
This
document contains the information about the Killocat race, which will be included
in the race pack and displayed on the race homepage. Also included here are
additional comments about the race design, especially explanations for the
setting of some Killocat properties that have not been discussed elsewhere.
In this text the term “Kilrathi” refers to the original race
in the Wing Commander universe and the term “Killocats” to the race
implementation in VGA Planets.
General Race Information
Life form
type: Feline
The
Killocats are predators by their very nature. Their ancestors first hunted to
survive and then fought against the other native races on their homeworld and
among themselves for dominance. Now they have decided to expand their territory
to the stars and to unite the known universe under their rule. Their entire culture
is based on warfare and only strong warriors can be promoted into leading
positions. Therefore every young Killocat is trained in personal combat right
from the time that they learn how to walk. This training together with their
muscular bodies, their fangs and claws make the Killocats excellent ground
warriors.
In space
Killocats prefer fighter combat in which they excel. Their fighters are fast
enough to outrun every ship that is not gravitonic accelerated and they can
operate independently over long ranges away from their carriers or bases. The
fighters of the Killocats are very specialized; therefore their different
fighter designs can perform only some duties well and will fight poorly when
used inadequately.
The fleet
of the Killocats is based on their carriers, which can carry a lot of their
powerful fighters into battle, but which are vulnerable at short range. They
have several medium sized (beam and torpedo-based) capital ships to protect
their carriers, but none of them is a match for the big battleships of some of
the other races. However when it comes to long range fighter combat, there is
hardly an equivalent for the wings based on the heavy Killocat carriers.
Killocat
ships are designed to be both lethal functional and psychological frightening.
They are often asymmetrical and incorporate frequently fang- or claw-like
curves and points. Typically engines and weaponry are clearly visible to
display the strength of the ship or fighter.
Since the
Killocat society is focused so much on combat, they have not much sense for
culture, arts or philosophy. Their science and economy serve primarily military
purposes and are considered secondary. Even their freighters are smaller than
average, but are more massively built (with the disadvantage to consume more
fuel) to allow them to carry a small number of point defenses.
The
Killocats, like all cats, reproduce fairly quickly by giving birth to several
kittens at the same time. However their territorial nature makes it difficult
for them to stand large populations. Therefore they will build only a small
number of cities on any planet and their happiness decreases on worlds with a
high population. This forces them to expand to other planets quickly.
They have a
very strong sense for honor. Therefore they follow their rules closely and
prefer also honorable combat - which is primarily ground combat (cat against
cat) and also fighter combat (pilot against pilot) for them. Actually Killocats
tend to fight below their true combat skills, if they outnumber their enemies
in battle clearly, because they dislike dishonorable "slaughtering").
Their rigid feudal system enforces the supporters of a leader to follow his
orders fully. However if a leader is weak and unsuccessful in battle, then he can
be overthrown and replaced by a stronger warrior (lost battles lower
happiness).
Even though
most Killocats prefer the open confrontation in combat above anything else,
there are some Killocats who have mastered the art of undercover operations and
have shown good results in espionage, sabotage and even in the more subtle
forms of undermining the morale of their enemies.
The
Killocats take slaves from other races and force them to work in labor camps,
labor mines and their fighter factories. They also recruit spies from slaves.
This increases their spy rating against the race held captive significantly.
The
Killocats like higher temperatures and humidity. Therefore they prosper in
climates slightly warmer than average. Since their farming range is quite
limited and they do not posses terraforming technologies, many colonies of the
Killocats depend on food imports.
Killocat
scientists have made several breakthroughs in military related fields. For example
they have invented fighter-carried-torpedoes that can pass through all shields
and they have developed special devices that can block jump-points by cloaking
them. The Killocats have also capital ships equipped with biological weapons
that can wipe out entire colonies.

The Fleet Composition
While the
games and the movie do not explain much about the Kilrathi fleet composition, a
lot more details can be found in the books. The book “Action
Stations” tells more about the Kilrathi ship development before the war
with the humans started. Originally the Kilrathi fleet was built around heavy
battleships which were very successful in their early wars like against the
Varni. Since these ships were protected by very powerful shield generators,
typically the only way to destroy them was to attack the shields with a lot of
firepower over a long period of time until the shields were completely drained.
The best way to provide such firepower over an extended time against a
battleship was to attack it with another battleship or - even better - with
several other battleships. Hence battleships were decisive for the outcome of
major battles in this time, smaller ships played only secondary roles and
fighters were relatively ineffective, because even large numbers of them were
usually destroyed by the weapons of a battleship before the fighters could
bring its shields down.
This
changed dramatically with a new Kilrathi invention: a torpedo that could pass
through any defending shield and that was small enough to be carried by
fighters. The torpedo has the disadvantage that it takes a relatively long time
(about 30 seconds) to lock on its target, because it needs this time to analyze
the frequencies of the shield before it can pass through. Any fighter that
tries to fire a torpedo is vulnerable during this time, because it cannot turn
away from its target without loosing the lock and having to start the shield
decoding process again. Nevertheless fighters are the ideal platform to fire
torpedoes from, because they are very agile and because capital ships would
have to lower their own shields before they could fire torpedoes, because
otherwise the own (strong capital-ship-size) shields interfere with the shield
analyzing process of the torpedoes and prevent them from locking onto their
targets.
With this
invention suddenly a few fighters could unleash the same offensive power as
only a battleship could before and the carriers, which could launch and support
the fighters, became much more important. The first major Kilrathi victory at
the beginning of the war against the humans (which resulted in the destruction
of a major human base and about half of the human fleet) was based on their
advantage that the carriers and fighters were much faster to deliver their
deadly blows than the battleships which the humans had expected.
Soon the
humans learned also how to build torpedoes (after they could retrieve an unexploded
Kilrathi torpedo) and the battleships became obsolete (or destroyed) on both
sides. During the next 30 years of the war (the area of the Wing Commander
games), both sides rushed to build more and increasingly larger carriers as
well as smaller escort ships, but nobody invested anymore into battleships.
Especially
the Kilrathi created larger and more powerful carrier designs. Dreadnought
carriers appear already in the games and the book “Fleet Action”
narrates the construction of a fleet of Kilrathi super-carriers that are much
larger (about six times) than the previous existing heavy fleet-carries (at the
same times the humans are forced by their lack of resources to build less
fleet-carriers and more smaller escort-carriers). These super-carriers carry a
fighter complement about three times as powerful as the largest human carriers
and prove to be very hard to be beaten in the typical long range carrier
battles.
Nevertheless
even these gigantic super-carriers have their weaknesses. In the battle of Sol,
human boarding parties succeed to plant explosive charges on three
super-carriers. In the book “False colors” one super-carrier is
forced into a ship-to-ship-battle at Vukar after loosing her escorts and the
ability to launch fighters and is not able to win with her capital ship weapons
against only two cruisers, despite being much bigger.
In general
Kilrathi carriers of all sizes tend to be vulnerable if caught under adverse
circumstances. In the battle of Vukar-Tag in the book “End Run”,
most of the mighty Kilrathi home fleet gets destroyed, because the humans
succeed to lure them into attacking the planet Vukar and can hit the Kilrathi
fleet unexpectedly while their fighters are supporting the planetary ground
assault and are therefore unavailable to defend the fleet. “False
Colors” describes the battle in the Hellhole system: a superior Kilrathi
carrier group suffered significant damage, because it got too near to the
enemies when jumping into the system and could not avoid a battle at close
range.
Standard
Kilrathi battle doctrine became therefore to form carrier groups of (typically
several) carriers mixed with a good number of smaller escort ships, mainly
cruisers and destroyers. The role of the escorts is to protect the carriers
from surprise attacks and to keep enemy ships at a distance that allows the
carriers to stay out of immediate danger while their fighter wings engage the
enemies. Naturally the Kilrathi developed also an array of support ships like
freighters and tankers, both to support the carrier groups and to supply their
planets and ship construction centers.
This is
also the fleet design that the Killocats have access to: carriers of all sizes
from small to huge, escort ships for many specialized duties up to cruiser size
and also a variety of support ships to supply the combat fleet and to keep the
economy running.
Carriers
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The pride of the fleet.
Really big and really expensive (the largest and most expensive ship in the
Killocat fleet). Huge capacity for fighters. Well armored, shielded and
equipped with point defenses, but for its size only few large and small
weapons. Medium speed.
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The backbone of the
fighting fleet. Somewhat smaller in all aspects than the Lion Class Dreadnought,
but considerably more affordable. Large fighter capacity. Good armor, shields
and point defenses, but only few large and small weapons. Medium speed.
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Same size as the Tiger
Class Heavy Carrier with the same large fighter capacity. However the Cheetah
sacrifices basically everything else for maneuverability. Less armor, less
shields, less weapons. Good speed and fuel tanks. Carrier is well suited for
hit and run tactics.
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Medium size, with limited
combat abilities. Has mobile fighter factories of all three fighter types.
Medium speed. This is the ship to supply the fleet with fighters on long range
missions far away from friendly bases.
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Small carrier. Basically to
move fighters around between friendly bases and planets. Also useful as scout.
Cheap and weak ship. Above average speed.
Non-Carrier Warships
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Relatively heavy ship with
good armor, shields and point defenses, but fewer weapons than a battleship
would have. Medium speed. Ship's main role is to protect the carriers from
close combat attacks by other ships.
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Same size as the Leopard Class
Cruiser and very similar to the Leopard in most respects. However this ship
sacrifices most of her large weapons and some speed to be able to mount a World
Crusher Missile super weapon.
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Smaller and weaker than the
Cruiser, this ship still posses some decent beam and torpedo based fighting
powers as well as a Boarding Laser. Therefore the Jaguar is the best ship in
the Killocat fleet to deliver the fearsome Killocat warriors to board a target
vessel, even though the guest quarters of this ship are limited.
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Even smaller and weaker as
the Frigate, this ship is equipped with a Gravity Well Generator. It is the
perfect ship to protect a carrier group from hyperjumping enemies.
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Cheap and weak ship with
above average speed. Main role is to be a scouting vessel with some firepower
based on beams and torpedoes.
Support Ships and Bases
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Immobile base to support
primarily defensive operations and economic development. Well armored and
shielded with a large fighter capacity and an arsenal of weapons comparable to
a Leopard Class Cruiser. Has a show lounge that may help to finance its fighter
complement.
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This factory ship can
support fleets on missions far away from friendly bases, especially if it finds
planets with natives to hunt and to exploit in its Reticulian Laboratory.
Mounts a Reticulian Med Lab, a
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A heavy ship with limited weapons
that can transform supplies into minerals. Has an Alchemy Forge.
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A heavy ship with limited
weapons that can transform minerals and supplies into fuel. Has a DTMS-N fuel
converter.
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The Killocat version of the
Super Freighter has less cargo space, but more mass and fuel consumption than
the universal standard version. It is equipped with four point defenses.
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The Killocat version of the
Large Freighter has less cargo space, but more mass and fuel consumption than
the universal standard version. It is equipped with three point defenses.
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The Killocat version of the
Medium Freighter has less cargo space, but more mass and fuel consumption than
the universal standard version. It is equipped with two point defenses.
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The Killocat version of the
Small Freighter has less cargo space, but more mass and fuel consumption than
the universal standard version. It is equipped with one point defense.
Special Units and
Buildings
Fighters
Drahltor Class Hunter

Drahltor: A
fast long range hunter-fighter that was designed to engage enemy fighters in
dogfights. It is armed with powerful fighter-to-fighter missiles that cannot be
used against capital ships or ground targets. Killocat pilots can fly wide area
reconnaissance patrols and minesweeping missions with large groups of this
fighter.

Pakthor: A
fast long range bomber-fighter that is very dangerous against enemy capital
ships and ground structures. It is armed with powerful fighter-to-ship/ground
torpedoes that arc through all shields but cannot be used against enemy
fighters. Killocat pilots can lay small barbitic and laser minefields with this
fighter, but only when large numbers of this fighter are joined in one wing.
Strakhor Class Cloaker

Strakhor:
The only (non-Bird) fighter in the game that can cloak. It is therefore very
hard to detect without the help of a Tachyon Emitter. Even though it has to
decloak briefly to fire its weapons in combat, it is very difficult to lock
weapons on it. Although relatively fragile, its long range, fast speed and good
weaponry make it a versatile all-purpose fighter. Killocat pilots can probe a
50 lys radius area for hidden objects or transport troops for ground assaults
with large groups of this fighter.
Ground Units
Killocat Coleopter

This
planetary Killocat unit is an atmospheric fighter that is not able to fly in
deep space and can be used only in planetary battles. It is very efficient when
used to engage enemy fighters, but does only little damage against enemies on
the ground.
Killocat
Man-Eater

This
planetary Killocat unit was designed to enhance the already awesome personal
combat skills of the Killocat warriors. It is very deadly against enemy ground
troops and suitable also to invade cities, but is less useful against
mechanized ground or air units.
Killocat
Tank-Buster

This
planetary Killocat unit has the purpose to destroy enemy ground units and
buildings. It does a lot of damage to ground vehicles and is also useful
against cities, but enemy troops and air units can evade most of its firepower
fighter.
Base Buildings
Drahltor Hunter Factory
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The hunter factory requires planetary tech level 6 and costs 480 MCs and
1 supply unit to be built. It uses 120 MCs and 1 kt Tritanium to build one
Drahltor Hunter fighter. The production cost is decreased significantly, if
slaves are available to work in the factory. If the factory is filled with 100
enemy prisoners, it uses just 60 MCs (and no minerals) to build one Drahltor
Hunter fighter.
Pakthor Bomber Factory

The bomber factory requires planetary tech level 8 and costs 520 MCs and
1 supply unit to be built. It uses 130 MCs and 1 kt Duranium to build one
Pakthor Bomber fighter. The production cost is decreased significantly, if
slaves are available to work in the factory. If the factory is filled with 100
enemy prisoners, it uses just 65 MCs (and no minerals) to build one Pakthor
Bomber fighter.
Strakhor
Cloaker Factory

The cloaker factory requires planetary tech level 4 and costs 500 MCs
and 1 supply unit to be built. It uses 125 MCs and 1 kt Molybdenum to build one
Strakhor Cloaker fighter. The production cost is decreased significantly, if
slaves are available to work in the factory. If the factory is filled with 100
enemy prisoners, it uses just 62 MCs (and no minerals) to build one Strakhor
Cloaker fighter.
More Design Comments
Tech Levels
The
Tech-Levels of the fleet have been chosen, so that the player gets access
alternatively to new carrier and non-carrier warship hull designs, when he
researches higher hull tech levels.
The player
will get also access to a new support ship hull design (freighters or
ships/bases with economically important special devices) on nearly every tech
level.
Counting
all ship types together, the player gets access to two new hull designs on most
tech levels.
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Tech Level |
Carrier |
Other Warship |
Support Ship |
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1 |
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Feline Small Freighter |
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2 |
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Serval Corvette |
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3 |
Bobcat Auxiliary Carrier |
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3 |
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Feline Medium Freighter |
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4 |
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Jaguar Frigate |
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4 |
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Wildcat Star Base |
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5 |
Lynx Support Carrier |
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5 |
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Feline Large Freighter |
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6 |
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Leopard Cruiser |
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6 |
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Ocelot Factory Ship |
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7 |
Tiger Heavy Carrier |
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7 |
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Puma Destroyer |
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8 |
Cheetah Fast Attack Carrier |
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8 |
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Feline Super Freighter |
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9 |
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Snow Leopard Cruiser |
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9 |
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Caracal Refinery |
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10 |
Lion Dreadnought Carrier |
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10 |
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Cougar Alchemy |
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Fighter Bays
The size of
the main Killocat fighter bays has been set to 275, which is 10% higher than
the proposed minimum size of a fighter wing to be able to fly a special
Killocat fighter mission. This was done to allow the special fighter mission
also for wings that have taken minor combat losses, so that the carrier has not
to return to a base to restock its fighter complement after every minor
engagement.
The number
of fighter bays depends on the size of the carrier and I have chosen the
following distribution:
Bobcat
Auxiliary Carrier 1
fighter bay
Lynx
Support Carrier 2
fighter bays
Cheetah
Fast Attack Carrier 3
fighter bays
Tiger Heavy
Carrier 3
fighter bays
Wildcat
Star Base 4
fighter bays
Lion
Dreadnought Carrier 5
fighter bays
This gives
the Bobcat Auxiliary a relatively large fighter complement for its small hull
size; therefore I have deliberated about reducing its fighter bay
significantly. However in the end I have decided to make the Bobcat somewhat
larger and more expensive (it is now roughly comparable to the other light
carriers in the game) and to give the Killocat an early (in the hull tech
levels) access to their special missions. Nevertheless it may not be very
prudent to put a large and therefore very expensive wing with over 250 fighters
on such a fragile ship.
The other
warships (corvette, destroyer, frigate and cruisers) have small fighter bays,
so that they can carry a few fighters around (for example to have some reserves
in a fleet to restock the true carriers). I had the feeling that the Killocats
as a pure fighter races would like to have some fighters on all their warships
(and the books describe that at least the cruisers have a small complement of
fighters on board), but the option to remove all fighter bays from the
“non-carrier warships” has also a lot of merit.
Speed and Stealth
Jak-tu is
an ancient word of the Kilrathi language which could be translated as “to
jump a larger, but unsuspecting enemy from a hiding and to kill him with a
single blow”. While other races may consider such an insidious attack
without any previous warning as not honorable, the Kilrathi appreciate it as
highly efficient. A good example for Jak-tu is the surprise attack of the
Kilrathi against the human base and fleet at McAuliffe: the Kilrathi used their
fastest carriers to jump into the system and launched their (even faster)
fighters at maximum range, so that they arrived at their targets before most
human ships even had the chance to power up their engines and defenses.
Naturally
also the Killocat fleet in VGA Planets should be suitable for such swift
surprise attacks. Therefore the ships have a good speed (the Kilrathi prefer
maneuverability over armor on their ships anyhow) and especially the Cheetah
Fast Attack Carrier was designed to be the perfect ship for fast surprise
attacks and hit and run tactics. The ability of the Strakhor fighter to cloak
and therefore to approach the enemy unseen (both on scouting and combat
missions) adds to the Killocats ability “to strike from a hiding”.
Freighters
The Kilrathi
freighters are typically armed with some weapon turrets, that are not much of a
threat against other capital ships (well, they could be a threat to other
freighters), but which can help to defend at least against a lone fighter. In
order to be more compatible with the freighters of the other races, I have
decided not to equip the Killocat freighters with a small number of small
weapons (because I felt that having “armored transports” with a
good capacity for cargo would be too much of an advantage), but to install just
some point defenses on them. I think that this will not be too much of an
advantage, but it will represent the original Kilrathi freighters nicely and
make the Killocat freighters very unique in the game. After all, which Killocat
pilot would be prepared to fly a totally unarmed ship?