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.
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
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
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.
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