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Like any science fiction series Wing Commander has a wide array of fictional technology, vehicles and vessels, some of which are:

TechnologyEdit

EnginesEdit

In the Wing Commander universe, the gravitational fields of stars and other objects of greater-than-planetary mass create natural wormholes that connect neighboring stars to each other. The points in normal space that are connected by these wormholes are known as "Jump Points". Only by using a Jump Drive can a spacecraft "open" a wormhole at a Jump Point and pass through to the other end.

The Jump Drive (or Akvende Drive, after its creator) functions by creating a beam of anti-gravitons which nullify the gravitational force that normally squeezes the mouth of the wormhole shut like a sphincter. However, due to their short lifespan, anti-gravitons can not be projected beyond a range of about one kilometer from the point where they are generated before decaying. This limits the size of Jump-capable vessels, as all parts of the vessel must be within this radius unless it mounts secondary emitters synchronized with the primary drive.

After the invention of the Jump Drive, it was discovered that it was possible to create artificial, temporary wormholes by generating powerful focused bursts of gravitons. This led to the development of the Hopper Drive. When engaged, the Hopper Drive creates a wormhole with one end near itself and the other end extended in the desired direction in three-dimensional space. The artificial wormhole lasts just long enough for the vessel generating it to pass through safely, and collapses immediately afterward.

Because faster-than-light travel is not possible in the Wing Commander universe, the Hopper Drive is the only means of quickly traveling to places that are far away from any Jump Points, such as deep interstellar space or those few stars lacking Jump Points. Furthermore, it is possible to Hop across a single solar system, saving hours or days of sublight travel. However, the Hopper Drive has two drawbacks that make the use of Jump Drives preferable whenever possible. First, the wormholes created do not extend over interstellar distances--it requires dozens of successive Hops to travel to a neighboring star. Second, a ship cannot Hop twice in rapid succession--the Drive needs a period of rest before it can be used again. For this reason, ship commanders are discouraged from using a Hop to ambush an enemy by dropping into their midst, as ofttimes Hopping may be the only means of retreat if an engagement turns bad, so it is preferable to save your ship's Hop for emergencies.

Very few vessels carry both Jump and Hopper drives because the two interfere with each other's operation--for either one to operate properly, the other one must be powered down. The time delay involved in switching between the two drives presents a tactical disadvantage since a vessel can neither Jump nor Hop until the required engine is on-line and ready. Besides, there are very few tactically valuable locations that are completely inaccessible to vessels using only Jump drives (deep space, isolated stars).

WeaponsEdit

PersonalEdit

M-47 Laser RifleEdit

Standard-issue Confed infantry weapon of 2667. (End Run, p. 170).

Neutron MinigunEdit

Thirty-kilo anti-personnel weapon with a fire rate of a thousand rounds per minute. Carried by Confed marines during the Vukar Tag campaign. (Ibid.)

Mass Driver ScattergunEdit

Fires five hundred nail-like fletchettes in one burst. Not related to the Border Worlds Scatter Gun. (Ibid.)

Stenson DrakonEdit

Popular Terran hunting rifle. Sniper-scoped versions are capable of dropping a Vegan sabre tooth from a mile away. (Ibid.)

FighterEdit

GunsEdit

  • Laser Cannon: The weakest weapon available in every Wing Commander game, it also has one of the longest ranges, quickest refire rates, and lowest energy-consumptions per shot.
  • Mass driver: a weapon which fires solid-state projectiles using magnetic acceleration. Does average damage at average range, though its projectiles move slower than most. A later model, the charging mass driver, allowed pilots to 'charge' the projectile for increased range and damage, at the cost of energy consumption and the inability to fire other guns. Where the projectiles are stored, and why fighter craft never seem to run out of them, remains unaddressed, though it may be assumed that the system scavenges matter from space or from the ship's exhaust somehow.
  • Neutron Gun: prior to the development of the Particle Cannon, it was the strongest beam weapon that could be fielded by a fighter. Unfortunately, its range was dismal and its power requirements formidable. It was retired from front-line service by 2665, though it remained the weapon of choice for single ship-mounted defensive emplacements (turrets) for at least a year afterwards.
  • Particle Cannon: back-engineered from Kilrathi weaponry sometime between 2655 and 2665. Described by game lore as the opposite of the Ion Gun, it fired nuclear particles that ignited molecule-sized nuclear explosions on impact. Its refire rate, damage, range and power consumption were better than the Neutron Gun's, leading to it replacing the latter on almost all mountings. Its only downside is its inability to function in atmospheric conditions.
  • Photon Cannon: a variant of the laser cannon, it does more damage but requires more power and does not fire as fast. This weapon was retired in 2670 following the end of the Terran-Kilrathi War.
  • Ionic Pulse Cannon: More commonly known as an ion cannon, this weapon fires pulses of high-energy ions, which result in energy and radiation damage and cause extreme injuries to pilots. Strangely enough, they are less powerful than the Particle Cannon, have a shorter range, fire more slowly, and require more energy, leading one to wonder why Confederate scientists (and/or Origin Systems personnel) bothered with the weapon in the first place.
    • Reaper Cannon: this weapon improved on the Ion Cannon by halving the energy consumption and doubling the refire rate. Unfortunately the Reaper Cannon was too expensive for post-war deployment and was retired in 2670, though the Ion Cannon remains in service.
    • Scatter Gun: an ion cannon with five focusing lenses instead of one, this weapon fired five pulses at a time, generally in a five-point cross pattern.
  • Meson Blaster: besides imparting impact and energy damage, the Meson Blaster's projectiles decay within the target, emitting radiation. Their low energy consumption and long range is balanced by the fact that energy shielding actually deflects, redirects or otherwise prevents the weapon from dealing about half its damage, which is only average to begin with. This weapon was retired in 2670 following the end of the Terran-Kilrathi War.
  • Tachyon Cannon: highly destructive, with a moderately long range, high damage and an extremely fast-moving projectile. This weapon slows down tachyons, which normally move at faster-than-light velocities, and employs then to devastating potential. Introduced in 2669, it has remained in service since. The Nephilim, first encountered in the 2680s, employ a slightly weaker codenamed "Gorgon."
  • Plasma Gun: quite damaging, which is only logical when one understands that plasma weapons fling around what are essentially miniature stars. This weapon deploys hydrogen gas, electrically charged to a state of near-fusion. It does almost as much damage as the Tachyon Cannon, but at a slower rate, using slower projectiles, and requiring quite a lot more energy. By 2681 it had been almost totally retired, with the sole exception of the Heavy Plasma Cannon mounted on the Devastator heavy bomber; this weapon fired only once every two seconds but could take apart most capital ships with eight or ten well-placed shots. The Nephilim, first encountered in the 2680s, retained the "light" version of the weapon as an anti-fighter weapon.
  • fission Cannon: mounted only on a few Top-Secret black-ops fighters, the Fission Cannon was notable for its ability to charge its projectiles for increased damage. As with the Charging Mass Driver, a single well-aimed burst could totally knock out many ships. When not being charged, the Fission Cannon was an unremarkable weapon known for its slow refire rate.
  • Electron Gun:
  • Flux Cannon:
  • Mass Accelerator Gun:
  • Matter Disruptor:
  • Sonic Accelerator: this gun presumably was useless in the vacuum of space. Little else is known.
  • Fusion Cannon:
  • Leech Gun: this weapon was able to overload the electronic systems of enemy fighter craft, leaving them floating in space for salvage or capture.
  • Stormfire Cannon: essentially a space-going machine gun, this weapon fired solid-state projectiles that were much smaller than Mass Driver rounds. Their enhanced muzzle velocity made up for their lesser mass, however, and in the hands of a sharp pilot (and mounted on a maneuverable fighter), the Stormfire cannon could deliver a surprising amount of damage in long bursts of continuous fire. The Stormfire Mk II, introduced in 2681, had a smaller ammunition pool (400) and a slower refire rate (approx. 3 rounds/sec) but did more damage. The stormfire was a particularly valuable emplacement for atmospheric missions, in which its automatic fire could be used to strafe ground targets.
  • Maser: a portmanteau of microwave laser, this weapon was the standard armament for most Nephilim fighter craft. It fired focused beams of microwaves and came in two versions: Light (which was a bit stronger than the standard Confed laser cannon) and Heavy (which equaled the Ion Cannon's power).
  • "Shield Killer": a Nephilim weapon mounted solely by the Lamprey interceptor. Either one large cannon or a set of small ones that fired a ring of whitish bolts, this weapon was described by Confederate technicians as having the effect of totally disrupting fighter-based shielding systems. Pilots wondered just exactly what the technicians were studying: in combat, the weapon had very little practical effect.
  • Quantum Disruptor: a Nephilim weapon mounted solely by the Squid interceptor. This cannon's energy bolts are said to cause minute oscillations in the target ship's molecular structure, leading to the ship essentially shaking itself apart. As such, they were extremely effective against unshielded hull. Fortunately, shielded hull withstood the weapon much better, and the Squid's own characteristics prevented most Nephilim pilots from landing killing shots.
  • Chain Ion Cannon: though based on Ion technology, this weapon is very different than the standard cannon. Introduced in 2681, it fires a rapid stream of slow-moving projectiles. Energy consumption is minimal and damage is significant, though the blasts themselves can be hard to land due to their decreased speed.
  • Cloudburst Emission System: described in WCP:SO lore as an "Electric Discharge Weapon." It fires extremely swift projectiles at a slow refire rate; the projectiles do massive damage but require appropriately large energy inputs. This weapon replaced tachyon guns on the "black" variant of the Panther fighter.
  • Dust Cannon: a variant on mass driver systems that, like the stormfire weapon, results in small, rapid-firing projectiles. It also finally answers the question of where mass drivers get their mass: according to WCP:SO literature, the Dust Cannon obtains mass from "the exhaust filter of the ship's core," whereas normal stormfire guns require "ammunition tanks." In practical terms, the Dust Cannon fires so quickly it practically has no ammunition reserve and can drain a ship's gun capacitors dry in one or two seconds of continuous fire--but does so much damage with its rapid bursts that, in general, a full capacitor is all that is necessary to send just about any foe packing.
  • Pulse Particle Cannon: another modification to yield a rapid-fire cannon, nothing else is known about the Pulse Particle weapon system.

Capital ShipEdit

SpecialEdit

  • Particle Accelerator Gun
  • Phase Transit Cannon: The Phase Transit cannon was a massive Capital ship weapon used primarily to combat other capital ships. Used only on the Concordia in Wing Commander II, whatever capital ship it was fired at usually was destroyed on impact.


VehiclesEdit

Ground VehiclesEdit

Confed Assault WalkerEdit

Large, mech-like all-terrain vehicles that are as well armed and armored as a corvette. They are carried to planet surfaces by heavy-weapon landers. Walkers played a prominent role in the Confederation assault on Vukar Tag. (End Run, page 125).

Kilrathi Drill TankEdit

Kilrathi marines used these unusual, ungainly-looking vehicles during the Battle of Repleetah. Literally tanks with large drills instead of turrets, they proved useful in breaking through Terran trenches but proved vulnerable to demolition explosives issued to Confed marines. (Wing Commander Academy, Episode 4: Word of Honor).

Kilrathi Medium TankEdit

Used to defend Vukar Tag in 2667. (End Run, p. 126).

Unidentified WCIII Kilrathi TankEdit

Used to defend various Kilrathi planets. (Wing Commander III, various planetary missions).

Unidentified WCIV TankEdit

These dual-cannon hovertanks were used during the Circe V civil war of 2673. (Wing Commander IV, Circe Thread Introduction).

StarshipsEdit

All Confederation starship names are preceded with "TCS" (Terran Confederation Ship). All Kilrathi starship names are preceded with "KIS" (Kilrathi Imperial Ship). All Border Worlds Union starship names are preceded with "BWS" (Border Worlds Ship). The Nephilim do not seem to have a name prefix or even individual names for their starships.

This is not by any means an exhaustive list. It is currently being reorganized so that it lists by class with notable examples rather than by individual ships.

Capital ShipsEdit

BattleshipsEdit
CarriersEdit
CorvettesEdit
CruisersEdit
DestroyersEdit
DreadnoughtsEdit

StarfightersEdit

Since Wing Commander is a game about starfighters, it would make sense that such craft are quite heavily represented; and indeed they are, usually between ten and twenty types per game, including four to six pilotable ones.

Pre-2650sEdit
ConfederationEdit
Kilrathi EmpireEdit
2650s era StarfightersEdit
ConfederationEdit
KilrathiEdit
2660s era StarfightersEdit
ConfederationEdit

(Wing Commander II)

(Wing Commander Armada)

(Wing Commander Privateer)

(Wing Commander III)

KilrathiEdit

(Wing Commander II)

(Wing Commander Armada)

(Wing Commander Privateer)

(Wing Commander III)

CivilianEdit
2670s era StarfightersEdit

(Wing Commander IV)

ConfederationEdit
Union of Border WorldsEdit
Black LanceEdit
PiratesEdit
2680s era StarfightersEdit

(Wing Commander Prophecy/Secret Ops)

ConfederationEdit
KilrathiEdit
NephilimEdit

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