Werewolf

From Elite Wiki

Isis Interstellar are proud to announce the launch of their latest spacecraft, the Werewolf.

Werewolf - Damage Inc.
Were1.png
Size (metres, W×H×L) 114 x 34 x 123
Cargo capacity 2 TC
Cargo bay extension N/A
Maximum speed 0.39 LM
Manoeuvrability Roll: 4.0
Pitch: 2.0
Energy banks Unknown
Energy recharge rate Good (4.75)
Gun mounts 3x Fore
Missile slots 8
Shield boosters available Yes
Military shields available No
Hyperspace capable Yes
OXP or standard OXP
Available to player No
Base price N/A


Werewolf (Civilian)
Were3.png
Size (metres, W×H×L) 114 x 34 x 123
Cargo capacity 25 TC
Cargo bay extension N/A
Maximum speed 0.37 LM
Manoeuvrability NPC:
Roll: 3.8
Pitch: 1.8
Player:
Roll: 1.4
Pitch: 1.2
Energy banks Unknown
Energy recharge rate Good (3.7)
Gun mounts Fore
Missile slots 8
Shield boosters available Yes
Military shields available NPC: No
Player: Yes
Hyperspace capable Yes
OXP or standard OXP
Available to player Yes
Base price 650,000₢


Werewolf (Purgatori Model)
Were2.png
Size (metres, W×H×L) 114 x 34 x 123
Cargo capacity 25 TC
Cargo bay extension N/A
Maximum speed 0.375 LM
Manoeuvrability NPC:
Roll: 3.8
Pitch: 1.8
Player:
Roll: 1.4
Pitch: 1.2
Energy banks Unknown
Energy recharge rate Good (4.25)
Gun mounts Fore
Missile slots 8
Shield boosters available Yes
Military shields available NPC: No
Player: Yes
Hyperspace capable Yes
OXP or standard OXP
Available to player Yes
Base price 850,000₢


Ww3.jpg

Overview

After the success of the Diamondback, the 138th Special Operations Aviation Regiment (Planetary & Interstellar), "Damage Inc." (138th SOAR), contracted Isis Interstellar to design and supply another vessel. This new craft was to based on the somewhat arcane Wolf MkII, a ship that has become a minor legend on the space-lanes, not least due to the previous military fiasco after the vessel was first introduced as a Naval weapon. Regardless of the scandal, the fact remains that the Wolf MkII was an efficient and formidable ship, but time has not stood still, and technological advances on both human and Thargoid fronts mean that the original ship is now becoming dated. To this end, the 138th decided that the ship should be updated to meet the challenges of the modern front lines.

Ww2.jpg

The original compact wedge of the Wolf has been transformed, buried under a wider, heavily armoured shell. Larger than the Wolf in all dimensions, the Werewolf is now a far more potent weapon, outperforming her older sister.

Ww7.jpg

Primary weaponry is in the form of three powerful Military Grade lasers. The underside external lasers have had their armour casings enlarged and strengthened to provide more robust protection when in battle. Even should both these weapons be disabled, a fully protected Military Laser remains mounted in the ship's nose. In addition, the vessel is capable of carrying 8 missiles, housed in two racks of 4 and launched through port and starboard hatches.

Ww8.jpg

Power, speed, recharge rate and manoeuvrability are all better than the original vessel; the enlarged hull provided greater internal space for equipment, and technological advances mean that the ship's components are more efficient, effective and reliable than the older vessel. Some of the components are of Naval design, and Isis Interstellar are unable to discuss these. A main feature of the new vessel is the large in-built scoop system: this was a direct requirement from the Navy. During several Witchspace engagements, a number of pilots have been lost after ejecting from their vessels, and in order to prevent further losses, the Werewolf is designed to be able to swoop in and scoop up escape capsules swiftly and safely.

Initial space trials met with great reception from Damage Inc. who immediately signed off on the vessel. The ship has since seen successful engagements, and Isis Interstellar are currently retrofitting the ships with cloaking devices and scanner jammers to make them even more lethal.

Civilian versions of the vessel have just been made available for sale to the public, however although they are visually identical to the military vessels, a great deal of internal components have obviously been removed and replaced due to Naval security mandates. Two versions of the craft are available.

The standard ship has a top speed of .37LM, a power rating of 410 and a recharge rate of 3.7. The ship can carry 8 missiles and has space for 25 tons of cargo.

Ww4.jpg

The "Purgatori" variant has a top speed of .375LM, and cargo space of 25 tons, but additional power-plant equipment has been installed, providing a power rating of 430 and a recharge rate of 4.25.

Ww11.jpg

The Werewolf is available at Tech 7+ dealers.


Werewolf HUD

Both of the new ships incorporate the DHS (Dynamic HUD) functionality, adjusting the HUD appropriately depending on circumstances.


Green/Yellow Alert Red Alert Red Alert (Damaged) Docked


From left to right: Green/Yellow Alert, Red Alert, Red Alert (Damaged) & Docked.

Full CorCom computer systems are installed to allow pilots access to full trading facilities whilst docked.

Note that this older HUD has no MFD's and that missiles are only ever visible in Red Alert conditions! Nor is it HUDSelector compliant.

Download

The Werewolves are available at: Werewolf OXP. NB: This OXP only works on Trunk/1.74 at the moment.

Use this mirror if the official site is down.

This is an OXP - it needs to be unzipped, and then the .oxp itself needs placing in your AddOns folder.

Optional Isis HUD

Tweaks

You might care to peruse How to tweak OXZ's if you have not done this before!

Shipyard purchases

  • The shipyard.plist has had ".original" tagged on the end of its name, and hence no Werewolf will be found on sale anywhere. You need to open the OXP and remove the word ".original", leaving just shipyard.plist to enable sales!

Isis HUD

  • Killer Wolf's Isis HUD has also been included. This is replaced by his Dynamic HUD unless you disable his wwHUDswitch.js file found in the scripts folder. Just change the name to (for example) "wwHUDswitch.js.zapped"

Links