 70/70 700 70 135 - 2 - 3 Trident 450/450 300/300 1305 90 135 - 3 1 4 Recon Craft Raptor 130/130 130/130 850 90 135 - 4 - 3 Superior Fighters Excalibur 50/50 70/70 750 80 135 1 - 2 2 Light Attack Fighters Naginata 50/50 90/90 700 60 135 - 2 2 1 Light Fighters Stormcrow 120/120 100/100 900 110 135 1 - 1 2 Tie-Fly 100/100 80/80 950 120 135 - 2 1 2 Evil Eye 200/200 200/200 1000 120 135 1 - 1 3 Heavy Gunships/Missile Carriers Hammerhead 40/40 110/110 600 60 135 - 2 2 1 Bident 140/140 200/200 750 70 135 - 2 4 2 Hrimsturs 350/350 450/450 850 80 135 - 1 4 2 Heavy Fighters Cleaner 110/110 250/250 800 90 135 2 - - 2 Tiger 320/320 320/320 900 100 135 2 - - 3 Gunslinger 450/450 430/430 950 100 135 3 - - 2 3. Guns and turrets Generally accuracy should be your main concern when buying something, because high accuracy ensure also high damage. T stand for turret. Every weapons have : 1.Damage, 2.Rate of fire, 3.Range, 4.Accuracy, 5.Type Light fighter guns M-91 Maksim II 1)2 ; 2)180 ; 3) 60 ; 4) Low ; 5) Small M-100 Minigun 2 270 60 Low Small M-126 Black Jack 5 120 65 Low Small M-133 Mace 5 160 65 Low Small M-150 Tetsubo 6 200 65 Medium Small Kinetic weapons M-106 Poleaxe (T) 15 60 70 Low Big M-11O War Axe (T) 15 90 70 Low Big M-200E Volcanic (T) 9 154 65 Low Big M-201 Gattling (t) 9 205 65 Low Big Plasma weapons HCB-2 Melter (T) 95 15 70 Low Big HCB-5 Inferno 170 15 70 Low Big HCB-5 Inferno (T) 170 20 70 Low Particle Accelerator MD-1 Thunderbolt(T) 105 17 80 High Big Lasers M-79 Scorcher 55 15 75 High Big M-79 Scorcher (T) 65 15 75 High AM-2 Rapier 75 15 80 High Big AM-2 Rapier (T) 85 15 80 High M-801 Polaris (T) 45 45 80 High Big ASCL (T) 60 45 80 High Big Other weapons Bersekr`s Laser 20 30 75 Medium Small Alien`s Gun 16 180 70 Medium Small Precursor`s Cannon 50 85 100 High Big 4. Missiles, rockets and torpedoes A lot of them to choose for every pocket. Of course LRM ( long range missile ) are the best and expensive choice, but for easy level and first 5-10 missions SRM ( short range missile ) are a good option. The description include : 1.Damage, 2.Anti-PRO, 3. Range, 4.Quantity Rockets S-16 Mini 1)20 ; 2)N/A ; 3)60 ; 4)16/16 S-4 Dart 35 N/A 60 4/4 Torpedos HT-4 Eraser 250 Poor 120 1/1 HT-6 Hellbringer 400 Standard 150 1/1 Missiles SRM-6E Piranha 35 Poor 125 3/3 SRM-8M Dagger 45 Standard 135 3/3 SRM-15 Warhawk 60 Ultimate 140 3/3 LRM-7 Starshark 50 Poor 350 2/2 LRM-9 Avalanche 70 Standard 450 2/2 MIRV Swarm 80 4 warheads 130 1/1 MIRV Tornado 80 6 warheads 140 1/1 ALRM 90 Ultimate 600 2/2 Others The only way to use it is to destroy some alien gunship and loot the items. Torpedo Alien Nanotechnology 10 Ultimate 250 1/1 Missile Alien Launcher 70 Ultimate 150 5/5 5. Systems Star Wolves is a "systems game" because their use insure survival, items and the necessary points to spend on mercenaries skills tree. A good use of this according to fighters/Mothership strong and weak points make the difference between death and life. a. Anti-Missile Systems Anti-missile Chaff Systems ECM Mistral - effective ECM factor 10 ; ECM Storm - 20 ; ECM Squall - 30 ; ECM Cyclone - 40. Active Anti-missile Systems AMS Boxer - efficiency factor 15 ; AMS Gladiator - 25 ABM Systems ( capital ships ) ABM Blinder - efficiency factor 15 ; ABM Haze - 25 ; AMB Myst - 35 b. Long Range Scanners Scout - detection range 160 clicks ;Eagle - 160; Ranger - 175 ; Sentry - 190; Hawkeye - 190 ; Spy - 210 ; Parallax - 220 c. Shield Amplifier Fighters Bastion - shield energy increase by 20 sp and recharge rate by 0.5 sp/sec ; Citadel - 30 sp and 1 sp/sec ; Stronghold - 50 sp and 1 sp/sec ; Prototype - 90 sp and 2sp/sec ( available only after Help to Science mission ) Capital Ships Scutum - 100 sp and 0.5 sp/sec ; Aegis - 200 sp and 1 sp/sec ; Shiva - 300 sp and 1 sp/sec d. Repair Systems Emergency ( Manual activation ) Troll - restore up to 150 hp in 15 sec ; Werewolf - 300 hp in 15 sec Automated ( working non stop ) ( fighters ) Gnome - 1 hp/sec ; Kobold - 2 hp/sec Ranged ( set fighter in healing mode to use it ) Cleric - repair rate 1 hp/sec ; Redeemer - 2 hp/sec Automated ( working non stop ) ( capital ships ) ARS Chromium - 1 hp/sec ; ARS Nickel - 2 hp/sec e. Engine Amplifier Tarpan - maximum speed increased by 10 % ; Mustang - 20 % f. Weapon Booster Systems Emergency ( Manual activation ) Snowstorm - increase rate of fire by 50 % for 75 sec; Blizzard - 100 % for 90 sec Weapons R.o.f. Increase System ( working non stop ) "F" prototype - 50 % ( available after Help to Science mission ) g. Anti-Laser Defence Systems Diamond - block in some degrees lasers fire damage h. Stealth Systems Fighters Shade - decrease RCS ( radar cross-section ) of your craft by 30 % ; Shade Mk 2 - 45 % ; Ghost - 60 % Wing Nebula - decrease RCS of all craft by 40 % ; Black Hole - 60 % and enemy sensor efficiency by a factor of 2 6. Credits All the credits go to XbowSoftware and 1C Company Copyright 2005 Limona Razvan