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Tachyon: The Fringe FAQ/Walkthrough

by Kemphler

Game: Tachyon:The Fringe
Game`s genre: Space Combat Simulation
Game developer: NovaLogic
Game publisher: NovaLogic
Game`s date of release: 04/19/2000
Author: Ales Krivic A.K.A. Kemphler
E-mail: [email protected]
Guide type: FAQ/Walkthrough
Date started: 02/19/2006
Last updated: 02/25/2006
Current version of the FAQ: 1.1



                                    ***Table of contents***
               1)Version history
               2)Introduction
               3)Story
               4)Factions
               5)Characters
               6)Wingmans
               7)Ships   
               8)Weapons and ship upgrades
               9)Walktrough
               10)FAQ, misc information, general and multiplayer tips
               11)Secrets
               12)Credits
               13)Copyright information



=================
1)Version history
=================

Ver. 1.0: 02/21/2006
Story, Factions, Characters, Wingmans, Credits and Copyright information 
sections are completed. Other sections need to be completed (Ships section is 
nearly completed).

Ver. 1.1: 02/25/2006
Completed Weapons and ship upgrades, FAQ, hips section and General tips 
section. Completed Walktrough for Sol region and for the Hub - but only to the 
deciding missions (Withdraw From Independence and Taking Away The 
Independence). Added secrets only for Sol and partially for the Hub region.





==============
2)Introduction
============== 

This is my second FAQ and the first, that is relating the Space Combat 
Simulation genre. This FAQ was created for Tachyon: The Fringe game on medium 
difficulty mode; the only thing, that may change are a little changings in 
tactics and strategy for defeating your enemy. If anyone want`s to add 
something to this FAQ, please, post this on my 
e-mail, but you can also contact me at following 
e-mails: [email protected] , [email protected] , [email protected] 
and you will be credited. 
Also when you post an e-mail and if you want to be listed in credits, include 
your name and e-mail (not necessarily); if you don`t include this, I will 
assume that you don`t want to be listed. I won`t submit any of your e-mail 
without your permission and will remove it at your request.
And if you have gotten that information from anyone else, CREDIT THEM.
And keep on mind, that wherever are SPOILERS, I have wrote a NOTIFICATION below 
the title (i.e. there may be some spoilers in Characters section, so just below 
the title, there is a notification).

There will be also many abbreviations in this FAQ, so I will list all of them 
here:
GS - GalSpan
Ind. - Industry(ies)
Adv. - advanced
MC - megacorporation
Inc. - incorporated
Lt. - limited
RoF - rate of fire
Cr. - credits
ML - medium laser
LL - light laser
HL - heavy laser
EW - energy weapon
WE - weapon energy
SE - shield energy
AE - afterburner energy
UT - uranium-titanium
EMP - electro-magnetic pulse
Cpt. - captain
SLU - sub-light units
Spanner - member of the GalSpan (Bora`s sleng word)
The Fringe = the galaxy
A. - Afterburner
e. - energy
w. - weapon
etc. - et cetera = and so on
sys. - system
TCG - tachyon-coil gate (allows travel between sectors)
MTCG - mega tachyon-coil gate (allows travel between regions)





=======
3)Story
=======    
Note:- there are many spoilers in this story, so think well before you read it
     - information, relating the events can be found in Misc section
     - keep in mind, that this game is set in future, so I have written this 
story, as the humanity would be living in that >> future <<



 It is the 26th century and peace is prevailing in the Sol system after a long 
and bloody war, named the >> Sol war of freedom <<. However, that may not be 
true for The Fringe - an outer space of the Sol region. Inhabited by pirates, 
criminals, fanatical colonist, megalomaniac corporations, seeking only the 
profit and other powerful individuals, this space is more than dangerous and 
offers more than a typical getaway.
 However, the humanity would still be in the Solar sytem, if there wouldn`t be 
2 very important things: in 2257 - Reed`s special theory of relativity: the 
Tachyon coil and singularities and the existance of the ripstars: a special 
classification of a singularity, found naturally in space, that is a vital part 
of the TCG and enables faster-than-light travel. 
 You are Jake Logan, a contractor of AGT that has a nice job and a good 
payment. Until something goes wrong on one mission and you get framed for the 
crime, you did not commit and you are exiled from the Sol region.
 Apparently, GalSpan has begun to take interest in The Fringe as a valuable 
source of income. But this also includes to invade the Bora region, a home to 
the colonist, that have jumped trough one-way jumpgate to uknown space (now 
Bora region) and escaped the tyrannity of the Sol gowerment.
 The question remains: will you join the GalSpan, help them defeat the Bora and 
get back to your home as a reward or will you join the Bora, help them stop the 
GalSpan agression and find a new home, where everyone respects you and where 
the freedom is on the first place?
 




==========
4)Factions
========== 
Note:- (MC) = indicates, that this faction is actually a megacorporation
- (P) = indicates, that this faction is a pirate gang
-  there may be small spoilers in this section
     - information, relating the other factions, can be found in Misc section

Bora mining guild (A.K.A. Bora): After the >> Sol war of freedom <<, the 
goverment wanted to unite all nations, that were involved in this war. But not 
everyone agreed with this homogenized goverment. Those, who were outspoken, 
joined together and in 2378, they jumped to the unknown space, later to be 
known as The Fringe. Thus was formed the Bora.
 They are the pionirs in mining technology, because mining was their way of 
life. It is also amazing, how did they succeded to establish their bases, 
without having the much needed Sol technology. They had to piecemeal their 
equipment out of what they could find. Despite those problems and many 
inhabitable planets, many cities have arosen on the big asteroids. 
 Those people always kee one word in their mind: freedom. They wanted to escape 
the tyrannity of the Sol region and the capitalistic goverment. And they 
succeded. There is currently a hostile climate with the GalSpan.
 
(MC) Galactic Spanning Corporation (A.K.A. GalSpan): Originally found in 2368 
as an industrial prospecting company, it has quickly grown to a megacorporation 
with great military power.
 This corpation has its own region, named the GalSpan region, which is their 
base of operations. They have a highly skilled research and development staff 
with some most advanced technology currently avaible.
 The entire corporation was developed under the credo: >> Profit equals the 
worth. <<, meaning that if you are good, you will get high pay but still, there 
will be always a strong military discipline. Currently, they are seeking for 
new places for an income and because of that, they have came into several 
conflicts with others, including the Bora.
 Subsidiaries includes GalSpan Propulsion systems, GS Enwiromax and GS 
Executive Wear.

Star Patrol: This police force was formend in 2333, as a result, when a small 
problems began erupting again after some time, when the treaty was signed and 
when a Seven Planets Accord was formed. They have the best ships, highly 
trained officers and have the authority to enforce the peace in any way 
possible. The Star Patrol is the second branch of the USG.

(MC) Advanced Ganymede Technologies (A.K.A. AGT): Distinction and quality is 
their moto. It has the longest running underdog of adv. starship desing and has 
expert contract pilots. 
 Subsidiaries includes Galileo Imports and Airtight Ind.

(MC) Biolith chemichal products (A.K.A. Biolith): A company, that has a goal to 
protect the galaxy and produce safety equipment from laboratory-produced 
viruses, other forms of biological warfare or natural space dangers (i.e. 
radiation). It is responsible for over 40% chemichal products.

(MC) Core Mining Industries (A.K.A. CMI): Is specialized in producting low-end 
resource mining equipment. It is also known as a rival for many larger 
corporations, including AGT.

(MC) Gate Industries (A.K.A. GI): Is a privatized firm of USG and is charged 
for everything, that relates the TCG.

(MC) Navigational Technologies (A.K.A. NaviTec): Their production involves 
shipboard navigation and sensor systems. Their name can be found on almost 
every ship.

(MC) Oberon Incorporated: One of the largest corporations. Subsidiaries 
includes Lorian Industrial Technologies, Jovian Planets Robotics Inc. and Prime 
Reality Distributor Mark.

(MC) Phobos Proprietary Systems (A.K.A. PPS): Is an offshof of Oberon Inc.
They product superior scanning equipment, engine components and adv. weaponary 
desings.

(MC) Turbon Enterprises (A.K.A. TE): This corp. Deals exclusively with the 
desing and production of ni-military luxury vehicles and vessels.

Asteroid barons: Found only in Frontier region, those individuals should not 
been underrestimated. For many times, they will be answer to many things. Be 
nice and polite with them and you will live. Do the vice versa and you are 
dead.

(P) The Blood Clan: Is the most brutal of all clans and they have no self-
preservation. They most enjoy in raiding the unsuspecting freighters. 

(P) The Skavs: The are not so maniacs like the ones from the Blood Clan, but 
they will not hestitate to shoot everyone, that enters their space or to take 
away precious contrabands. They hate GalSpan even more than the Bora and are 
ally with the Bora.

(P) The Void Runners: These man and womans are pretty much hanging in their 
space. They carefuly choose their targets and are interested only in profit. 
They have received a high payment from GalSpan and are allies with them.

Cinder Mercenaries: This is simply a group of neutral independent mercenaries, 
that have escaped the Sol region. Many factions have hired them, especially 
GalSpan, from whom the mercenaries received a high payment to take shots at any 
Bora ship.

(P) Demon Pirates: One of the most dangerous outlaws in the galaxy. Found only 
in the Twilight region, they are the victims of Cassitor`s twisted experiments.
Only the most courageous pilots should deal with them.

League of Scientist: Just a simple group of civil scientist, that are currently 
researching the Twilight fog.





============
5)Characters
============

Jake Logan: This is the main character, that you will play thorought 
the game.A concractor of AGT and a very talented pilot, possibly the 
best one in the galaxy has made a daring rescue of the Tally-Ho shuttle. 
He has has a reputation of a quick thinking pilot, that can stay cool in the 
thick of the things.

Susan Bradley: She is the leader of the Bora people.

Anna Highfall: She is the Bora Fringe operations job coordinator and will brief 
you on any situation, where the Bora is employer. She is quite emotional and a 
true friend.

regional director Gustav Atkins: All Fringe mining and military operations are 
headed by this man. He has successfuly lobbied for mining rights in several 
Fringe regions.

Tricia Bales: She is the GalSpan Fringe operations job coordinator and will 
brief you on any situation, where the GalSpan is employer. The clasification 
for her feelings is >> the robot <<. She is only happy, if you have completed 
you job at 100% rate and ensures, that you get paid. Discipline and behaviour 
really pays off, as with the most GalSpan employes.

baron Anton Malkar: Is a newer one in The Fringe. He is the most polite and 
graceful of the asteroid barons. He is also a serious art collector and has his 
own art gallery.

baroness Mirham Onrald: She is rather a mystery. Since her family name wasn`t 
on the good voice, she succesfuly lobied for her own barony in the Frontier 
region. Althought her barony has suffered over the decades, she still stays 
competitive with the other barons. It is rumored, that she has been forming a 
strange alliances with various pirates and smuglers.

baron Hayod: He is renowed for his cruelty and temper. He fears no one and 
laughts at USG laws. He commands the largest barony in Frontier region with 
large number of slaves and two sectors, filled with thousands upon thousand 
iron rich asteroids. You should try to be polite as much as you can, but if he 
still persists to destroy you, then defend yourself by any means necesary. 
React quickly.

Rory Denkins (A.K.A. Redship Rory): He was the first mate on a Sol exploration 
ship, that has murdered its captain and escaped with the ship. He is twisted, 
cruel and evil person, that will stop at nothing. Everything is for him 
enjoyment and fun, including killing.

dr. Randal Cassitor: An expectionally good scientist and a madman. He 
utilizes, has produced and developed many state of the art equipment and 
technology, that is far more adv. than Sol technology. He is twisted and very 
frustated person, that will destroy any uninvited ship in his sectors with his 
army of drones. Beware of him and if doing a job with him, don`t stick your 
nose elsewhere but only there, where he tells you.





==========
6)Wingmans
==========
Note:- HR = hire cost
     - WA = weapon arnaments



Neutral wingmans (you have acces to them, no matter on which side are you):

Pixie Kerral: Is renewed for her easy attidue an a huge sense of humor. Her 
skills are acceptable but if you want something better, don`t choose her.
HR: 500 Cr.
Fee: 5%
WA:- Heavy Minig Laser
   - EMP Projector
Ship: Dart

Dorwin Kincaid: If you wan`t to know something about science-fiction, ask him. 
He has been continually hacking into ship`s computer and his employer didn`t 
liked that, so he has newer achieved higher status than a wingman. He also 
talks sometimes too much. He is better than Pixie.
HR: 2650 Cr.
Fee: 12%
WA:- Boron ML
   - Heavy Minig Laser
Ship: Dart

Mishka Shaw: She has worked for many factions in the past. Grateful for your 
timely assistance, she is now only interested in flying with you. Doesn`t 
posses quite good skills, but still, she can save your life in the thick 
moments.
HR: 1350 Cr.
Fee: 7%
WA:- Deimos HL
   - Heavy Minig Laser
   - Tiger Missiles
Ship: Piranha

Cpt. John Rand: He is good, when he is sober. He has a big recor of completed 
missions, meaning that he can handle pretty good on his own.
HR: 3550 Cr.
Fee: 12%
WA:- Pulsar Laser
   - Hunter Torpedo
   - Distruptor Torpedo
   - Spire Rockets
Ship: Gar

Bradford Brixx: He is the largest and the most reliable pilot for the money 
currently avaible. He hasn`t been on any faction for long time. Anyway, his 
former superiors have recommended him highly, because of his will to fulfil his 
objectives.
HR: 3750 Cr.
Fee: 15%
WA:- Pulsar Laser
   - Hunter Torpedo
   - 2x Spire Rockets
Ship: Gar

JASPer 100 series: This is the first variant of JASPer and has. It has embeded 
FighterX version 1.0 Combat Computional Program and it doesn`t have expectional 
skills, but it still represents a challenge for enemy ships and can greatly 
help you defeating your enemy.
HR: 1100 Cr.
Fee: 10%
WA:- Flare ML
   - Pulsar Laser
   - Spire Rockets
Ship: Piranha

JASPer 500 series: With his FighterX version 2.0 Combat Computional Program, he 
represent a formidable opponent for enemy ships and has higher performance and 
better equiped ship.
HR: 2200 Cr.
Fee: 10%
WA:- Pulsar Laser
   - EMP Projector
   - Spire Rockets
Ship: Piranha

JASPer 1000 series: He and his FighterX version 3.0 Combat Computional Program 
represents the latest in the anroid wingmans. He is a very though target and 
has the best ship and arnaments of all 3 JASPer wingmans.
HR: 4400 Cr.
Fee: 17%
WA:- Pulsar Laser
- Hunter Torpedo
- Swarm Missiles
   - Spire Rockets
Ship: Gar



Bora wingmans (you only get acces to them, if you join the Bora):

Cathy Keels: She is relative new to the game, but still has a potential of a 
good fighter. More important that her skills is her will to continue her 
father`s work.
HR: 1100 Cr.
Fee: 7%
WA:- Pulsar Laser
   - Spire Rockets
   - Railgun
Ship: Cutlas

Nolt Lieber: Originally from New Gaia colony, he is a true figter and can 
inspire other pilots. He costantly denies to pass anykind of test, saying that 
skills don`t come from Spanner tests, but from thr >> indside <<.
HR: 3350 Cr.
Fee: 12%
WA:- Pulsar Laser
   - Spire Rockets
   - Inertia Sappers
   - Phase Sappers
Ship: Mace

The Demon: She was given this name, becaus eshe escaped the madening effects of 
the Twilight fog. She is fanatically divorced to the Bora cause and wants to 
mantain her high status among the pilots. Many Spanner pilots have seen her and 
turned around.
HR: 6635 Cr.
Fee: 22%
WA:- Pulsar Laser
   - 2x Spire Rockets
   - 2x Helios Rockets
Ship: Warhammer

Ryan Saril: His best description would be The Barbarrian. Destroying his 
opponents with ferocity, he is the wingman, that you want to take it on 
difficult missions.
HR: 4100 Cr.
Fee: 20%
WA:- Pulsar Laser
   - 2x Spire Rockets
   - Plasma Rockets
   - Helios Rockets
Ship: Claymore



GalSpan wingmans (you only get acces to them, if you join the GalSpan):

Lakita Ramos: An excellent pilot, that can cover your six very good. However, 
she has made her own opinion about the mens and isn`t very happy to fly with 
you. But money is money and so, she will destroy your enemy with decent 
accuracy.
HR: 4675 Cr.
Fee: 17%
WA:- 2x Deimos HL
   - Tiger Missiles
Ship: Pegasus

A.J.Fresh: This Spanner pilot has climbed to this status faster that any other 
pilot. He is very polite and always says, what the superiors want to hear. But 
anyway, his skills are not that good.
HR: 1600 Cr.
Fee: 7%
WA:- 2x Deimos HL
   - Tiger Missiles
      - Swarm Missiles
Ship: Posedion

Tora Embers: All that she cares about in her life is money. She isn`t 
expectional pilot, but when a money is in the question, she will complete her 
objectives admirally. She also has acces to more adv. GalSpan weapons.
HR: 3125 Cr.
Fee: 15%
WA:- Deimos HL
   - 2x Swarm Missiles
   - Tesla EMP Missiles
Ship: Orion

Bernardo: He is a legend among the GalSpan pilots and will accomplish his task 
with speed and precision. He is very quiet person and only talks, if he needs 
to. There are rumors, that he is a pinnacle of bio-engineered human.
HR: 6125 Cr.
Fee: 20%
WA:- 2x Deimos HL
- Hunter Torpedo
- Solaris Torpedo
- Blast Torpedo
Ship: Phoenix





=======
7)Ships
======= 
Note:- RC = regular cost
     - SP = sell profit (how much money do you get, when you sell it)
     - SWA = standard weapon arnaments (the weapons, that friendly or enemy 
ships always carry) 
     - (x) = indicates, that this is one of the 11 ships, that you will be able 
to pilot in the game
     - Heavy Mounts are generally for energy weapons (there can be expections)
     - Rack Mounts are generally for rockets, missiles, torpedos and sappers   
(there can be expections)
     - Special Mounts are reserved only for Tractor Wave, Corona Device and 
Railgun (Railgun can sometimes also be mounted on other mounts)
     - be aware, that 2 CPU Slots are reserved only for Afterburner and A. 
reserve and on the other ones, anything else can be placed
     - a rare thing is, that on Heavy or Rack Mount, there can be mounted 2 
different weapons (for instance Cutlas: in the >> nose rack <<, 2 different w. 
Can be placed - like Boron ML and Remote Sapper)
     - a speciality of Posedion and Pegasus Spanner ships is, that they also 
have Medium Mounts: their difference from the Heavy Mounts is, that the Chatter 
Cannon can`t be mounted in these mount types and only lasers can be mounted 
(Glint LL, Flare ML and Deimos HL)



Bora ships: The Bora ships may not have good shields or may not be so agile as 
GalSpan ships, they have enchanched robust hull, meaning that those ships are 
truly for die-hard wariors, who like destroying everything around them. Bora 
ships can also carry a lot of weaponary and ammo and have good energy 
generators, which makes them even more dangerous.

CUTLAS (x)
Ship role: Multirole Bomber 
Top speed: 510 SLU ~ average(5)
Acceleration rating: average(5) 
Performance rating: average(5)
Energy rating: average(5.5)
Hull rating: average(5) ~ stressed nickel-iron ally
Shield rating: average(5) ~ passive charge deflector screening
Heavy Mounts: 3
Rack Mounts: 2
Special Mounts: 1
CPU Slots: 10
 
The most common warship in Bora fleet, that can deliver a heavy punch to 
everyone. It is somehow fast for a bomber and can`t handle on its own in larger 
battles.
RC: 49000 Cr.
SP: 29400 Cr.
SWA:- Heavy Mining Laser
    - Plasma Rockets


BATTLEAXE ~ (converted Cutlas) (x)
Ship role: Multirole Fighter
Top speed: 550 SLU ~ good(6)
Acceleration rating: good(6)
Performance rating: good(6)
Energy rating: excellent(7) ~ converted fusion cores
Hull rating: superior(8) 
Shield rating: good(6) ~ defensive habdome shielding
Heavy Mounts: 3 
Rack Mounts: 3
Special Mounts: 1
CPU Slots: 10

This is actually an augmented Cutlas desing for use in heavy battles. This is 
the best example of an all-around type fighter and because it has experimental 
power couplings, that makes him the most energy efficient ship in the galaxy.
RC: 81250 Cr.
SP: 48750 Cr.
SWA:- Pulsar Laser
    - Spire Rockets
    - Railgun


MACE (x)
Ship role: Intercept Fighter
Top speed: 607 SLU ~ excellent(7)
Acceleration rating: excellent(7
Performance rating: good(6.5)
Energy rating: average(5)
Hull rating: good(6) ~  reinforced nickel-iron armor
Shield rating: good(6)
Heavy Mounts: 2
Rack Mounts: 4
Special Mounts: 1
CPU Slots: 6

A popular exploration craft, that can achieve tremendous speed. Despite its 
role, it is relatively still though to destroy. Maces are often seen as 
couriers, scouts and companions to larger vessels.
RC: 64000 Cr.
SP: 38400 Cr.
SWA:- Pulsar Laser
    - Spire Rockets
    - Railgun


CLAYMORE ~ The Dreadnought (x)
Ship role: Heavy Bomber
Top speed: 458 SLU ~ below average(4)
Acceleration rating: average(5)
Performance rating: below average(4)
Energy rating: below average(4.5)
Hull rating: superior(11) ~ four independent layers of pressed steel and 
polycarbon difilament armor 
Shield rating: average(5)
Heavy Mounts: 2
Rack Mounts: 6
Special Mounts: 1
CPU Slots: 12

This behemoth has a large size, many space for weapon arnaments and has the 
strongest hull of any ship in The Fringe. If a squadron of these is left 
untouched, you can rest asure, that the Capital ship will be annihilated in 
seconds. However, his bad turning rate and slow speed means, that it must be 
escorted.
RC: 110000 Cr.
SP: 66000 Cr.
SWA:- Heavy Mining Laser
    - Plasma Rockets
    - Helios Rockets


WARHAMMER (x)
Ship role: Heavy Asssault Fighter
Top speed: 515 SLU ~ average(5)
Acceleration rating: average(5)
Performance rating: average(5.5)
Energy rating: good(6) ~ forced-fusion generator array
Hull rating: superior(10) ~ thick polycarbon difilament armor
Shield rating: average(5) ~ quasi-reactive shielding
Heavy Mounts: 2
Rack Mounts: 5
Special Mounts: 1
CPU Slots: 12

While not having excellent shields, it has a strong hull. The diverse arsenal 
of heavy weapons and its big size can make this fighter in the hands of a 
skilled pilot the deadliest of the deadliest.
RC: 130000 Cr.
SP: 78000 Cr.
SWA:- Pulsar Laser
    - Spire Rockets 


LEVIATHAN
Ship role: Medium Bomber

This bomber carry also a heavy payload of munition, but still doesn`t have so 
many weapon arnaments nor shields or hull.
SWE:- Heavy Mining Laser
    - Plasma Rockets
    - Helios Rockets

DAGGER
Ship Role: Light Fighter

This fighter doesn`t present a great threat, but still, it can be a terror to 
any unarmed military vessel and are often seen as assasints.
SWA:- Boron ML
    - Arc LL
-------------------------
Capital ships: All Bora Capital ships are always armed to teeth, but sometimes, 
they have minor problems with engines and energy generators.

Note:- DlT = Deimos laser Turret(s)
     - PlT = Pulsar double Turret(s)
     - AAClT = Armageddon Anti-Capital laser Turret(s)
     - PP = Power Plant(s)
     - WP = Weapons Plant(s)
     - SP = Shields Plant(s)


MINELAYER:- DlT:
          - PdlT:  
          - AAClT: / 
          - PP: 1
          - WP: 1
          - SP: 1
It primarily serves to place mines for defense, but can also defend itself 
admiraly.

FRIGATE:- DlT:
        - PdlT:
        - AAClT: / (sometimes 2)
        - PP: 1
        - WP: 1
        - SP: 1

Bora`s frigate is unusually small, but is bristling with dozen of turrets and 
is often used for special undercover operations.

DESTROYER:- DlT:
          - PdlT:
          - AAClT: 2
          - PP: 3
          - WP: 1
          - SP: 1

Better than frigate, it is a very though foe for any ship. Its weaknesess are 
many >> zero points << - an expert bomber or fighter pilot can hide in the 
empty spaces of the ship` hull and can deal some serious dammage.

CRUISER:- DlT:
        - PdlT:
        - AAClT: 4
        - PP: 4
        - WP: 1
        - SP: 1

Highly feared by both the smaller vessels and the Capital ships, this Bora 
cruiser is the primary defense line. It`s unique desing allows it to to fire at 
the enemy from every angles and has virtual no weak points.

CARRIER:- DlT:
        - PdlT:
        - AAClT: 4
        - PP: 6
        - WP: 1
        - SP: 1

The biggest warship of the Bora fleet. This mothership can house many fighters 
and bombers within its hull. However, it has been sometimes lost when fighting 
GalSpan ships in superior numbers and weaponry. But still, it represents a 
great danger to everyone.



GalSpan ships: GalSpan ships have sleek desing, excellent shield technology and 
are very agile. These ships are not for Rambo-style pilots but rather for smart 
pilots, that can mantain a good ballance of AE, WE and especialy SE. If that is 
achieved, then they become deadly.
 
IF-686R POSEDION (x)
Ship role: Multirole Bomber
Top speed: 470 SLU ~ below average(4)
Acceleration rating: below average(4)
Performance rating: below average(4.5)
Energy rating: good(6) 1  low-interrupt power cells
Hull rating: average(5)
Shield rating: average(5)
Medium Mounts: 2
Heavy Mounts: 2
Rack Mounts: 2
Special Mounts: 1
CPU Slots: 10

This is the dominant bomber in GalSpan fleet and is the most energy efficient  
and the slowest warship in GS arsenall. It can roll around long enough to make 
some damage to the capital ship or to destroy some fighters.
RC: 60000 Cr.
SP: 36000 Cr.
SWA:- Deimos HL
    - Flare ML
    - Swarm Missiles
    - Solaris Torpedo


SF-014 ORION (x)
Ship role: Multirole Fighter
Top speed: 540 SLU ~ average(5)
Acceleration rating: good(6)
Performance rating: average(5)
Energy rating: average(5)
Hull rating: below average(4)
Shield rating: good(6)
Heavy Mounts: 4
Rack Mounts: 2
Special Mounts: 1
CPU Slots: 10

This fighter is a result of a collaboration between GS and PPS. Maneuverability 
and shields are his bright points and is superior in 1-on-1 dogfighting. 
However, when it comes to heavier fightings, this fighter can`t last on his own 
for a long time.
RC: 44800 Cr.
SP: 26880 Cr.
SWA:- Deimos Laser
    - Chatter Cannon
    - Tiger Missiles


SF-155L PEGASUS ~ Thruster with Wings (x)
Ship role: Light Interceptor
Top speed: 615 SLU ~ excellent(7)
Acceleration rating: excellent(7)
Performance rating: excellent(7)
Energy rating: below average(4)
Hull rating: weak(2) ~ titanium hull
Shield rating: good(6) ~ passive reflex shields
Medium Mounts: 2
Heavy Mounts: 1
Rack Mounts: 2
Special Mounts: 1
CPU Slots: 7

A very small, sleak and maneuverable fighter, that can be extremely annoying 
for the bombers and is extremly fast. Best used for hit-and-run tactics, to 
quickly destroy drones, shuttles etc. and to represents a small terror to 
larger ships. If his shields are nullified, then destruction is imminet.
RC: 70000 Cr.
SP: 42000 Cr.
SWA:- Flare ML
    - Chatter Cannon
    - Tiger Missiles


AF-391H PHOENIX ~ Dragon of Space (x)
Ship role: Heavy Bomber
Top speed: 475 SLU ~ below average(4)
Acceleration rating: average(5)
Performance rating: below average(4)
Energy rating: average(5) ~ twin fusion generators
Hull rating: excellent(7) ~ layers of adaptive matrix crystal
Shield rating: good(6)
Heavy Mounts: 5 
Rack Mounts: 4
Special Mounts: 1
CPU Slots: 12

This GalSpan premiere bomber wasn`t given the name Dragon of Space without a 
reason: it has twice the parts of any ship and can deliver deadly punch. 
Shields and hull are quite strong, but his bad turning rate and slow speed are 
his weaknesess. Escort may be necesarry.
RC: 150000 Cr.
SP: 90000 Cr.
SWA:- Deimos HL
    - Flare ML
    - Swarm Missiles
    - Helios Rockets


HF-550 ARCHANGEL (x)
Ship role: Heavy Assault Fighter
Top speed: 580 SLU ~ good(6)
Acceleration rating: good(6)
Performance rating: good(6)
Energy rating: average(5) 1 adv. anti-proton power storage
Hull rating: average(5) ~ uranium/titanium matrix alloy
Shield rating: excellent(7) ~ redundant shield emmiters
Heavy Mounts: 4 
Rack Mounts: 3
Special Mounts: 1
CPU Slots: 10

Chief heavy defense vehicle for GalSpan, the Archangel is highly feared in 
space. Albeit it is large, it is very maneuverable and fast. It also has the 
best shields of any bomber or fighter in The Fringe.
RC: 180000 Cr.
SP: 108000 Cr.
SWA:- Deimos Laser
    - Chatter Cannon 
    - Swarm Missiles

CORVUS
Ship Role: Multirole Fighter

It is very simmilar to the Gar, but even more thougher. If faced with gropu of 
these, concentrate on one ship at a time - in this way, you will destroy them 
much faster.
SWA:- Heavy Mining Laser
    - Spire Rockets
    - Distruptor Torpedo
------------------------- 
Capital ships: GalSpan Capital ships are not so well armed as Bora ones, but 
have superior energy generators and engines.

Note:- DlT = Deimos laser Turret(s)
     - PlT = Pulsar double Turret(s)
     - AAClT = Armageddon Anti-Capital laser Turret(s)
     - PP = Power Plant(s)
     - WP = Weapons Plant(s)
     - SP = Shields Plant(s)


MINELAYER:- DlT: 
          - PdlT:
          - AAClT: /
          - PP: 1
          - WP: 1
          - SP: 1

It primarily serves to place mines for defense, but can also defend itself 
admiraly. It is somewhat weaker in terms of the weaponry than the Bora 
minelayer.

FRIGATE:- DlT:
        - PdlT:
        - AAClT: /
        - PP: 1
        - WP: 1
        - SP: 1

A very common Capital ship in the GalSpan fleet. It is relative very fast and 
is often assigned to guard duties. It has its own weak points in the back 
section.

DESTROYER:- DlT:
          - PdlT:
          - AAClT: /
          - PP: 2
          - WP: 1
          - SP: 1

Much better than the frigate it has virtual no weak points and can put a 
serious firestorm a smaller warships. But if compared with Bora destroyer, it 
lacks in AAClT turrets and is therefor not suitable for fighting the other 
Capital ships.

CRUISER:- DlT:
        - PdlT:
        - AAClT: 4
        - PP: 4
        - WP: 1
        - SP: 1

The GalSpan cruiser is has superior scanning equipment and anti-capital 
weaponry and can annihilate enemy forces. Sometimes it is also used for special 
operations.

CARRIER:- DlT:
        - PdlT:
        - AAClT: 4
        - PP: 6
        - WP: 1
        - SP: 1

The biggest warship of the GalSpan fleet. This mothership can house many 
fighters and bombers within its hull. Better than the Bora carrier in terms of 
Capital ship fighting, but also has its empty spaces in the hull.

HEPHAESTUS MINING COMPLEX:- DlT: 
                          - PP: 
                          - WP: 1
                          - SP: 1

The best mining complex in The Fringe. Billions upon billions of credits has 
been put into this machine. It has a lot employees working on it, can mine and 
process anykind of natural fortune (Ripstars, metal, etc.) and is heavily 
armed. It lacks of the AAClTs and has weak points in the front and back 
section. It has unnusualy strong hull and shields, so support fire from Capital 
ships may be needed.



Ships of the Cinder Mercenaries, 
corporations and independent star pilot:

DART
Ship role: Light Fighter

This fighter is only useful as an escort or as a rear attack force. It is not 
very fast and is weak in terms of shields and hull. It has however, a more 
sleek desing and can be little harf to hit it with weapons like sappers.
But for a skilled pilot, it is a target practice.
SWA:- Boron ML
    - Heavy Mining Laser

PIRANHA
Ship role: Medium Fighter

Being a more seriuos threat than the Dart, it was often seen as main attack 
force of any faction, that is using it. Whenever a squadron is assaulting a 
Capital ship or going into large dogfighting, it can put a serious damage. But 
when it comes to escape or evade something, they simply fail: they don`t have 
great speed nor have good turn radius - but this is a trade for good weapon 
armaments.
SWA:- Flare ML
    - Boron ML
    - Swarm Missiles

GAR
Ship Role: Multirole Fighter

This is a much thougher fighter over the previous two, that can be compared 
with Orion or Battleaxe. It has great speed, a formidable shields and hull and 
good weapon armaments. It is sometimes seen attacking the Capital ships.
SWA:- Heavy Mining Laser
    - Spire Rockets
    - Distruptor Torpedo

MAKO (x)
Ship role: Economy class Light Fighter
Top speed:  550 SLU ~ good(6)
Performance rating: good(6) 
Acceleration rating: good(6)
Energy rating: good(6)
Shield rating: below average(4)
Hull rating: poor(3)
Medium Mounts: 3
Heavy Mounts: /
Rack Mounts: /
Special Mounts: /
CPU Slots: 4

Originally from Oberon Inc., this fighter was bought out by CMI and started a 
mass production of these ones. It has minimum specifications to fly in the 
space and all pilots (expect the >> green << ones should avoid it because of 
its lack in weaponry and relative weak hull and shields. It has however 
impressing energy capabilities and is quite fast.
RC: 17500 Cr. (my opinion, because it is actually unknown; it is automatically 
gained after your exile from Sol region)
SP: 8750 Cr. (automatically sold, after you join either Bora or GalSpan)
SWA:- Flare ML
-------------------------
Capital ship:
Note:- DlT = Deimos laser Turret(s)
     - PP = Power Plant(s)
     - WP = Weapons Plant(s)
     - SP = Shields Plant(s


SPY DRONE FRIGATE:- DlT: 2
                  - PP: 2
                  - WP: 1
                  - SP: 1

A very fast and weak frigate. It is used as armed mobile control center for spy 
probes, but can be used as a minelayer.



Skav pirates ships:

MANTA
Ship role: Medium Fighter

Skav Mantas often presents a very dangerous foe to everyone with their good 
shields, hull and weaponry but are not very maneuverable and are somewhat slow.
SWA:- Boron ML
    - Spire Rockets



Void Runners ships:

MARAUNDER
Ship role: Medium Fighter

Void Maraunders often presents a very dangerous foe to everyone with their good 
shields, hull and weaponry but are not very maneuverable and are somewhat slow.
SWA:- Boron ML
    - Spire Rockets



Demon pirates ships:

DEMON
Ship role: Ultra-Heavy Fighter

An extremely dangerous ship. Superior weaponry, hull, shields and speed but 
lack for the special weapon. They are shielded from the Twilight fog radiation 
but have a little akward turn radius and have a robust desing. They are even 
dangerous for the Capital ships.
SWA:- Pulsar Laser
    - Heavy Mining Laser
    - Plasma Rockets



Cassitor`s drones:

ASSAULT DRONE
Drone role: Adv. Defense Drone

A cannon foder of the Cassitor`s drone army. They have somewhat strong hull and 
shields for the drone and are shielded from the radiation. Can posses a great 
threat when in numbers but are slow and have bad turn radius.
SWA:- Deimos HL

ADVANCE DRONE
Drone role: Adv. Mainteance and Repair Worker Drone

These drones have much more superior technology over the Sol one and are also 
armed. They are very small and may be hard to hit but have no A. A good tactic 
is to ram with them if faced with less than 5 of them - they will be quickly 
destroyed because they don`t have good shields and hull and you will take only 
small ammount of damage.
SWA:- Arc LL



Star Patrol ships:

ENFORCER
Ship Role: Heavy Interceptor

A police ship with great speed, maneuverability, weapons and shields. When 
those ships will help you, you have nothing to fear about. However, if they are 
your enemies, you better run away. But a skilled pilots will notice, that when 
the shields are down, it can be blown up pretty quick.
SWA:- Pulsar Laser
    - Swarm Missiles



Ships of the Hayod barony:

MIDGE PROTECTOR
Ship Role: Light Fighter

Good in large numbers and can be a formidable foe for novice pilots, fling the 
medium or light fighters. But for anyone else, they are target practice.
SWA:- Glint LL
    - Flare ML

BARACCUDA PROTECTOR
Ship Role: Heavy Fighter

Somewhat simmilar to Demons in terms of speed and hull, but have weaker shields 
and are easier to hit due to their robust desing. When you stard shooting them 
in their six, the will be defeated very fast.
SWA:- Pulsar Laser
    - Swarm Missiles



Ships of the Malkar barony:

TREGG PROTECTOR
Ship role: Heavy Fighter

It has one of the strongest shields and hull of any fighter in The Fringe but 
is very large and don`t have good energy rating. Has formidable weaponry and is 
pretty fast.
SWA:- Pulsar Laser
    - Swarm Missiles
    - Spire Rockets



Ships of the Onrald barony:

FLARE PROTECTOR
Ship role: Heavy Fighter

Also a large fighter with superior weaponary but very bad turn radius and 
speed.
SWA:- Heavy Mining Laser
    - Spire Rockets
    - Railgun



Blood Clan ships:

SHRIKE
Ship role: Light Bomber

A little stronger hull and shields than a Skav Mant or Void Maraunder, bad 
speed and turn radius and heavy weaponry.
SWA:- Heavy Mining Laser
    - Flare ML
    - Distruptor Torpedo

NIGHTHAWK
Ship Role: Multirole Fighter

A though ships, that is dangerous for both the smallere warships and Capital 
ships. It can be compared to Battleaxe, but has more sleek desing. React 
quickly and make your action in one deadly turn to destroy it fast.
SWA:- Heavy Mining Laser
    - Chatter Cannon
    - Helios Rockets



Non-armed and civilian vessels

SHUTTLE

Is used transport samll ammount of people and cargo. There are several versions 
of these: GS, Bora, Hayod barony, Star Patrol, civil large and civil small. It 
has shields, has no afterburner and is non-armed.

LIGHT FREIGHTER

A transport with quite strong shields. Designed to trasport standard cargo. Can 
be present in every faction.

HEAVY FREIGHTER

Has very strong shields and is desing, to transport large cargo.
Can be present in every faction.

LUXURY LINER

It carries tourists. Favorite target for pirates, as much of them were raided 
in the past (if you are tourist guider, say this to the tourists and they will 
all faint - lol).

SCIENCE VESSEL

It is actually a big mobile lab with engines and shields. GalSpan has a high 
number of those vessels.

MEDICAL FRIGATE

A simple frigate, that can house about hundred of sick or injured people on-
board.



Other space objects:

SPY PROBE

It serves to spy and gather data; it is controled and is usually located near 
the Spy Drone frigate. Immobile, easily destroyed and posesses no shields.

SATTELITE

The sattelite gathers, processes and distributes data to local stations. 
Sometimes, it is also used as a jamming device. It posses weak shields, has a 
little stronger hull than spy probe and is mobile.

MINE

Mine is an immobile object with no shields left in space, designed purely for 
defense. When an enemy ship will get near it, it will explode like Blast 
Torpedo. Some of them are also armed either with Glint LL or Pulsar Laser.

ATACK DRONE
Drone role: Modern Defense Drone

Small drone, that is very hard to hit. It has weak shields, has A. and is 
armed.
SWA:- Glint LL

DEFENSE DRONE
Drone role: Standard Defense Drone

Has stronger hull than Atack drone, possses A. and has no shields. The turn 
radius and speed are also very bad, so this drone will not be too much hard to 
dispatch. It only has forward scanning cone.
SWA:- Glint LL

MULTIPURPOSE DRONE
Drone role: Standard Mainteance and Repair Worker Drone

Its role says it all.





=============================
8)Weapons and system upgrades
============================= 
Note:- RC = regular cost
     - SP = sell profit (how much money do you get, when you sell it)
     - if there are more than one items to buy or sell (i.e. Spire Rocket 
(40x)), then I have written also that; otherwise, there is always only one item 
to sell or to buy
     - missiles and rockets can also be destroyed, but that requires 
expectional skills
     - !WARNING!: the ammo regular cost of missiles, sappers, rockets and 
cannon, when extended by Ammo Hold is only my opinion; for instance, you can 
only buy Tiger Missiles in a 12x pack - so the Ammo Hold can increase the ammo 
by 3x missiles, but you can`t buy a pack of 3x of these missiles and therefor, 
you will have to buy another 12x pack: I have calculated and increased the RC 
value, based on the increassed SP, when you got Ammo Hold (i.e. SP for 12x=600 
Cr., SP for 15x=750 Cr.; 250 Cr. of increasse) - that is why I`m not sure about 
the cost



Bora weapons:
Note:- Ammo Hold upgrade has no effect in increasing the ammo of Helios Rocket 
and Remote Sapper  

Arc Light Laser: This laser is a conversion from an CMI asteroid cutting laser. 
It has high RoF and is effective on shields. However, it`s power is not 
sufficient to destroy a hull and therefor, it is recomended, that you have a 
weapon, that can destroy hull easily (i.e. rockets). It is energy efficient.
RC: 800 Cr.
SP: 480 Cr.

Boron Medium Laser: Responding the critical need of having a better weapon, the 
Bora engineers developed this energy weapon. In fact, it was so good, that many 
factions prefer using it today. It has a balanced power against the shields and 
hull, so it can be used on its own. It is even more effective against the hull 
than the Flare ML.
RC: 1750 Cr.
SP: 1050 Cr.

Heavy Minig Laser: Is another EW, that was converted from the CMI asteroid 
cutting laser. However, this one is much more powerful against shields than the 
Boron ML, but not so much against the hull. Use it on shields and switch then 
to Boron ML to finsh off the target.
RC: 2650 Cr.
SP: 1590 Cr.

Pulsar Laser: Is a significant upgrade over the Heavy mining laser and it fires 
an intense burst of x-rays instead of light. It has extremly high RoF, is good 
against the shields and devastating against the hull. Its onyl drawback is, 
that it drains your WE really quickly and therefor, diverting power to weapons 
may be necessary.
RC: 8650 Cr.
SP: 5190 Cr.

Spire Rocket (40x;50x): Bora engineers have converted CMI`s mining rocket for 
military use. It has moderate effect on shield and major to the hull. Good, if 
used with a weapon, like heavy Mining Laser, who has high effect on shields. It 
is unguided.
RC: 600 Cr. (for 40x); 690 Cr. (for 50x)
SP: 360 Cr. (for 40x); 450 Cr. (for 50x)

Plasma Rocket (20x): The warhed of this rocket consists of plasma, contained 
within a ripstar-generated gravity field. It has major effect on shields and 
moderate on hull. Best paried with Boron ML or Pulsar Laser.
RC: 1400 Cr. (for 20x); 1540 Cr (for 25x)
SP: 700 Cr. (for 20x); 840 Cr. (for 25x)

Helios Rocket (2x): This type of rocket was developed by PPS for use on bombers 
against the capital ship. It`s nuclear warhead is powerful, but it costs a lot, 
it is slow and unguided and can be shoot down easily: therefor, bombers have to 
get to capital ship very close, in order to score a sucessful hit. If a fighter 
will get hit by this monster, it will be vaporized instantly. But with that 
high cost, there are many cheaper ways to do that.
RC: 6000 Cr. (for 2x)
SP: 3600 Cr. (for 2x)

Inertia Sapper (12x): This sapper decreasses target`s speed and turn radius for 
15s. It is very effective for mobile targets (if caught by surprise), to 
destroy them more easily or to slow the bombers, allowing the interceptors or 
capital ship`s turrets to destroy them more quickly. As with all sappers, you 
must have a steady aim in order to hit a target with them.
RC: 1300 Cr. (for 12x); 1495 Cr. (for 15x)
SP: 780 Cr. (for 12x); 975 Cr. (for 15x)

Phase Sapper (16x): It drains target`s shields for 20 seconds. Useful for 
bombers or though fighters, to destroy them more quickly or to simply drain 
their shield energy and disable them. As with all sappers, you must have a 
steady aim in order to hit a target with them.
RC: 1500 Cr. (for 16x); 1725 Cr. (for 20x) 
SP: 900 Cr. (for 16x); 1125 Cr. (for 20x)


Power Sapper (16x): Drains target`s afterburner and weapon energy for 30s. If 
you hit an interceptor or any light fighter with him, he will become a target 
practice. Also useful, if you want to nullify the offensive or es cape 
capabilities of any fighet or bomber. As with all sappers, you must have a 
steady aim in order to hit a target with them.
RC: 1000 Cr. (for 16x); 1150 Cr. (for 20x)
SP: 600 Cr. (for 16x); 750 Cr. (for 20x)

Remote Sapper (2x): These are actually sticky bombs. It will atach to target 
and will wait for your triger command (press the 2nd time the fire button for 
2s and release). A very good tactic is to to attach multipe Remote Sappers and 
detonate them in one massive explosion. Use it on bombers or capital ships: to 
be more specific, near the turrets or powerplants. As with all sappers, you 
must have a steady aim in order to hit a target with them.
RC: 700 Cr. (for 2x)
SP: 480 Cr. (for 2x)

EMP Projector: This EW combines nuclear reactor with a modified laser weapon. 
It is a non-lethal weapon and fires light EMP beams, that have a little effect 
on shields and no effect to hull, but can cause significant damage to ship 
systems. The use of this weapon may be necesarry on some missions.
RC: 6500 Cr.
SP: 3900 Cr.

Railgun: This weapon is the most effective weapon against the hull. The uranium 
slug, that is fired with the support of electromagnetic coils, has tremendous 
speed and uses about 10% of the WE. 2 or 1 hits required to destroy a ship with 
no shields and 4 to 5 hits to deplete ship`s shields. Has great range and the 
effect is instant. It is also very useful against the Capital ships (1 shot to 
destroy a powerplant and 1 or 2 to destroy a turret).
RC: 7200 Cr.
SP: 4320 Cr.

Corona Device: This special weapon turns your ship into a flying blast torpedo. 
It uses a lot of SE (it completly depletes SE on Cutlas and Mace and leaves 
some of it on Battleaxe, Claymore and Warhammer) and you have to be extremely 
close to the target. Best used as a last resort in 1-on-1 dogfigfhting (energy 
transofrmation will be necesary) or if you have a lot of SE, AE and WE, as 
beginning of attack.
RC: 5250 Cr.
SP: 3150 Cr.



GalSpan weapons:- Ammo Hold upgrade has no effect in increasing the ammo of 
Helios Rocket
                - Torpedos are rechargable
                - ammo of the Chatter Cannon is replaced for free after every 
mission - therefor, you don`t have to buy the ammo
 
Glint Light Laser: Although this weapon has been in service for a long time, it 
has remained unchanged. High RoF, good power on shields and bad on hull says 
all. It is energy efficient.
RC: 1000 Cr.
SP: 600 Cr.

Flare Medium Laser: An improved version of Glint LL and is favorite among the 
corporate pilots. It has a balanced power against the shields and hull, so it 
can be used on its own. It is slighty less efficient against the hull than the 
Boron ML. 
RC: 2200 Cr.
SP: 1320 Cr.

Deimos Heavy Laser: This weapon was designed by PPS for rack-mount on turrets. 
However, it has shown, that it is very effective, when mounted on figther or 
bomber. It is the most powerful laser in the galaxy. His slow RoF and big 
energy consumption means, that it must be mixed with other weapons.
RC: 2650 Cr.
SP: 1590 Cr.

Chatter Cannon (750x;937x): Developed by PPS, this >> ship minigun << can rip 
thought the ship hull with ease. It has a ultra-high RoF (10 rounds/s) and it`s 
UT slugs have minimal effecton shields.
RC: 9100 Cr. (for 750 UT slugs); 10461 Cr. (for 937 UT slugs)
SP: 5460 Cr. (for 750 UT slugs); 6821 Cr. (for 937 UT slugs)

Tiger Missile (12x;15x): Small and maneuverable. Think of it`s power like a 
Flare ML and you won`t fail. It is guided. It is harder to avoid this missile, 
even with countermeasures, but it is still possible.
RC: 1000 Cr. (for 12x); 1100 Cr. (for 15x)
SP: 650 Cr. (for 12x); 750 Cr. (for 15x)

Sunspot Missile (8x;10x): Developed by Oberon Inc,, this missile is slow but 
packs heavy damage to the hull and moderate to the shields. Can be easily 
evaided with countermeasures, so shoot it near the ship (not too close) and 
when you have it in sight.
RC: 2250 Cr. (for 8x); 2588 Cr (for 10x)
SP: 1350 Cr. (for 8x); 1688 Cr. (for 10x)

Swarm Missile(4x;6x): A weapon, developed by Lorian Industrial Technologies 
with a goal, to produce a guided missiles, that would be harder to avoid and 
would be more immune to countermeasures. Each Swarm Missile contains 4 smaller 
rockets, that will fly in a spiral pattern towards the target and can make a 
very good dammage to bothe the ship`s hull and shields.
RC: 3900 Cr. (for 8x); 4485 Cr. (for 10x)
SP: 2340 Cr. (for 8x); 2925 Cr. (for 10x)

Helios Rocket (2x): This type of rocket was developed by PPS for use on bombers 
against the capital ship. It`s nuclear warhead is powerful, but it costs a lot, 
it is slow and unguided and can be shoot down easily: therefor, bombers have to 
get to capital ship very close, in order to score a sucessful hit. If a fighter 
will get hit by this monster, it will be vaporized instantly. But with that 
high cost, there are many cheaper ways to do that.
RC: 6000 Cr.
SP: 3600 Cr.

Tesla EMP Missile (6x;8x): Can be easily evaided with countermeasures, so shoot 
it near the ship (not too close) and when you have it in sight.
RC: 4250 Cr. (for 6x); 4975 Cr. (for 7x)
SP: 2250 Cr. (for 6x); 2975 Cr. (for 7x)

Hunter Torpedo: This was one of the first fire-and-forget weapons in the 
galaxy. It`s fusion warhed is useful for both the shields and the hull. 
Recommended to use it before you fire your lasers or it is great, when combined 
with other weapons (i.e. Deimos HL or Glint LL). As with all torpedos, it can 
be destroyed by weapon`s fire.
RC: 1700 Cr.
SP: 1020 Cr.

Solaris Torpedo: Developed by PPS, this weapon is a ship killer. When fully 
charged, it will vaporize any fighter or bomber, that it hits. Good choice for 
bombers or fighters, to bombard the capital ship. But beware: it consumes a lot 
of WE and it slowly charges - therefor, a miss can cost you your life.  As with 
all torpedos, it can be destroyed by weapon`s fire.
RC: 3000 Cr.
SP: 1800 Cr.

Distuptor Torpedo: It`s warhead consist of magnetically-contained plasma, that 
can fully deplete ship`s shields in one or two hits. This is a guided weapon.  
As with all torpedos, it can be destroyed by weapon`s fire. Can be easily 
evaided with countermeasures, so shoot it near the ship (not too close) and 
when you have it in sight.
RC: 4500 Cr.
SP: 2700 Cr.

Blast Torpedo: This torpedo is filled with dozens of micro-fusion warhead that 
will trigger a massive radiation blast, when the torpedo hits something. As 
with all torpedos, it can be destroyed by weapon`s fire.
RC: 3300 Cr.
SP: 1980 Cr.

Advanced Blast Torpedo: It is exactly same as the Blast Torpedo but only with 
this diference, that this is a guided weapon (has tracking capabilities). As 
with all torpedos, it can be destroyed by weapon`s fire. Can be easily evaided 
with countermeasures, so shoot it near the ship (not too close) and when you 
have it in sight.
RC: 3500 Cr.
SP: 2100 Cr.

Tractor Wave: This special weapon was designed by CMI as a cargo moving tool, 
but was soon adapted for military use. It`s beam can slow target and it`s 
turning radius, meaning that you can get a steady aim and fire with greater 
accuracy or with little painteance, to capture the ship (the beam slowly 
disables ship`s systems). 
RC: 7150 Cr.
SP: 4290 Cr.
------------------------- 
Note:- (SC) = indicates, that this is a type of upgrade, that is mainly a 
system card (i.e. Ammo Hold = sys. card (software) + extended magazine 
(hardware)

Lead Target Assistant (SP): Developed by NaviTec, this is a must addition to 
any starship. It calculates the optimal aiming point (crosshair) for unguided 
weapons (i.e. rockets) and displays target`s velocity and distance.
RC: 1500 Cr.
SP: 900 Cr.

Combat Scanner (SP): This upgrade is a joint effort between AGT and PPS. It is 
a very useful upgrade, which monitors target`s shields and hull status.
RC: 3250 Cr.
SP: 1950 Cr.

Afterburner: No smaller warship must be without Afterburner system; otherwise, 
it is a sitting duck, even when flying. It give you a tremendous burst of speed 
and drains the power from shields reserves. When completely drained, you will 
return to your normal speed.
RC: 2500 Cr.
SP: 1500 Cr.

Lock-On Warning (SP): Developed by Navitec, the Lock-On Warning system will 
show a light when someone has you targeted with a guided weapon. If you have 
this card, then this is your first clue that you have been spotted by the 
enemy. A warning noise is sent to the onboard communications system and a 
visible warning light is displayed on the HUD.
RC: 3650 Cr.
SP: 1950 Cr.

Afterburner Reserves (SP): Designed by GS Propulsion Systems, this increasses 
your afterburner reserves (AE) by 25%. This is a must have for any good 
strategist and can help you a lot in the battle.
RC: 2800 Cr.
SP: 1980 Cr.

Shield Reserves (SP): Developed by PPS, this increasses you shield reserves 
(SE) by 25%. This is a must have for any good strategist and can help you a lot 
in the battle.
RC: 2300 Cr.
SP: 1380 Cr.

Laser Reserves (SP): A product form PPS, this increases your laser reserves 
(WE) by 25%. This is a must have for any good strategist and can help you a lot 
in the battle.
RC: 3500 Cr.
SP: 2100 Cr.

Burn-Off Device (SP): As we know, sappers have an ability, to drain the power 
from key sytems. NaviTec has developed a solution for this threat. This upgrade 
will fire a concentrade burst of energy, disabling anykind of sapper in the 
process.
RC: 4500 Cr.
SP: 2700 Cr.

Advanced Radar (SP): Do you hate the jamming technology? Well, NaviTec has 
developed something very helpful to eliminate the jamming effects. A side 
effects is, that it shields your radar system and therefor eliminates the 
scrambling effect of lighting strikes. 
RC: 3250 Cr.
SP: 1950 Cr.

EW Jamming (SP): Yet another product form NaviTec, this card scrambles the 
targeting sytems of the enemy ships, so that it makes your ship harder to hit 
with guided weapon (i.e. torpedos, missiles) and also jamms the radar - you 
don`t appear on the radar of an enemy ship, if you are more than 40km away from 
it.
RC: 6500 Cr.
SP: 3900 Cr.

Lock-On Defense (SP): The only upgrade, that CMI ha sever developed and a very 
useful one. It is reccomnended for every ship, because it can help you to 
entirely evade dangerous missiles and deadly torpedos. It releases (press the C 
button) a swarm of energized particles (countermeasures), that last only for a 
small period of time.
RC: 5650 Cr. 
SP: 3390 Cr.

Tracking Enhanchements (SP): This card is an recent breakthrought by Lorian 
Industrial Technologies in tracking technology. It will speed up the process of 
acquiring the target with a guided weapon by 25%.
RC: 3750 Cr.
SP: 2250 Cr.

Ammo Hold (SP): Lorian Industrial Technologies have developed this outstanding 
upgrade to extend the ammunition by 25%. Useful for both the bombers and 
fighters, if there are heavy dogfightings or extensive Capital ship battles, 
then this can save you your life.
RC: 1200 Cr.
SP: 720 Cr.

Fog Radar (SP): Another great development by Biolith, this enchanches your 
radar to cut trought the Twilight fog, allowing you to better navigate in the 
fogy sectors. It is not very necesarry, but will help you great, if you will 
have to locate something.
RC: 3250 Cr. 
SP: 1950 Cr.

Radiation Screen: Developed by Biolith, this is the only thing, that will keep 
you safe from the radiation of the Twilight fog. This is a must addition to 
your ship, if you are travelling in the Twilight region.
RC: 4850 Cr.
SP: 2910 Cr.

Smart Shield (SP): This is surrely one of the best upgrades from NaviTec. It 
can automatically diverse your shields to the front or back section and can 
increase the required ammount of shield`s power, based on the damage of the 
shields. However, if you prefer changing and manipulating with power on your 
own, this upgrade can become annoying and therefor, don`t buy it.
RC: 4650 Cr.
SP: 2790 Cr.

Boosters (SP): Developed by AGT, this upgrade increasses your top speed by 25%. 
This is especially useful for bombers, to escape interceptors and Capital 
ships`s turrets, but is also great for fighters, to maximize their pursuit 
chanches. 
RC: 3800 Cr.
SP: 2280 Cr.

Lateral Thrust (SP): Another great developmnet from GS Propulsion Sytems, this 
upgrade enchanches your ship, so that it can strafe left and right. It is very 
useful for enganging multipe enemies and to perform tactial attacks.
RC: 6250 Cr.
SP: 3750 Cr.





=============
9)Walkthrough
=============  
Note:- the payments for Ring Training Course are described near the end of the 
Walkthrough section
     - eml. = element
     - l.a. = located at
     - I have put the missions in order, that I have went through - this order 
of missions will help you very good with your campaign and will make things a 
lot easier
     - when you will be in Sol region, every new item will only be avaible at 
Europa starbase



SOL REGION (AGT or USG only):

* Combat Training Course: Just fly to the Venus, shoot one of the 4 probes, 
that repreresent difficulty (rookie, veteran, ace, elite) and destroy the 3 
incoming drones.
Objectives:- Proceed to Venus Training sector
           - Destroy drones
Employer: USG
Payment: 100 Cr.
New things avaible:

* Ring Training Course: Fly to Saturn and try to perfom as best, as you can.
Objectives:- Proceed to Saturn Training sector
           - Navigate the obstacle course
Employer: USG
Payment: 100 Cr.
New things avaible:

* Instructor Training: A simple mission, where it is impossinle to die. Follow 
the instuctions and everyone will be happy.
Objectives:- Evaluate the novice pilot training course
Employer: AGT
Payment: 700 Cr.
New things avaible: /

* Security Breach: Go to the Kuiper. When you enter, I recommend you first 
destroy 4 spy probes (elm. Libra) and eliminate 2 Darts (elm. Banshee). Now 
concentrate on the Weapons Powerplant on the spy frigate (elm. Griffon) and 
eliminate the next 2 Darts (elm. Sabre). 5 Orions (elm. Crow) will help you do 
destroy this frigate. After it blows up, return to the starbase.
Objectives:- Proceed to Kuiper Belt 
           - Destroy spy probes
Employer: AGT
Payment: 4200 Cr.
New things avaible: 
- NEW ITEMS: Chatter Cannon and Hunter Torpedo

* Escort Mining vessel: Go to Luna and ambush 2 Darts (elm. Griffon) at the 
Ganymede TCG. Then destroy next 6 Darts (elm. Black Rider, Calypso, Bansheee 
respectely; every elm. Has 2 Darts). After the Bukhart 4192 jumps to 
hyperspace, go to Ganymede sector and eliminate 2 Darts (elm. Centaur) and the 
next 2 Darts (elm. Dragon). After this, you are clear to go to home.
Objectives:- Proceed to Luna sector
           - Escort Bukhart to Ganymede sector
Employer: AGT
Payment: 5600 Cr.
New things avaible: 
- NEW ITEMS: Sunspot and Tesla EMP Missile

* Investigate Mine Field: For the second time, go to Kuiper and destroy 5 mines 
(elm. Rapier). Then, 3 Sharks will appear (1 Shark - elm. Styk and the other 2 
- elm. Taurus). I recommend that you eliminate the Styk elm. Because he will 
attack you. Don`t wory about the Trimurti (luxury liner): either you will kill 
them or Star Patrol Enforcers will decimate the remaining pirates. When this is 
done, return to starbase.
Objectives:- Proceed to Kuiper Belt sector
           - Remove all mines
Employer: AGT
Payment: 4900 Cr.
New things avaible: 
- NEW ITEMS: A.Reserves and Deimos HL

* Quarantine Compromised: Go to the Earth and then to Neptune. Fire some shots 
at Sekania and Delsemne, after they take off and when the shields are down, 
fire 1 Tesla EMP missile. After some time, 3 Darts (elm. Newburn) will appear. 
Do the same, like you did with the shuttles or just destroy them. Wait again 
the suddenly, the station will blow up, SP will arrest you and you will be 
banished from Sol region (where is the justice?).
Objectives:- Proceed to Earth sector
           - Escort Agroso to Neptune sector
           - Mantain quarantine
           - SPECIAL NOTE: It is recommended, that you outfit yourself with 
Tesla EMP Missiles
Employer: AGT
Payment: 11200 Cr. (you don`t get paid, because you are exiled)
New things avaible: /



HUB REGION:

* Hub Escort: Rendezvous with the Light freighter in the Star Patrol Farpost 
sector. Then jump to the Scrap Yards sector. The captain of that freighter will 
cancell your contract for a little time, because he doesn`t want to fly with 
murderer (typical reaction). However, 2 Darts (elm. Envy) and one Piranha (elm. 
Shale) will show up and start attacking the freighter. Destroy the Piranha 
first and then finnish off the Darts. The capatain will thank you and you are 
free to return to starbase.
Objectives:- Escort Venetian freighter to Independence sector
Employer: Alpha Control
Payment: 5460 CR.
New things avaible: 
- NEW WINGMAN: Pixie Kerral

* Hospital Emergenecy: Go to the Scrap Yards sector and destroy the power plant 
of the frigate. Then return to starbase.
Objectives:- Proceed to Scrap Yards sector
           - Assist frigate Blackwell
Employer: Alpha Control
Payment: 11025 Cr.
New things avaible: 
- NEW ITEMS: Lock-On Warning (l.a. Alpha, Freedom, Liberty, Olympus and Hellas 
starbases)

* GalSpan Escort: When both you and the freighter arrive in Hera sector, 
destroy the 2 Daggers (elm. Grace). Now go back to Industrial sector, order 
your wingman to attack on of the 2 Shrikes (elm. Scorn) and take care on of 
next 2 Shrikes (elm. Disdain), that are attacking Mishka. When they are all 
dead, return to starbase.
Objectives:- Escort Hesperides to Heara sector
           - Guard against Bora terrorism
Employer: GalSpan
Payment: 4060 Cr.
New things avaible: 
- NEW WINGMAN: Mishka Shaw (only if you save her from pirates)

* The Blockade: Rendezveous with the convoy in Star Patrol Farpost sector and 
after some talking with commander Obulu jump to Scrap Yards sector. Now comes 
the fun - about 9 GalSpan Posedion and 3 Pegasus will start to attack. I 
suggest, you destroy first the Pegasus fighter (elm. Pictor) and then start 
blasting away the Posedions, that are attacking the freighters (elm. Octans 
will attack Traveler, elm. Mensa will attack Bold and elm. Ares will attack 
Dromedary). Order your wingman to take care of one Posedion attacking the 
Medical frigate. Concentrate on one enemy or more ships, if they are close with 
each other. If it hits A., leave it and shoot the nearest one. When a hull of 
one freighter will approach critical, Star Patrol will show up and help you 
destroy the remaining ships. With little >> psycho << shooting, you will save 
all 3 ships (but Medical frigate has the highest priority!). Jump after this to 
Independence sector, wait for a little time, then return to home.
Objectives:-  Escort Dromedary to Independence base
Employer: Bora
Payment: 8750 Cr.
New things avaible: 
- NEW ITEMS: Afterburner (l.a. all starbases)




                    !!!!!THE BIG DECISION!!!!!
This next two mission missions, if you will join Bora or GalSpan. I recommend, 
that you exit the game, copy the current saved game slot to the empty one. In 
this way, you will not have to go from the beginning to decide, which mission 
will you go.

* Withdraw From Independence (go this, if you want to join the Bora): Renezvous 
with Bora force in Independence sector. Now ambush any incoming fighter or 
bomber (when it leaves your vision zone, switch immediatly to another ship, 
that will come out from TCG). The 1st wave will consist of 3 Pegasus (elm. 
Pegasi) and 6 Posedions (elm. Cancer(3) and elm. Gemini(3)). Pay attention to 
elm. Gemini, because it will tray to destroy the fleeing Bora shuttles. Order 
you wingan to engage Gemini-1, you take Gemini-2 and the last one will be 
pursued by Bora ships. When all enemy shisp are destroyed, the shuttle will 
land with the carrier Inrepid, it will jump into hyperspace and the mission 
will be complete. You can go home now, but if you feel as a warrior, stay then. 
The second wave will consist of 3 Posedions (elm. Scorpion) - not too hard to 
destroy. The 3dh wave will be the toughest.
It will consist of 4 Pegasus (elm. Serpens), 4 Archangels (elm. Caelum) and a 
destroyer Pan. You and your wingman should engage Archangels first, but when 
the dostroy wil get near the base, break off your current offensive and destroy 
it`s weapons powerplant as fast as you can. When you do that, it will be unable 
to fire it`s turrets and the friendly Bora ships will fight with GalSpan much 
more easier. Continue to destroy Archangels and Pegasus, destroy a WP on the 
weapons platform near the TCG gate and blast that destroyer to hell. After 
this, go home.
Objectives:- Head to Independence station
           - Protect personel evacuating the station
           - Engage GalSpan ships if they attack
Employer: Bora
Payment: 
New things avaible: 
- NEW ITEMS: Arc LL (l.a. all starbases (except GalSpan ones)), Spire Rocket 
and Power Sapper (l.a. Alpha, Freedom and Liberty starbases) 
- NEW SHIP: Cutlas (you will get Cutlas for free, as your Mako fighter will be 
sold for 8500 Cr.) 
- NEW WINGMAN: Cathy Keels 
- NEW REGIONAL PASS: Hub-Bora

* Taking Away The Independence: Rendezvous with the GalSpan attack force in 
Scrap Yards. Then head to Independence sector and start blasting away any enemy 
ship, that you see. But first, you should go and destroy 3 shuttles. You can 
also disable the PP of either the Pilgrim or Exception Light freighters, but 
only if you want to. After you destroy the shuttles, you are free to go home or 
you can destroy the rest of the mines, if you really want to.
New things avaible: 
- NEW ITEMS: Glint LL (l.a. all starbases (except Bora ones)), Tiger Missile 
and Hunter Torpedo (l.a. Alpha Olympus and Liberty starbases)
- NEW SHIP: Posedion (you will get Posedion for free, as your Mako fighter will 
be sold for 8500 Cr.) 
- NEW WINGMAN: A.J.Fresh
- NEW REGIONAL PASS: Hub-GalSpan



                         *
                    *Bora side* 
                         *
Note:- missions will be in random regions, but I have written above the 
missions name also a region name 
(i.e.     BORA REGION  
* list of all missions, avaible for this time)
                                  
BORA REGION

* Gate Blueprints
----more info comming soon----

======================================================
10)FAQ, misc information, general and multiplayer tips
====================================================== 
Note: Q - question; A - answer

1.)Q: Why are there constant crashes; the game has freezed; my ship blew up?!
   A: The most logical answer to this problem is, that you have a bad graphic 
card. NovaLogic has created a very adv. graphics for this game and some years 
ago, there only few really good graphics cards, that could support. However, 
nowadays there shouldn`t be no more problems, because there is a big chanche, 
that you have already a good card. Another option may be to turn down your 
gamma to 1.1 to 1.3 level. It is also recommended, to play the game in software 
mode and not in the hardware mode.

2.)Q: How can I change to software mode?
   A: Open up your Tachyon.cfg file with WordPad and under the 
[VIDEO] section, change USE_HARDWARE=1 to USE_HARDWARE=0, then 
save the file.   
 
3.)Q: Which graphics cards does this game support?
   A: All major 3D cards, that are supported with Direct 3D, 
including 3dfx VOODOO II & III, RIVA TNT I & II, ATI RAGE FURY and 
GE FORCE.

4.)Q: Which side should I join? Bora or GalSpan?
   A: There are many answers to this question, but generally, it goes like 
this: if you want to be bad and have a lot of money, join the GalSpan. If you 
want to be good and have some more friends and allies thorought The Fringe, 
then join the Bora. This choice can also depend, what ships or weapon do you 
like more, which character do you like more etc.

5.)Q: I have read your FAQ, but I still didn`t find the information, that I am 
looking for!
   A: Try finding it at the following websites: 
- http://www.novalogic.co.uk/ - NovaLogic 
- http://en.wikipedia.org/wiki/Tachyon:_The_Fringe - basic information about 
the game
- http://www.novalogic.com/games.asp?GameKey=TTF - OFFICIAL SITE
- http://pc.gamespy.com/pc/tachyon-the-fringe/  - GameSpy source of information

6.)Q: Who the heck are you?
   A: I`m a hardcore FPS gamer, that has been on GameFAQs for a little while.

7.)Q: Will you make more FAQs? And for what games?
   A: Certainly. Expect FAQs for the games like Half-Life 2, DOOM 3,. . .in 
short, for FPS. But I will also try to make some of them for space-simulations 
and RTS games.
------------------------- 
Note:- moderate spoilers 

(SMC) Jovian Planets Robotics Inc. Was founded in 2385. It is the leading 
developer and manufactuer of robotic pilot programs.

The reason for all tragedy in the Twilight region was dr. Randal Cassitor. He 
was actually the former member of Leauge of Scientist, but they suspended him, 
because he was perforoming an illegal experiments on the humans. He escaped to 
Twilight region and established his own research station and shipyards. Then he 
began to his twisted and evil experiments on all unsuspecting scientist, 
visitors, and even pirates. Thus the Demon Pirates emerged. Now having an army 
of these psychos, he somewhat managed to order them to attack the Deep Fringe 
Array starbase, despite their hostility towards the doctor. 

GalSpan was behind the destruction of Halley Research station. 

TCG

Sectors, regions
------------------------- 
- learn to use every single weapon(!), because ever single one has its won use
- sappers can drain energy from key systems, but are hard to master
- torpedos are slow and cost a lot of energy but have deadly effect
- the difference between guided missiles and unguided rockets is, that you get 
more rockets and less missiles and that missiles can be evaded via the 
countermeasures, but are in general more powerful than rockets
- learn well the transfer system: it can save you a life
- master the slide maneuver: if you are using the A., use slide maneuver and 
you will continue heading with the same speed with no cost of energy, but in 
same direction; useful for many tactical moves
- it is good to know, how to use the reserve throthle and match speed features, 
especially when you are using Tractor Wave weapon
- don`t underrestimate the special weapons: they can be very helpful in their 
own way
- always watch your afterburner, shield and weapon energy reserves
- be careful, when selling things back: it can greatly increase your money but 
buying them again can cost you more
- take your time and explore every area - you may find interessting things 
lying around the starbases and asteroidn fields
- TNS news are a great source of information about everything
- Galactic Map can help you with your strategy
- prioritize your enemy, based on their danger and importance
- be sure to use the right weapon in the combat: some weapons good against the 
the hull, other against the shields, few of them affect only electronic systems 
of the ship or just have gravity effect on the ship
------------------------- 
 
----more info comming soon----



==========
11)Secrets
==========
Note:- * = indicates, that this secret is a crate
     - $ = indicates, that this secret is a place, where to deliver a crate or 
something else, that will give you some credits



SOL REGION:

$ When you accomplish all objectives in the Security Breach mission, fly to 
Luna sector, wait and shoot down the shields of the light freighter Ontario, 
when the shipyards control will request an emergenecy. You will get some money 
for this.

* You will have your first cargo (Trade goods) already in your possesion. When 
flying any of the missions in Sol region, go to Earth sector and land on the 
landing pad of the New Zurich Orbital Station. They will pay you 200 Cr.

* Another cargo of trade goods is located in Ganymede sector. To find it 
easily, go to the landing pad, turn for 180 degree and fly in narrow way into 
the asteroid field. The crate should appear in your radar as a green dot. It is 
landed on one atseroid. Deliver it to the station in Earth sector and they will 
pay you 200 Cr. Information about this cargo can also be found in TNS news.

* The 3dh cargo is located in the centre of the station in Ganymede sector; to 
be more specific, in the upper metal column of the station. It will fench you 
100 Cr.



HUB REGION:

$ Crates with Spare parts cargo should be taken to Drake Station in the 
Industrial sector. They will pay you 300 Cr.

* When you get out of Alpha Starbase, turn left and look fro the upper landing 
pads. Now fly to the landing pad, that is the most right of your view. You will 
find a crate with Food supplies. 

* In the Star Patrol Outpost sector, fly to the downside of the station. Near 
the closed hangar door, there is a crate of Medical supplies. Avaible only to 
Bora.

* When flying Hospital Emergenecy mission, there is a crate at the end of the 
asteroid field in the direction, where the medical frigate was heading.


----more info comming soon----


==========
12)Credits
==========

First off, I would like to thanks NovaLogic, for creating this amazing space 
simulation.

I also thank GameFAQs for hosting this FAQ.

========================
13)Copyright information
========================

This may be not be reproduced under any circumstances except for personal, 
private use. It may not be placed on any web site or otherwise distributed 
publicly without advance written permission. Use of this guide on any other web 
site or as a part of any public display is strictly prohibited. If anyone sees 
a violation of copyright, report this at my e-mail: [email protected] , and 
I will take then a legal action against that violaters. If you want to host 
this FAQ, also e-mail me. Only the GameFAQs, Neoseeker and SuperCheats, 
Cheatbook and Cheatchannel sites are allowed to host this FAQ - the use of this 
FAQ is strictly prohibitet to any other website, that ALSO includes the 
following website: http://www.cheatcc.com 



Copyright 2006 Ales Krivic