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X-WING
Early Training #2

The Starfighter Pilot's Handbook

年 代 出 来 事 場 面 参 考



 The Starfighter Pilot's Handbook: An Introduction to the Alliance Fleet

 What is the Rebel Alliance?

 The Rebel Alliance is an association of freedom fighters from many worlds throughout the galaxy. Our goal is to defeat the Dark Forces of the Empire and its leader, Emperor Palpatine. In the short run, the young Alliance has pledged its military forces to the protection of the people and planets that have joined the struggle for freedom. It is also the aim of the military to seize equipment and resources needed in the long struggle ahead, and to disrupt the smooth functioning of the Imperial oppressors.
 Though the task is immense, and the Empire's power vast, every one of us - every soldier, officer, tactician, mechanic, pilot, and even our civilian liaisons - have pledged their lives to this cause.

  Get to Know the Alliance

 Before you go any further, familiarize yourself with the chain of command. The Alliance military was created for flexibility and unity. Under the Alliance High Command, which consists of all the group commanders, are two distinct divisions - the Alliance Forces and the Sector Forces. Alliance Forces are independent of any specific galactic sector, while the Sector Forces are responsible for keeping order and conducting operations locally. Both groups are under the direct control of the Alliance High Command.
 The civilian Head of State of the Alliance is also the supreme Commander-in-Chief of all military forces. Currently this title is held by Mon Mothma, who, with farmer Senator Bail Organa, crafted the structure of the Alliance. Mon Mothma exercises final authority over the Alliance war machine.

   Commander-in-Chief:   Mon Mothma
   Fleet Commander:    Admiral Ackbar
   Spec Forces Commander: General Madine
   Starfighter Commander: General Dodonna

 The Alliance military is divided into seven main operational commands:

  Fleet Command

 The Alliance Fleet represents the single most important division of the Allied Forces. Under the command of Admiral Ackbar himself, the Fleet Command directs and coordinates all Fleet operations, maneuvers, and missions. While the other commands are considered equal in rank to the Fleet Commander, deference is paid to Admiral Ackbar, both because of the extreme importance of the Fleet to the Alliance's efforts, and also because of the admiral's demonstrated strategic skills.
 The Fleet Commander controls the operation of all capital ships and support vessels, ranging from assault craft to the massive Mon Calamari cruisers. Only starfighters are controlled under a separate command.
  Briefly, there are five main categories of ships:
  Capital ships such as the Mon Calamari MC80 cruiser are used in major campaigns and as bases for training and maneuvers.
  Close support vessels such as the Nebulon-B Frigate are used to defend the capital ships and to carry out smaller operations.
  Transport and supply ships such as the Corellian corvette are primarily used for moving people and critical supplies, although they may see action in certain missions, especially where the target is small or the Alliance needs every available ship.
  Starfighters are under the command of Starfighter Command. Their role is in escort and attack missions.
  Support vessels such as boarding craft and other small specialized combat craft also serve specific purposes.

  Starfighter Command

 Under General Dodonna, Starfighter Command has general and specific responsibility for the deployment of star fighters, the training and deployment of starfighter pilots, and the operation of starfighters in special missions. Starfighter Command determines where specific squadrons will be assigned. For instance, some squadrons are assigned to the Fleet, while others are placed if, specific sectors, where they come under the control of local Sector Command operations. Some of the most prestigious divisions are the so-called "rogue" squadrons, which are not attached to a specific sector or Fleet division, but are moved as needed for special operations or to back up other squadrons that have gotten into trouble.
 The starfighter fleet is divided into wings, squadrons, flights, and elements. A wing consists of three squadrons. A squadron consists of three flights of four starfighters. An element consists of two starfighters - a leader and a wingman. As a new recruit, yon will start out as the wingman for a more experienced pilot. In time, if you distinguish yourself, you may be promoted to an element or flight leader or beyond.
 The main goals of the Starfighter Command are to disrupt the functioning of the Empire, to secure needed information and materials, and to deny the Empire uncontested control of space. To accomplish these goals, starfighter squadrons are posted aboard Frigates and cruisers, on outpost worlds and sectors, and in special free-flying units capable of responding as needed.
 Although there are many specific strategies and tactics in use, they can be summarized in three words: Attack, Defense, and Reconnaissance.
 Attack missions are usually lightning strikes on specific targets. Using split-second timing and the all-important hyperspace abilities of the Alliance starfighters, special missions move in quickly, accomplish their objectives, and then hyperspace out again. Often, Starfighter Command is called upon to supply protective cover for larger missions involving the capital ships of Fleet Command; therefore, there are very strong links between the two commands.
 Defense, in the most absolute sense, is impossible. The Empire can always muster far more firepower than we can. We must pick our battles carefully. However, there are times when the Alliance forces must defend against Imperial attacks. In such cases, the best defense is a delaying tactic to allow as many Alliance personnel and equipment as possible to evacuate. Once the Empire discovers an Alliance base, it is lost. All that can be done is to salvage as much as possible before it is overrun.
 Reconnaissance missions are generally passive observation missions in which a starfighter may shadow a known Imperial location, monitoring traffic, estimating strength, and relaying information to its base. If discovered, the pilot will do his best to escape. In no case should the pilot allow himself to be captured. Recon missions are not considered cakewalks.

  Special Forces

 Special Forces (or Spec Forces) Command controls the elite of the Alliance's ground forces. Under the guidance of General Madine, these forces range from special assault troops used in seizure and capture missions to solo operatives engaged in assassination, courier missions, and counter-intelligence. Spec Forces is highly involved in the communications network of the High Command, and it is often from General Madine that the commanders first hear about Imperial plans.

  Sector Command

 Sector Command is the local operation of the military in an individual part of the galaxy. The operation of ground and space units is under the control of individual sector commanders, although there are times when one individual sector may "borrow" ships or troops from another, or from the Fleet. Such requests are always routed through High Command, however, to keep Alliance operations consistent and coordinated.

  Fleet Intelligence

 Fleet Intelligence has two main duties. First, it must interpret information supplied from other High Command intelligence sources. Second, it must operate and monitor the deep picket line of droids. This picket line spreads over many thousands of kilometers and warns the Alliance of the approach of any unexpected ships. With adequate warning, the Fleet can respond to any Imperial incursions - either by marshalling an attack or a retreat, as circumstances warrant.

  Ordnance and Supply

 Ordnance and Supply carries out the immense and challenging task of keeping the Fleet and Special Forces supplied with food, arms, fuel, and other essentials. Sector operations are expected to be independent, so Ordnance and Supply concentrates its efforts on the Alliance Forces. Some of Ordnance and Supply's modest budget also goes to research and development of better weapons and ships.

  Support Services

 Support Services controls the movement and operation of the Alliance's transports, including freighters and specialized vessels such as medical ships and mobile repair docks. Naturally, there is a symbiotic relationship between Support Services and Ordnance and Supply.

  Important:

 All starfighter applicants must read the information contained in Qualifying as a Starfighter Pilot.

 Qualifying as a Starfighter Pilot

 So you want to be a starfighter pilot?
 True, the Alliance is in desperate need of starfighter pilots, but we won't take just anyone. You have to as a prove you've got the right combination of reflexes, poise, and judgement to pilot the fastest, deadliest fighters ever developed.

  Step One: The Pilot's Proving Ground

 Before any pilot is allowed behind the controls of a starfighter, he or she must train. To earn your wings, you will be sent to a top secret Rebel pilot training site. There you will demonstrate to our leadership that you are worthy of further training, and the expense it will require to bring you to battle readiness.
 The Pilot's Proving Ground (also known as the "Maze") consists of a specialized obstacle course in which your ability to maneuver and your aptitude for weapons will be assessed. You will be trained on X-wings, Y-wings and A-wings, and some of you will get to try out the new B-wings. You can never tell what craft will be assigned to you in the heat of battle.
 Your score will be based on your shooting accuracy, your maneuvering skills, and the time it takes you to complete the course. As you progress through the course, new obstacles and challenges will present themselves. Although it will all seem quite authentic to you, you will be in no real danger. Therefore, it will be to your advantage to push yourself as hard as you can. Be the best starship pilot you can. If you stand up to the challenges, you will be honored with the opportunity to defend the free beings of the galaxy from the evil of the Empire.
 You can return to the Proving Ground at any time to increase your skills. If you perform especially well, you will be listed on the Pilots' Honor Roll.

  Step Two: Combat Simulation Training

 The second important step in your training as a starfighter pilot is the historical simulator. Here you will find yourself in a life or death struggle against real Imperial enemies recreated from actual missions. You will re-enact the roles of some of the Alliance's greatest pilots and learn their tactics and skills, adding to your training and preparing yourself for the real thing. Make no mistake. Next to actual combat, these simulations are the best preparation you can get. Don't pass them up.
 There are six historical missions for each type of starfighter, and if you can survive them all, you will certainly be ready for your first Tour of Duty.

  Combat Ranks

 You start out as a flight cadet, but if you do well in training, and later in actual missions, you can look forward to some promotion. In progressive order, your distinguished service may earn you the rank of flight officer, lieutenant, captain, commander and general.

  Medals and Awards

 The Alliance appreciates the sacrifice of its brave pilots, and has instituted a system of awards to recognize their service. The first award you will earn is your Flight Badge upon earning your wings in the Proving Ground. There is one Flight Badge for each vehicle course you complete. The ultimate award is the Kalidor Crescent, which is earned only by extraordinary service to the Alliance.

  Flight Badges

 You will earn a Flight Badge the first time you complete one of the starfighter courses in the Pilot's Proving Ground for a particular craft. At this time, patches are offered for the X-wing, Y-wing, A-wing, and B-wing starfighters.

  Battle Patches

 You will earn a Battle Patch far each historical simulation you successfully complete. These and the Flight Badges are worn on the sash of your uniform.

  Tour Ribbons

 Note that a complete Tour of Duty ribbon includes 12 segments, regardless of the number of missions in the tour.

  Combat Awards

 Combat awards are presented for Tour of Duty missions, as well as specific acts of heroism and bravery.
  Your uniform accomodates these awards
  1. Insignia of Rank
  2. Flight Badges
  3. Battle Patches
  4. The Mantooine Medallion
  5. The Corellian Cross
  6. The Star of Alderaan
  7. TOD Mission Ribbons
  8. The Kalidor Crescent

  Medals case
  In Your medals case are kept the ribbons for Tours of Duty four and five (at top right), the Flight Badge and Battle Patches for the B-wing (at left), and The Talons of Hoth (left medal) and The Shield of Yavin (right medal).

  First Tour: The Corellian Cross

 This award commemorates the signing of the Corellian Treaty, which marks the effective birth of the Alliance. By unifying three independent resistance groups under this treaty, our leader, Mon Mothma, forged the initial structure of the Alliance.

  Second Tour: The Mantooine Medallion

 This award commemorates the courage of the resistance and freedom fighters on the planet Mantooine. Their bold attack on an Imperial outpost set an example for many other resistance groups. Subsequently decimated at the hands of the Empire, they were instrumental in convincing other resistance leaders to pool their forces and join the Alliance.

  Third Tour: The Star of Alderaan

 This award commemorates the role played by the peace-loving planet Alderaan and its leader, Bail Organa, in creating the structure of our Rebel Alliance. Even while a Senator, Organa risked his lift to plot rebellion with Mon Mothma. His contribution cannot be overemphasized. Neither can the example set by the once warlike citizens of Alderaan, who have rebuilt their society based on peace and equality of all races.

  The Kalidor Crescent

 Named for the famed winged predator from the planet Davnar, this award commemorates the unparalleled grace and power of the Kalidor. No more perfect flying creature has been found within the galaxy. Its spectacular aerial maneuvers and unerring accuracy symbolize our aspirations as starfighter pilots.
 The Kalidor Crescent is awarded to pilots for heroic and extraordinary achievements during their Tours of Duty. It rewards exceptional feats of bravery and skill, and is the most prestigious award given to pilots in the Rebel Alliance. Recipients of this medal are looked upon with great respect, and are universally granted celebrity status among their peers. There are five upgraded classes of this medal for those who continue to distinguish themselves beyond the call of duty.

  Kalidor Crescent Upgraded Awards

  ・Bronze Cluster
  ・Silver TaTons
  ・Silver Scimitar
  ・Golden Wings
  ・Diamond eyes
 To date, no one has earned the Diamond Eyes.
 For more information about medals and scoring in X-Wing, see Appendix A.

 Starfighter Systems and Basic Tactics

 This section will not make a starfighter pilot out of you. However, it will help familiarize you with the basic systems common to all Alliance starfighters and how to use them. Read this section carefully before reporting to your first assignment. You will not be allowed into the simulators until you have demonstrated a thorough knowledge of these systems.

  Introduction

 Modern starfighters are, kilo far kilo, the most powerful and the most destructive weapons platforms ever developed. When you take the controls of a starfighter, you must master power, speed, and maneuverability unlike anything you've experienced before. Those of you who have flown the T-16 Skyhopper at high speeds will have some advantages, as the controls are similar on some of our models, but that is all. Flying a T-16 cannot prepare you for the sheer thrust and momentum you will have to contend with. You will learn a new language, a new way of thinking, or you will soon be dead. Pay attention to your instructors. The information they pass on to you may be your only hope of survival.

  Power Systems

 A starfighter's main generator system provides the necessary energy to drive the forward propulsion engines, the flight control thruster jets, the deflector shields, the onboard computer systems, and the weapon systems. Some starfighters carry backup generators, but these will only maintain life support and other systems at reduced power. A pilot must choose the proper mix of power distribution. For instance, power can be diverted from the engines to maximize shield strength or to increase power to the weapon systems. However, such a decision results in slower speed and reduced performance. On the other hand, in a tight spot a pilot may choose to divert all power to the engines. This often results in a turbo effect which boosts speed beyond ordinary limits. However, shields are then minimized, and remember: You can't outrun a laser!

  Flight Control

 In addition to the main propulsion engines that provide the starfighter's forward thrust, there are a number of small thruster jets that are linked to provide fluid and versatile maneuvering whether in space or in atmospheric flight. There are three main systems of flight control:
 1. The repulsorlift generators are used when docking or during planetside takeoffs or landings. However, when operating from large starships and their crowded hangar bays, tractor beams generally move small ships (including starfighters) until they are clear of the launch area. Once a starfighter is safely out in space, the pilot regains complete control of his or her spacecraft.
 2. In most other circumstances, maneuvering is controlled through the main thruster jets by means of the cockpit controls. These controls are linked through your nav computer or onboard R2 unit to provide automatic synchronization of directional thrust and stabilizer jets. The result is a smooth turning radius. There arc manual overrides, but these are only used if all other systems break down.
 Starfighter controls operate very much like the controls of aircraft in atmospheric flight. In part, this is because the X-wing and other starfighters are designed for planetary surface flight, and the designers wanted the flight controls in both environments to be similar. Also, because the early designers and pilots were experienced in atmospheric craft, their concepts and designs carried over.
 In a starfighter, pulling back or pushing forward on the flight stick pitches the nose of the 'fighter up or down, while moving side to side causes the craft to turn. This is accomplished by the flight control system, which translates the stick movements into a carefully coordinated series of bursts from the thruster control jets mounted in the wings and fuselage of the spacecraft.
 3. The third control system involves the axial roll thruster jets, which temporarily override the main thruster control jets and allow a pilot to change the attitude of a starfighter without changing its direction of movement. Axial roll is often needed to orient one spacecraft to another. It is also very important to know how to adjust your axial roll in combat. Often a pilot can turn a potential disaster into a victory by simply rolling to a new attitude and then using main thrusters to come around on an enemy craft. Only practice will teach you this skill.

  Sensor Systems

 Sensors are devices whose purpose is to detect and analyze environmental phenomena. These may include light, sound, electromagnetic disturbances, motion and vibration, gravitational fluctuations, heat, pressure, trace chemicals, nuclear and magnetic fields, and even other sensors. Technically, anything that allows you to perceive more of what's going on around you could be considered a sensor - even a pair of field glasses! However, when we refer to sensors in starfighters, we are referring to specific, complex arrays of highly sophisticated data-gathering and analysis devices, working in conjunction with your onboard computer systems.
 The most powerful sensors are too large to be carried aboard a starfighter, but a highly compact array of complex equipment is provided on Alliance starfighters, primarily to detect and analyze a variety of transmissions and fluctuations in the space around the craft. Fortunately, this information is analyzed and interpreted by your onboard computer or R2 unit, and the results then projected in readable form in the cockpit. On older starfighter models, you may still encounter somewhat glitchy cockpit CRT displays, but the newer models feature the revolutionary new IN-344-B "Sightline" holographic heads-up display recently developed by Incom engineers.
 Starfighter sensors fall into two general categories:

 1. Long-Range Sensors are grouped into a single unit called the Phased Tachyon
 Detection Array.
  ・Monitors craft/object locations.
  ・Monitors craft/object type or identification (limited at long range).
  Normal commercial traffic transmits ID codes on normal comm channels. Military craft suppress this transmission, but friendly craft transmit special codes on secure channels. Our sensors can usually identify friendly craft as well as enemy military vehicles and ordinary commercial spacecraft. Some readouts feature a color-coding system to identify friendly, enemy, neutral, or unidentified craft.

 2. Short-Range Sensors are grouped into the Primary Threat Analysis Grid.
  ・Monitors craft flight characteristics and telemetry information used by the weapon tracking computer for laser targeting and missile locking. The sensors work together with the targeting computer to calculate trajectories of warhead flight paths.
  ・Monitors enemy craft threat status, providing warning if an enemy is using targeting computers to track and/or lock on to your craft.
  ・Limited analysis of cargo and/or life forms aboard another craft.

 Sensor Identification Chart
  Red = Enemy Craft/Unknown
  Green = Friendly Craft
  Blue = Neutral Craft
  Yellow = Missiles
  White = Satellites, Mines, etc.

 Your sensor readouts are your eyes in space. You must check your sensor readouts frequently. Don't ever forget this. The pilot who sees his enemy first is usually the pilot who survives. Most starfighters carry standard all-directional long-range and short-range sensor units. Forward and aft readouts show all nearby activity unless another ship is jamming the sensors. You must memorize the color chart. Know your position. Know your enemy's position. Be first, or you won't be last.

  Weapons

 The weapons systems aboard an Alliance starfighter are extremely powerful. No doubt you'll be impressed with their destructive potential. When used in conjunction with the onboard targeting computer, they make a lethal combination. But just so you won't grow overconfident, remember that you may find yourself up against Imperial starships with hundreds of times the power of your tiny craft. Learn to use your weapons effectively, sparingly, and accurately.

 There are two classes of weapons:

 1.Line of sight energy weapons and particle beams
  ・Laser cannons are the most common starfighter weapons. Their highly focused bursts of energy can inflict great damage. They are fired at very high velocity, on a straight path. Laser cannons may be fired in rapid bursts, though a small delay is required to cool the laser beam focusing barrel. This weapon is powered by the ship's main power generator.
  Continuous firing will drain the laser power cells and your weapons may take some time to recharge. Your laser cannon can be fired singly or fire-linked for maximum spread and power. However, recharge times are greater when weapons are fire-linked. Adjusting more power to the weapon systems will reduce recharging time, but at the cost of either shields or engines, or both.
  ・Ion cannons are specialized weapons requiring a larger power plant than laser cannons. Ion cannons shoot bursts of high-energy ionized particles which do not destroy enemy craft, but disable the electronics and machinery of the target. Ion cannons are useful for missions in which boarding an enemy craft, or capturing it intact, are required. Ion cannons require even more energy than laser cannons, and consequently can drain the power cells even more quickly and may need longer to recharge. Like laser cannons, ion cannons can be fire-linked for more concentrated power. They are rarely fired singly; most often, your ion cannons will be linked in pairs.

  2. Warhead-carrying homing projectiles
  ・Concussion missiles are incredibly fist homing projectiles that carry a small warhead. Though not very powerful, they pack enough power to destroy a starfighter and damage a medium-size craft. Their onboard electronic guidance systems are sophisticated enough to track and home in on even the most evasive target, once the targeting lock has been achieved.
  ・Proton torpedoes are slower-moving and much larger than concussion missiles. They also carry a much more destructive payload. Because they are slower and carry less sophisticated guidance systems, they are usually most effective against ground targets or larger, slower ships.

  Targeting Systems

 In older starfighter models, pilots were required to target their main cannons by eye with the help of a crude sight. Recent innovations in target acquisition have culminated in the development of the Fabritech ANs-5d "lock track" targeting system. This new system allows our pilots to lock on to one or more targets. It illuminates the target and then lights up"
the gunsight when the correct firing angle is achieved. With the exception of a few "old guard" veterans, our pilots universally praise this new targeting system. However, we do recommend that new pilots spend some of their simulator time with the system turned off. In real combat, you may have only, a split second to get a shot off. Developing good deflection shooting instincts can spell the difference between a clean shot and a clean miss.
 Your spacecraft may be armed with either proton torpedoes or concussion missiles. A positive lock is required before firing, and you will use your targeting system to determine when to fire. The longer you can keep your target centered in your sights, the more effectively, the computer can plot an intercepting path.
 After the targeting computer has locked onto the target, it downloads the appropriate electronic emissions signature to the warhead's onboard homing systems. Once the telemetry has been completed, your targeting computer will flash a green lock signal and you may fire as long as the lock remains on. Once fired, the missile or torpedo will follow the electronic signature of its target. In battle, you won't get many chances, so make them count.

  Defense Systems

 Imperial starfighter pilots are expendable. They fly in huge wings of TIE fighters and overwhelm their enemies with sheer numbers. However, the TIE fighter is vulnerable and one clean hit will destroy it. The Alliance takes a different view. Each of our pilots its important to us. For this reason, each of our starfighters is armored and shielded. We do everything we can to get you back alive.
 There are two kinds of shields - particle and ray/energy - and both are required to protect your spacecraft. Particle shields protect against missiles and other physical objects such as small meteorites. Ray/energy Shields protect against lasers and other energy beams, and require more energy output than particle shields.
 There is very little you can do about the armored hull of your starfighter, but shields are very much your responsibility. You may increase or decrease power to shields as well as adjust them to forward, aft, or overall coverage. Shield direction can be adjusted almost instantly, and there will be times when you will need to protect your ship from heavy front or rear attacks. Remember, rotating shields forward provides double protection from the front, but leaves the rear of the craft unshielded. You must know where the enemy is at all times.
 Shields become depleted after repeated hits, but will recharge if given time. In an emergency, you may apply more energy to the shields. This will reduce the time needed to fully recharge them - however, engine performance and weapon recharging rates will suffer.

  Navigation

 The hyperdrive is one of those scientific miracles that only a few claim to understand, but it has become the mainstay of galactic commerce and transportation. Each point in real space has its equivalent point in hyperspace, and that point's location relative to a real space location can be calculated. Using powerful and efficient fusion generators, the hyperdrive engine hurls a spacecraft into hyperspace to a location calculated by the astrogation computers.
 All navigation aboard a starfighter is handled by the on-board nav computer or the socketed R2 unit. Astronavigation is impossible without powerful computing capabilities, and even with an R2 or an advanced nav computer, most systems are put on minimum power while hyperspace calculations are made. Although hyperspace jumping is one way to escape a losing contest, remember that your targeting computer system will be inoperative while astrocalculation is taking place.

  Damage Control Systems

 Your system readout will contain a holo image of your ship. During battle, you should check frequently far damage, especially if your shields have been depleted. Fortunately our starfighters are extremely durable, and those with R2 units on board are particularly fortunate, as the R2 can effect immediate repairs, reroute systems to keep them functioning, and warn you of imminent failures and other dangers.

  Communication

 Each starfighter is connected by subspace transmission to the rest of its group. You will hear a lot of crosstalk during operations. Learn to filter out the transmissions that are intended for you, and otherwise keep your lips buttoned. There is no room in combat for extraneous chatter. We know your enthusiasm may occasionally get the better of you, but remember, while yon are talking, you aren't listening. And if you don't listen, you may miss a message that could save yourlife!

  Life Support

 Alliance starfighters are equipped with full life support systems, which eliminates the need for cumbersome spacesuits. The cockpits of our starfighters are kept comfortable by a combination of compressors, temperature regulators, and special atmospheric scrubbing units which can be adapted for beings of various races. In addition, our starfighters are equipped with Guidenhauser ejection seats which include a limited oxygen supply, wrap-around ceramic armor, and a deployable para-foil for atmospheric ejections. Ejection seats can provide almost instantaneous escape from a doomed starfighter, but the pilot's probability of survival in space is not high unless help is immediately available. In atmospheric ejections, survival odds increase greatly.

 Standard Operational Directives of Starfighter Combat

 Flying a Rebel starfighter is a demanding task, frought with danger and full of unforseen complications. This section serves to underscore the importance of the many different variables a pilot must be constantly aware of, not only during a confrontation, but also before and after engaging the enemy.

  Situational Awareness and Energy Management

 A Rebel starfighter pilot needs more than dogfighting skills to defeat the Empire. Situational awareness and energy management are the two keys to developing effective starfighter tactics. Situational awareness is knowing where you are, where your enemy is, and what you need to do to accomplish your mission goals. Energy management is the process of configuring your ship's power system to achieve maximum efficiency. Proper utilization of these skills depends on your ability to constantly analyze and reassess your situation in the midst of a rapidly changing environment.

  Situational Awareness and the Combat Multiview Display (CMD)

 The Combat Multiview Display (CMD) is the most important part of your targeting system. The first thing you should do at the beginning of any mission is query the CMD (in ID mode) for the nearest enemy fighter [R]. Note that, although they're armed, shuttles and transports aren't considered "starfighters," and are not selected by the targeting system in this manner. If enemy ships are nearby, you have to decide quickly whether to engage or proceed. You should consider yourself already under attack if an enemy is less than two clicks away! Using the targeting system and the CMD, quickly cycle through all the craft displayed on your sensors, noting their type and distance ([T] and [Y]). Pay particular attention to the ships that are most critical to your mission. As time allows, assign them to the memory locations of the targeting computer far quick reference during the mission ([Shift] [F5] to [F8]). As new ships enter the area, your R2 or ship's computer alerts you with an appropriate message. Special sound cues alert you when a new message is displayed. Target the new arrivals in the CMD to see how they affect the overall situation. As you do this, you should be building a mental map to help you determine the best method to achieve your mission.

  Energy Management and the ELS Display

 The primary consideration during any mission is which power configuration will optimize your chances for success. There are three main elements of concern: engines, weapons, and shields. Depending on mission goals and the needs of the moment, energy levels may be optimized far maximum speed, firepower, or defense. Trade-offs always exist, and you have to learn the pros and cons of each one. As the mission proceeds, you may find it necessary to make frequent adjustments. There is no "perfect" configuration. Nevertheless, you should always strive to maintain fully supercharged cannons and full primary and secondary shields.

 Here are some tips far managing energy in battle:

  ・Shift weapon energy to shields.
 When you begin a mission, your cannons are already at their supercharged levels. Your primary shields are fully charged, but your secondary shields are not charged at all. The cannons recharge more rapidly than the shields do. Experienced pilots have found that they can bypass certain inefficiencies in shield recharge rates by setting the cannon recharge rate at maximum and then transferring that energy to the shields (apostrophe ['] or [Shift][F10]). Quickly build up your secondaries by transferring any accumulated cannon energy directly to the shields.
  ・Use shields to store energy.
 Shields dissipate energy more slowly than the cannons do. Use shields to store energy like a battery. When you are redirecting as much energy as possible to the engines far greater speed, but still want to maintain your shields, you can keep the shields at their normal recharge rate and redirect all the cannon energy to the engines. Then, when you need to fire your Weapons, you cart quickly transfer shield energy to the cannons ([;] or [Shift][F9]. Don't forget to reset the recharge rate for the cannons, though!
  ・Use cannons to charge shields.
 Another alternative that allows good speed, shield maintenance, and some firepower is to redirect all shield power to the engines and set the cannon recharge rate to one above normal. Then manually transfer cannon energy to the shields every few moments. This technique increases your workload, but in a low-threat environment, in which you're not using the cannons much, this strategy works well. You can build up a full charge for both systems in this way!
  ・Redirect energy to engines for maximum speed.
 For maximum possible speed, you have to adjust both cannon and shield energy to be redirected to the engines. As long as you have already maximized your shield strength first, you should have a few minutes before that energy dissipates. Normal recharge rates merely maintain current energy levels. (Firing cannons or taking hits to the shields results, of course, in a loss of energy.)
  ・Redirect energy to other systems to slow down.
 This tip is the corollary to the preceding one, but it is sometimes overlooked by novice pilots. When it is necessary to reduce speed (for instance, when you want to keep a slower-moving target within range), you may choose to redirect energy from engines to shields or to weapons rather than cut your throttle. In this way, you achieve the desired speed but also gain additional charging far other important systems. Just don't forget to correct your settings when more speed is required.

  Basic Energy Configurations

 Your starfighter is a versatile craft designed to accomplish a variety of tasks. It is an effective weapon, however, only if you understand how to use it. If you've studied the information about energy management in the preceding section, you understand that this is one of the key skills you have to master. The following list of basic configurations is intended only as a guideline. Their use is completely situational. In other words, you must determine when to implement any energy strategy.

  Normal Maintenance

  Cannons: 50 percent
  Shields: 50 percent
  Throttle: Full
 This setting, used to maintain energy levels, is best used in nonthreatening environments. Also, this setting can be used tar extra speed in dogfights if shield and cannon levels have been previously charged to maximum. You must remember to reset cannon energy before you run out of laser power. Or, if you are not in danger of being hit, yon can transfer energy from shields to cannons.

  Speed

  Cannons: 0
  Shields: 0
  Throttle: Full
 Use this setting to achieve the highest possible speed your starfighter is capable of attaining. In emergencies, this is the only possible setting, but remember that your shield and cannon energy will slowly drain.

  Normal Attack

  Cannons: 100 percent
  Shields: 50 percent
  Throttle: Full
 Use this setting for normal attack situations. Your cannons remain fully charged, even with constant shooting, and your shields remain stable. If your shields are hit, you can transfer energy from cannons to charge them back up.

  Speed Attack

  Cannons: 100 percent
  Shields: 0
  Throttle: Full
 Use this setting to gain extra speed during an attack while keeping your cannons fully charged. In this setting, it is the pilot's responsibility to keep his shields charged by frequently transferring energy from the cannons.

  Slow Down (Non-threat charging)

  Cannons: 100 percent
  Shields: 100 percent
  Throttle: As needed
 Use this setting to attack slow-moving enemies, such as TIE Bombers. It's more efficient to raise your shield and cannon energy levels than to lower your throttle. You may also have to adjust throttle, but, often, setting cannons and shields to maximum has the desired effect.
 This setting is also used in nonthreatening environments far maximum charging effectiveness.

 Weapons, Targets, and Firing Configurations

 Weapon selection and firing configuration decisions often determine the success or failure of a mission. A few general rules apply to almost every situation.

  Homing Projectiles

 Homing projectiles, such as concussion missiles and proton torpedoes, are intended to give you some "standoff" attack capability. Because these projectiles are "fire-and-forget" weapons, their rapid deployment can quickly help you shift the odds in your favor.
 Torpedoes are designed for attacking larger and slower ships. Torpedoes, although faster than a starfighter, can't turn as well. An alert pilot can always evade one, so avoid using them against star fighters unless the enemy is flying straight and level or in a head-on attack. Also, Imperial doctrine prohibits "wasting" torpedoes on starfighters, so you probably will not find yourself targeted by one. Concussion missiles, on the other hand, are designed for dogfighting. Because of their great speed, they are also somewhat effective at intercepting torpedoes.
 When you're targeting an enemy ship, you will find that large ships must be within six clicks for a lock-on to be achieved. Against small ships, the distance must be less than two clicks. At extremely long range, you must keep the target absolutely centered in the targeting box. You will discover that Imperial ships are capable of achieving solid lock-ons while you are still "acquiring" your lock. This is one area in which they maintain a slight technological edge.

  Cannons

 For most combat and almost all dogfighting, you rely on your cannons. The dual-fire mode has been shown to be the most effective compromise when you're considering power, targeting opportunities, and firing speed. In the Y-wing, this is especially true, because the cannons are in a twin mounting that places their fire in a very small area. If the target is hit at all, it is hit by both guns, and may as well receive the double shot! In the X-wing, and to a lesser degree the A-wing, dual-fire mode is preferred because the wing-tip mounting of the cannons allows a much larger area to be considered by the targeting system. Although this results in less efficient use of cannon energy (because as many as half the shots may miss), it is offset by the benefit of having more firing opportunities against a small, rapidly maneuvering target, such as a TIE fighter. In fact, because TIE fighters are smaller than an X-wing's wingspan, they can find safety between the cannons, right in the center of your targeting box!

 General Notes About Combat

 Combat in space is all about position. You want to be in a position to hit the other guy. You also want to avoid being in a position where he can hit you. Best of all is any position that fits both these criteria! In engagements between starfighters, this task is a straightforward one. A starfighter's weapons all face forward, so if you can position yourself on the enemy's tail and stay there, you will defeat him.
  ・Finish what you start.
 When you're dogfighting, pick a target and stay with it until you have destroyed it. (See the section relating to hull damage, in this handbook under The Principles of War, far an exception to this rule.)
  ・Break up a formation.
 When you're breaking up an attack by several enemy ships in formation, your primary task is to keep firing long enough to force a particular ship to break formation. Continue to attack each ship in the formation until all have been forced out of their attack run. After that, destroy at will or continue with mission objectives.
  ・Use missiles on a flight group.
 When you're attacking a multi-ship flight group with missiles or torpedoes, lock and fire as quickly as possible. If a missile or torpedo is evaded at first, don't worry; it continues to track the target. After you have fired at each of the enemy ships, go back through the target list to the earliest one that still survives. Fire another projectile if necessary, but try to take it out with cannons if you can. Remember that there aren't any reloads in a dogfight! Use them wisely.
 When you're employing missiles or torpedoes against stationary targets, it is not necessary to get a solid lock. A few seconds of "yellow" is sufficient.
  ・Escort duty.
 When you're flying a defensive patrol, stay within a few clicks of the vessel (or vessels) you are protecting. When you move to intercept any attackers, try not to go more than eight to ten clicks away. A second attack on the other side will catch you too far away to get back in time.
 Also, when you protect other ships, try to draw off the fire of large enemy ships by flying within range of their guns and popping off a few shots yourself.
  ・Suicide attacks.
 In a one-for-one war of attrition, the Empire will win. They know this and do not hesitate to spend their starfighters in suicide attacks against ours. In a head-on attack, never assume that an Imperial pilot win try to avoid colliding with you. His devotion to the Emperor, his honor and bravery are all confirmed when he dies while destroying the forces of the Rebellion. Fortunately far the Alliance, the ruggedness of our starfighters enables them to withstand most collisions with enemy starfighters. This is especially true when all shields are fully charged. However, despite the fact that these collisions usually result in the destruction of the enemy fighter, this is not considered a good tactic!
 Note that because of the rate of closure during head-on attacks, you can begin firing at 1.7 to 1.9 clicks. When you're making a head-on attack into heavy fire, you are advised to avoid enemy fire by maneuvering in a "corkscrew" manner until you have closed to dogfighting range. Then, when your target flies past, turn in behind him and attack.
 In the case of TIE fighters or any other fighter with hull damage, you can maintain a straight and level head-on attack because the target is destroyed with only a few shots. This strategy is risky, however, because you take several hits to your forward shields.
  ・Use the "Wotan Weave."
 Learn to do the Wotan Weave. This spiral, or corkscrew, maneuver enables you to avoid enemy fire while maintaining a particular heading.
 First target the craft you want to head toward (or away from). With this craft as your reference point, begin turning while simultaneously pulling back (or pushing forward) on the stick. If you are doing this correctly, the targeted craft's blip appears about halfway from the center of the appropriate sensor display. Your stick is approximately halfway toward a corner position but requires constant small adjustments. Generally speaking, when you're avoiding fire from a large ship, use a slow spiral. (The greater the distance, the slower the spiral.) When you want to avoid enemy starfighters (or missiles), a tight, fast spiral is best.
  ・Attack large ships.
 When you attack large ships, the Wotan Weave is absolutely essential far making repeated attack runs. The standard method is shown in these steps:
 1. Have shields and cannons fully charged, with recharge rates at maximum.
 2. "Weave" in and begin firing at 1.6 clicks and maintain fire as you close on the target. You may want to reduce your speed to keep from getting too close. This strategy also serves to maximize your fire on the target.
 3. When you've taken enough hits to require breaking off, reverse direction and go to full throttle.
 4. Transfer all available energy to the rear shields.
 5. Begin "weaving" and continue to fly away until you're out of range or ready to make another run.
 6. Restore shields to even distribution.
  ・Balance shields.
 Whenever you've taken a few hits, be sure to even out your shields. Press [S] three times. This technique is especially important when you are going to transfer energy from the cannons to the shields. The reason is that if, for example, your forward shields are down but your rear shields remain at full power, you won't be able to transfer the energy! (Our engineers are working on this.)
  ・Use missile escape maneuvers.
 To avoid a missile, you must have it targeted in the CMD. You must be moving at high speed (generally at least 100). Turn away from the missile, and then, when it is about 0.4 clicks away, turn hard toward it. Assuming that you are successful, keep turning toward it until it self-detonates. Because Y-wings are generally unable to do this, greater reliance must be made on their stronger shields and hull.
  ・Keep cannons supercharged.
 Supercharged cannons fire farther as well as hit harder. Need we say more?
  ・Know your target.
 Know your target's characteristics, especially speed and armament. When you're closing to "dogfighting" range) less than 0.75 clicks, match speed with your target. This strategy helps you stay on his tail and keeps you from overshooting into a disadvantageous position.
  ・Keep checking the message line.
 Because the message line is often overlooked during combat, musical themes have been assigned to particularly important events. These events are the arrival of friendly and enemy ships, the destruction of friendly and enemy ships, and the presence of enemy ships within combat range.
  ・Control your energy; control your speed.
 Use ELS configuration adjustments to control speed. In the X-wing and A-wing, each level adjustment to the lasers or shields results in a 12.5 percent change in engine-power level. For the Y-wing, there is a 6.25 percent change. The actual adjustments are rounded up in your favor. For a more complete discussion of speed adjustment, see the section "Energy Management and the ELS Display," earlier in this chapter.

 Other Important Factors

  ・Hull damage.
 Let ships with hull damage go, unless their complete destruction is part of your mission objective. If other waves or the arrival of other ships depends on their destruction, this strategy helps delay the event. At a certain level of hull damage, a ship automatically heads toward its mother ship or its hyperspace exit point. They don't always make it - and failing to escape prevents entirely the creation of other ships.
  ・Pilot skill level.
 When you assign pilots, don't worry about the default skill levels. You can only improve their skill levels. If the pilot you assign is less skilled than the one who was assigned when the mission was built, no change occurs. Of course, you may still lose the pilot in combat!
  ・Locate distant enemies.
 Tnrn off the cockpit view momentarily to locate enemies who are just coming into visual range. Press [.] on the numeric keypad to toggle the cockpit on and off. Remember that your radar gives you only an approximation of where other ships are.
  ・Nonplayer starfighters.  Note that nonplayer craft do not fire torpedoes at enemy starfighters, or missailes at other enemy craft that are not starfighters.
  ・Highlighted ships.
 The highlighted red part of a ship displayed in the CMD has no meaning except in the case of the Star Destroyer.
  ・Brush off your wingmen.
 When you do close fly-bys of other ships, avoid rolls and hard turns if you have wingmen. They try to maintain position and often collide with the craft you're flying by.

 The Principles of War

 The principle tactics of the Rebellion, as outlined below, should be second nature to all who serve its cause.
  ・Maintain the objective
 Choose an objective and stick with it. In warfare, the commander must conduct operations with limited knowledge of what is happening. There is a tendency to attempt to change the objective in response to changes in the situation. This wastes time and energy.
  ・Economize forces
 This principle means using the right amount of offensive power far the job. For the Alliance, this principle is especially critical because we simply do not have sufficient resources to accomplish everything we want. Raids are conducted, therefore, with the minimum number of ships and troops required, which enables us to maintain a sizable reserve; also, when required, large forces can be massed.
  ・Remain flexible
 This principle is the counterpart to maintaining the objective. It involves leaving options open during the planning and conduct of operations. It requires the commander to anticipate problems and have a response ready.
  ・Initiative
 Get there first, with forces prepared to accomplish the objective. By capitalizing on our faster command structure, we force the Empire to respond to our actions. This strategy complicates and disrupts their own planning, and allows the Alliance to determine the tempo of operations.
  ・Maneuverability
 To win, we must outmaneuver the Empire. Combined with initiative, this means that we don't just avoid the Empire's attacks - we make our own when and where they least expect them.
  ・Security
 Loose lips blast ships. So seal your lips. We must keep the enemy from discovering our plans. Good security translates directly into saved lives, and is the prerequisite for achieving surprise in combat.
  ・Simplicity
 Warfare is chaotic and unpredictable. No plan survives contact with the enemy. Complex and elaborate plans often fail for this reason. Therefore, Rebel operations are typically characterized by their simplicity. This means that there are fewer things that can go wrong.
  ・Surprise
 Surprise is the principal weapon of the Rebellion. History has shown surprise to be the most effective force multiplier. Surprise allows a smaller and weaker force to defeat a larger and stronger one.

 General Notes About Scoring

  ・Conserve your firepower! You receive a bonus for high accuracy and a penalty for poor accuracy. Don't fire your weapons, especially homing projectile weapons, unless you feel certain of hitting your target.
  ・You get points for killing Rebel ships. Yes, it's true. If you want the highest score possible, kill everything left in the sky after the Mission Complete message appears. To make this score even easier, give your wingman "wait" orders. Remember not to assign pilots you want to keep, though!
 For more information about scoring in X-Wing, see Appendix A: Scoring and AI

 Mission Start

 This section presents a typical mission checkout procedure. You may not always follow these exact steps, but during training, get used to using them. Later on, you can adjust your procedures to fit the situation at hand. You must learn to perform these steps very quickly. You don't generally have time to think about what you're doing. Make it automatic.
  1. [C] to start camera. (Remember: a film record is the only way you can analyze the mission later.)
  2. [X] to select dual-fire mode.
  3. ['] (apostrophe) or [Shift][F10] as many times as necessary to transfer cannon energy to the shields until the secondary shields are fully charged.
  4. [F9] twice to set cannon recharge rate at maximum.
  5. [F10] twice to set shield recharge rate at maximum, unless high speed is to be maintained.
  6. [Bksp] to go to full throttle, if you're not already there.
  7. [R] to locate the nearest enemy fighter. If you have a wingman, you may want to order him to attack this target, depending, of course, on the mission objectives. To do so, press [Shift][A], and then [T] to locate another target. (Take this one yourself.)
  8. After secondary shields are fully charged, press[F10] three more times to set the shield recharge rate to normal.
  9. After cannons are fully supercharged, press [F9] three times to set the cannon recharge rate to normal (unless you're currently engaging the enemy).
 It is often possible to do two things at one time. The [C] and [X] keys are next to each other, for example, so both keys can be pressed at the same time. Similarly, [F9] and [F10] can be pressed together to save time. Be sure to check your displays to verify what you've done> however.

 Communications in Battle

  {Shift][A] ("Attack target!") is the most important wingman command. Use it often, especially when the enemy is coming from more than one direction. It is also a good way to get concentrated firepower on a single target, such as a freighter or corvette, when you want to destroy it as quickly as possible.
  [Shift][C] ("Cover me!") should be used with caution. The reason is that, if your wingman is already engaged and you order him to come to your aid, he ignores the enemy he was fighting. That enemy then has an easier time getting your wingman! You must be currently targeted by an enemy craft in order to get a response.
  [Shift][I] ("Ignore target!") should also be used with caution. It is useful for getting a wingman to break off an attack (if you want to finish his target off yourself), but it may make your wingman a sitting duck! You may notice that, despite acknowledging your order, your wingman might continue pressing the attack.
  [Shift][W] ("Wait for additional orders!") should be used with extreme caution. It is more effective for getting a wingman to break off an attack but definitely makes him a sitting duck! Be sure that you don't forget to...
  ...[Shift][G] ("Go ahead and engage!") to order "waiting" ships to get going.
  [Shift][H] ("Head home!") is useful for pilots who are so skilled that wingmen just get in the way (and prevent you from making all the kills!) Be careful, though, because this is another way to make it easy for the Empire to kill one of yours. The reason is that the ship receiving this order has to make it to its hyperspace jump point, which may be some distance away, and is vulnerable until it gets there.
 In the heat of battle, discipline is often difficult to maintain. Avoid putting yourself between a wingman and his target, and you will avoid "friendly fire."

  Special Characteristics of Alliance Starfighters

 Each craft particular to the Alliance has certain characteristics that it would benefit you to know, at least in general.

  X-WING

 The X-wing is the most versatile of the Alliance starfighters. Fast and agile, powerfully armed and armored, it represents an almost ideal blend of characteristics. These features make it supremely well-suited to the multiplicity of roles assigned to it.
 Unique to the X-wing is the efficiency of its cannons. At full recharge, this efficiency allows continuous fire. When you're dogfighting, keep the cannons in dual-fire mode. There are two exceptions to this general rule. When you engage Assault Gunboats or TIE Advanced Fighters, quad-fire is preferred. The Gunboat is a relatively large target, and you have a high probability of hitting it with all four cannons. When you attack the TIE Advanced, it is difficult to get the quick series of hits necessary to defeat its shields. The increased firepower of quad-fire damages the shields more quickly with each shot, and with the TIE Advanced, you have to make each shot count!

  A-WING

 The A-wing trades firepower and shielding for sheer speed and maneuverability. Special sensors make it the most effective armed reconnaissance craft in the Rebel arsenal. A dozen concussion missiles make it a formidable high-speed interceptor also.

  Y-WING

 The Y-wing is the most heavily armed starfighter available. It also boasts the most powerful shields and armor. Unfortunately, this armor results in a craft that is slow compared to other starfighters and not as maneuverable.
 Unique to the Y-wing are its ion cannons, which can be used to disable enemy ships without destroying them. This capability is absolutely essential when the objective is to capture another craft. Nonetheless, most missions do not require ion cannons.
 To redirect ion cannon energy most efficiently to your laser cannons, transfer it first to the shields and then back to the cannons. It is evenly distributed to both ions and lasers, but at least some of it is now available to the lasers. If the shields are already fully charged, you have to transfer shield energy to cannons first, before following the procedure just discussed.

  Special Characteristics of Imperial Starfighters

 The characteristics of enemy craft aye equally important to the Rebel pilot.

  TIE FIGHTER

 The most common Imperial starfighter, the TIE is small and highly maneuverable. Like the TIE Bomber and Interceptor, it has no shields and even less armor. Cruising speed is the same as the X-wing. Quite deadly in the hands of a skilled pilot, it is nevertheless completely outclassed by all Rebel fighters.

  TIE BOMBER

 TIE Bombers are the most heavily armed Imperial fighters. Each TIE Bomber carries lasers, concussion missiles, and proton torpedoes! In some ways, the TIE Bomber is comparable to the Y-wing. They have the same cruising speed and are the "heavies" of their family. Although not as challenging in a dogfight, its missiles make it the most dangerous of all the Empire's starfighters - beware!

  TIE INTERCEPTOR

 Basically, the TIE Interceptor is a faster TIE fighter with a stronger hull and four cannons rather than two. With a cruising speed equal to that of the A-wing, the TIE Interceptor is much more dangerous than its predecessor. In the hands of a highly skilled pilot, it is tough to beat, especially in a Y-wing.

  TIE ADVANCED

 The latest in the TIE series of starfighters is the TIE Advanced. Like others in this family, it has no hyperdrive capability, but it does have shield generators. Its shields are not powerful, but they regenerate quickly. Because it is so difficult to hit, there is usually enough time between hits for the shields to recover.
 First encountered during the Battle of Yavin, this craft is even faster and more maneuverable than the A-wing! Even in the hands of a mediocre pilot, this craft is an extremely formidable dogfighter. TIE Advanced pilots require considerably more training, however, than do pilots of other craft. Fortunately, the Empire has yet to produce significant numbers of them. Needless to say, it is even tougher to beat than the TIE Interceptor, and almost impossible for a Y-wing.

  ASSAULT GUNBOAT

 The Assault Gunboat is the first Imperial design to incorporate shields and hyperdrive capability. Its cruising speed lies between that of the Y-wing and the X-wing. This one also carries concussion missiles, making it quite dangerous in combat. Apparently learning from the Alliance, the Empire has begun to employ these Gunboats, using hit-and-fade tactics similar to ours! Operating in small independent groups, they also conduct armed reconnaissance and are often the prelude to major Imperial attacks.

  IMPERIAL TROOP TRANSPORT

 Though not considered a starfighter, this small spacecraft is nevertheless a heavily armed and dangerous threat. It possesses ion and laser cannons as well as proton torpedo launchers. And, of course, it can carry up to 30 stormtroopers or 10 spacetroopers. Add to this its hyperspace ability and you have a versatile and potent weapon capable of surprise attacks and ambushes. Though slow, it is surprisingly maneuverable, but it's no dogfighter!

  IMPERIAL SHUTTLE

 The Lambda-class Shuttle is not a starfighter, but nevertheless poses a threat to starfighter operations. Armed only with lasers, it is no match far any Alliance starfighter. Don't be overconfident, though, as a large number of them can overwhelm you if you aren't careful. Large enough to carry up to 14 passengers and crew members, it is only slightly faster than the Imperial Transport. It is also hyperdrive equipped.

 Special Characteristics of Various Starships

 Rebel forces should also be familiar with other types of spacecraft they might encounter on various missions.

  CORELLIAN CORVETTE

 The Corellian corvette is a small, fast starship - probably the single most popular starship in the galaxy. A favorite of smugglers and pirates, it is also known as the Blockade Runner. Most are armed with two or three twin-mounted turbolaser gun batteries. Because of the dorsal mounting of these guns, there is a narrow blind spot along both sides and the rear, making the corvette vulnerable to attack from these areas. The gun batteries can be destroyed without destroying the ship.

  NEBULON-B CLASS FRIGATE

 The Nebulon-B Frigate is a versatile ship of medium size. Popular with the Alliance and the Empire, a Nebulon B is capable of deploying two squadrons of starfighters and possesses a devastating arsenal of on-board weapons as well. This formidable warship has no obvious weaknesses on which to capitalize.

  MC80 CLASS STAR CRUISER

 The Mon Calamari had never created warships until they were called on to aid the Rebellion. A peaceful race who enjoyed space travel for its beauty and diversity, they quickly adapted their fleet of pleasure craft. The MC80 is a converted passenger liner, but, due to the Calamarian engineers' amazing skill, it is a capital warship second only to the Imperial-class Star Destroyer. Capable of deploying three squadrons of starfighters, this ship is the backbone of the Rebel fleet with no obvious weaknesses on which to capitalize.

  IMPERIAL CLASS STAR DESTROYER

 Long the instrument and the symbol of Imperial power, this huge ship is the means by which the Emperor seeks to control the galaxy. Its awesome firepower usually serves to terrify the Empire's targets of conquest into submission. Those who resist are ruthlessly crushed.
 Able to deploy six TIE squadrons, this ship is best avoided, even by Calamari cruisers. One weakness is the vulnerability of its shield generators. Located on top of the main super-structure, these generators can be destroyed by a skilled starfighter attack, bringing down the entire shield system. Recognition of this flaw has increased the role of the ship's starfighter complement in defending against Rebel starfighters.

  Speed Chart (all ELS settings at 50%)

X-wing 100 Transport 55
Y-wing 80 Shuttle 65
A-wing 120 Space Tug 11
TIE Fighter 100 Freighter 18
TIE Bomber 80 Corellian Corvette 22
TIE Interceptor 110 Nebulon-B Frigate 18
TIE Advanced 125 Calamari Cruiser 11
Assault Gunboat 90 Imperial Star Destroyer 11
 Maximum speeds for X-wing (150), Y-wing (90), A-wing (180).

  Hits to Kill Table

Craft Lasers Missiles Torpedoes
(Shields Down/Kill) (Shields Down/Kill) (Shields Down/Kill)
X-wing 11/4 2/1 -/1
Y-wing 16/9 3/1 1/1
A-wing 11/3 2/1 -/1
TIE fighter -/2 -/1 -/1
TIE Bomber -/6 -/1 -/1
TIE Interceptor -/4 -/1 -/1
TIE Advanced 12/4 2/1 -/1
Assault Gunboat 21/6 4/1 1/1
Shuttle 21/5 4/1 1/1
Transport 15/10 3/2 1/1
Space Tug -/1 -/1 -/1
Cargo container 40/8 7/1 2/1
Bulk freighter 97/24 >12 5/1
Corellian corvette 81/40 >12 4/2
Mines and Satellites -/1 -/1 -/1

 The first number is the usual minimum number of blasts necessary to bring down the shields. Shields regenerate, however, so if there is a pause in the attack, more shots are necessary. The second number is the number of additional shots to destroy the target. For example, an Assault Gunboat's shields begin to fail after taking more than 20 hits. They may not completely fail for a few more hits, and then the hull itself can take a few more shots.
 These figures are based on continuous fire with supercharged lasers. Concussion missiles are not effective against the larger vessels. Furthermore, Frigates and Capital ships are not listed because a single starfighter simply doesn't have the firepower to defeat these types of ships.



 How long he had stood in the doorway behind me I don't know, but I was studying the section called "Starfighter Systems and Basic Tactics" for the third time when I felt a distinct tension at the back of my neck. I usually get that feeling when someone is behind me.
 "Excuse me. Are you busy!"
 He couldn't have been more than a few years older than I, but the guy leaning casually in the doorway to my room was wearing lieutenant's insignia. With his hair a month overgrown and his uniform only partially buttoned up, he looked more like one of my friends back in Tondatha than an Alliance officer.
 "Some of the crew around here call me Lieutenant Blastwell. But you can call me Hamo if I can call you Keyan. Deal!" He smiled and held out his hand.
 "Aren't I supposed to salute or something!" I asked. extending my hand.
 "That'll come later," he said. "I just thought you might like to get a bite to eat," he added.
 "Do they serve mugruebe stew!" I asked, hopefully. Mugruebe was one of my favorite Agamarian dishes, and I realized that I was hungry. Very hungry.
 Hamo laughed. "You want to be a starfighter pilot, do you? And you can't be more original then mugruebe stew? Come on, Keyan. Live dangerously. Take a chance. You've got to try the Mutandan porf."
 "Porf!" I was dubious. "Doesn't sound very good. What's in it!"
 "Don't ask." Hamo grinned and gestured for me to follow.

 Hamo turned out to be from a small planet like Agamar, and we found much to talk about. Too soon, however, Hamo called a halt to our discussion. With a last sip of non-alcoholic Veronian berry wine, I followed Hamo back down the dark passage that led to my cabin.
 "Tomorrow you go to the Maze. Best you get some sleep. You have a lot to learn, and tomorrow it begins."
 "The Maze!"
 "The Pilot's Proving Ground. You have to check out there before you can get on the simulators."
 "You don't waste time around here, do you? I thought I'd have to cool my heels for days before I got a crack at anything like real training."
 He clapped me on the back. "Hey, Keyan. Get this. The Alliance has no time to waste. No time at all. Besides," he added very seriously, "I've got a good feeling about you. I'm betting you'll ace your training."
 "And if I do!"
 "Hey! I'll even try some of your mugruebe stew."
 "And what if I don't!"
 "You get to eat porf," he said with a wicked smile. "But you'll do it, kid. Besides, I need a new wingman."
 When we reached the door to my cabin, he stood at attention and saluted, and then he smiled and pressed the stud to open my door.
 "I'll see ya at the crack of dawn," he quipped. "Figuratively, that is." he added as he headed down the dark hallway. Not sleepy at all, I entered my room and reopened the Starfighter Pilot's Handbook.



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Last Update 15/Jul/2000