SHIP AND TECHNOLOGY GUIDE

This Guide represents the ships and technology created by Dagger Engineering Corporation.

TECHNOLOGIES:

Vector Cube Shielding System (VCS): Projects a cube shield instead of the normal sphere. Also, VCS records damage by where on the shield it was hit, unlike the normal sphere in which the entire shield is brought down. VCS uses a series of 54 projectors to make a 3x3 grid on each side of the ship. The grid is then magnetized to shield the ship. When a weapon hits the grid, there is only damage on the square(s) where the weapon hit.

Fireworks: The Fireworks weapon launches a small capsule of tritium and deuterium that fuse when the capsule reaches a safe distance from the ship, making the capsule explode. Fireworks capsules are considered an energy weapon because they get their energy from the ships fusion reactor. The fusion reactor produces tritium and deuterium as a byproduct of its self-sustaining nuclear reaction.

Fusion Reactor: The Fusion Reactor is the best energy source available to ships today. They are self-sustaining and produce enough energy to keep shields, lasers, and beam at full strength while maintaining a reasonable speed. Until now, fusion reactors could only be placed in capital ships. This fusion reactor can be placed in a snub fighter because it does not require excess fuel once it has been started. Its initial fuel consists of an infusion of tritium, deuterium, and hydrogen. It continues to create tritium and deuterium on its own, but it obtains hydrogen from condensation on the drive chamber.

TurboPulsers: These fire turbolaser shots when supercharged, but when it goes down to normal charge, it fires advanced concussion pulses. This puts quite a strain on the generator so ships equipped with this usually are slower that ships without it.

Pulses: These are energy weapon forms of the various missile weapons. Since their power is taken directly from the generator, the ship usually goes slower than normal, but Space Pulses put the most strain on the generator. Advanced Concussion Pulses put the least strain on the generator.

"Fake Death": This is very similar to the Fireworks. The only difference is that the capsules explode the second they leave the ship. This puts a great strain on the hull, so only stronger-hulled ships can support this.

SHIPS:

TIE Terminator:

Scuttler

2 Lasers

2 Space Pulse Launchers

No Shields

Medium Hull

Max. Speed ~ 23

Very Poor Maneuverability

This ship was designed to scuttle capital ships quickly so they wouldn't be captured by the enemy.

Designer: CEO Dan (Md128m)

TIE Striker (T/D Mark III):

Light Bomber

4 Lasers

2 TurboPulsers

10 Adv. Concussion Missiles

Medium Shields and Hull

Max Speed ~ 163

Fair Maneuverability

This ship is designed to go up against smaller capital ships such as Corvettes and act as a commerce raider.

Designer: CEO Dan (Md128m)

TIE Sentinel (T/D Mark IV):

Space Superiority Fighter/Interceptor

4 Lasers

4 Turbolasers

10 Advanced Concussion Missiles

Strong Shields and Hull

Max Speed ~ 210

Good Maneuverability

This ship is designed to destroy. Its main targets are snub fighters, but it would have no problem taking out a Corvette or a Frigate.

Designer: CEO Dan (Md128m)

TIE Marauder (T/A Mark II):

Space Superiority Fighter/Bomber

4 Lasers

2 Ions

10 Advanced Torpedoes

Very Strong Shields and Hull

Max Speed ~ TBA

Excellent Maneuverability

This is a Tie Advanced brought up and past Tie Defender Level. This is a very versatile fighter. Its lasers will let it take on any snub fighter, its ions will let it disable, and the torpeodoes will let it attack a capital ship.

Designer: CTO ????? (Xincarnate)

K-1 RedSky:

Heavy Bomber

4 Lasers

2 Space Pulse

Fusion Reactor

Strong Shields and Hull

Max Speed ~ TBA

Excellent Maneuverability

This is our second craft to employ a fusion reactor. This is our first ship with VCS. The fusion reactor allows it to fire space pulses while being a fast ship. This was designed to go up against Calamari Cruisers, Carrack Cruisers, Strike Cruisers, and Dreadnaughts.

Designer: CEO Dan

K-2:

Atmospheric Craft

Not much is known about this ship at this time.

Designer: VEO Quinn Dog (N/A)

K-11 SkyHunter:

Custom Space Superiority Fighter/Interceptor

4 Lasers

2 Ions

10 Advanced Concussion Missiles

Extra Strong Shields and Hull

Max Speed ~ TBA

Excellent Maneuverability

This ship was designed to be able to slip in, perform mission, and slip out of enemy lines. It is one of our fastest yet.

Designer: CEO Dan (Md128m)

K-12 SkyBomber:

Custom Space Superiority Fighter/Bomber

4 Lasers

2 Turbolasers

8 Heavy Rockets or 6 Space Bombs

Extra Strong Shields and Hull

Max Speed ~ TBA

Excellent Maneuverability

This ship is basically a bomber conversion of the K-11.

Designer: CEO Dan (Md128m)

K-13 SkyCharger:

Speed Bomber

2 Lasers

2 Space Pulse

10 Advanced Concussion Missiles

No Shields

Extra, Extra, Super, Very, EXTREMELY Strong Hull

Max Speed ~ 500

Excellent Maneuverability

This craft is similar in design to the A-9 Vigilance Interceptor. The hull is very strong i.e. it can withstand the hit of a space bomb. It is designed to be dropped off at one side of a mined or blockaded target, rev its engines, charge it, fire Space Pulses, and leave.

Designer: CEO Dan (Md128m)

K-14 SkyShield:

Missile Shield

2 Lasers

2 Fireworks

10 Advanced Concussion Missiles

Super Heavy Shields and Hull

Max Speed ~ 20

Poor Maneuverability

When a capital ship comes under missile attack, a squadron of these ships are deployed around it. When the missile start to come into range, they open fire with the Fireworks.

Designer: Idea by CEO Bill of IMI (CEOBill P)

Design by CEO Dan of DEC (Md128m)

K-16b SkyHopper

Heavy Bomber

2 Advanced Concussion Pulse Launchers

2 Lasers

18 Advanced Concussion Missiles

Super Heavy Shields and Hull

Max Speed ~ 300

Excellent Maneuverability

This craft is at home in atmosphere or space. Its main purpose is to *shred* enemy vessels and installations with its Pulse Launcher. It does this very well.

Designer: CEO Dan (Md128m)

The TIE Sentinel, K-11 SkyHunter, K-16b SkyHopper, and the ISD are downloadable in a single flight.ovl from the Corporate Division Web Page at:

http://users.aol.com/md128m/eh/corp.html

 

Respectfully Submitted,

Chief Executive Officer Dan,

Dagger Engineering Corporation

November 22, 1995

 

FLEET COMMANDER'S NOTE:

The TIE Sentinel, K-11 SkyHunter, K-16b SkyHopper, and the ISD are also attached to this Newsletter in a self-extracting file, named...flight.exe...Although these fighters have so far been only approved for Picket Fleet duty (except the ISD of course...:), they are included in NL #27 for Members' enjoyment...Please see the File Archives Section of this Newsletter for more information...