B4a: H'rekkah - Wasp Intercept

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B4a: H'rekkah - Wasp Intercept
Wcp nav map b4a.png
Designation B4a
Type Carrier Defense
Date 2681
TCSM 104.0
Location H'rekkah
Disc 1
Fighter Wasp
Wingmen Alpha Wing
Other Wings Charlie Wing, Gamma Wing, Omega Wing
Other Friendly Ships TCS Midway, Jump Buoy
Primary Objectives Intercept Inbound Fighters
Previous B3a: H'rekkah - Sweep and Rendezvous
Success C1: G'wriss - Convoy Rescue
Failure MIA
Eject Captured


B4a: H'rekkah - Wasp Intercept is a mission in Wing Commander Prophecy. It follows B3a: H'rekkah - Sweep and Rendezvous and is followed by C1: G'wriss - Convoy Rescue if flown successfully.

Mission Briefing

The mission is a scramble.

All craft, be advised: we are tracking numerous inbound enemy craft closing fast. You are to engage and eliminate all hostiles. Stay alert. Watch your tailpipes, people. All you have to do is keep them off of the Midway until we reach the jump point.

Wing Layout

Alpha Wing

Designation Pilot Ship Type Profile Notes
Alpha 1 Player Wasp
Alpha 2 Zero Wasp

Charlie Wing

Designation Pilot Ship Type Profile Notes
Charlie 1 Wasp Diamondback Midway NAV
Charlie 2 Wasp Diamondback Midway NAV

Gamma Wing

Designation Pilot Ship Type Profile Notes
Gamma 1 Maestro Wasp Midway NAV
Gamma 2 Wasp Diamondback Midway NAV

Omega Wing

Designation Pilot Ship Type Profile Notes
Omega 1 Stiletto Wasp Midway NAV
Omega 2 Wasp Diamondback Midway NAV

Other Friendly Ships

Designation Pilot Ship Type Profile Notes
TCS Midway Midway Midway NAV
Jump Buoy Midway NAV

Mission Layout

Midway NAV

START
JUMP POINT
# Faction Ship Type Callsign Profile Notes
2 Nephilim Moray English 1 initial wave
4 Nephilim Moray Alien initial wave
1 Nephilim Moray Alien 40% chance of replacing dead enemy; infinite spawn
1 Nephilim Manta Unknown Alien 40% chance of replacing dead enemy; infinite spawn
1 Nephilim Manta (WW) Unknown No English 1 initial wave
1 Nephilim Manta (WW) Unknown No English 2 initial wave
1 Nephilim Manta (WW) Unknown No English 3 initial wave
1 Nephilim Manta (WW) Unknown Alien 20% chance of replacing dead enemy; infinite spawn

Cutscenes

Takeoff
Scramble 2520
Launch 2546
Landing
Landing Generic
Egress Generic
Post-anding
Jump 0350

Rec Room

Script

Midway NAV

Arrival
Speaker Speech Download Transcript
Midway (CAG) 05000049.mp4 All craft, be advised: we are tracking numerous inbound enemy craft closing fast. You are to engage and eliminate all hostiles. Stay alert. Watch your tailpipes, people. All you have to do is keep them off of the Midway until we reach the jump point.
First Warning
Speaker Speech Download Transcript
Midway (Anderson) 05000050.mp4 The Midway is approaching the jump point. Stand by to break off engagement and return to ship.
Second Warning
Speaker Speech Download Transcript
Midway (Anderson) 05000051.mp4 Midway to all wings: we are preparing to jump. Break off your engagements and return to the carrier. Repeat: break and return.
Maestro 05000052.wav Gamma Wing, return to the Midway.
05000053.wav See ya back at the ranch, Casey.
Stiletto 05000054.wav Omega Wing, return to base. Omega Lead to Alpha Lead: time to go, Lieutenant.
Third Warning
Speaker Speech Download Transcript
Midway (Anderson) 05000055.mp4 Midway to Lieutenant Casey: you're cutting it close. If you don't get back here on full burners, we're jumping without you.
Final Warning
Speaker Speech Download Transcript
Midway (Wilford) 05000056.mp4 This is your Captain speaking. All pilots, return to the Midway at once. We will leave this system in approximately 25 seconds.
Abandoned
Speaker Speech Download Transcript
Midway (Wilford) 05000057.mp4 This is the Captain: you've all served us well, but we must leave this system at once to save as many lives as possible aboard the Midway. This decision is not made lightly: it's the only choice available to us. Good luck to you all.
05000058.mp4 We thank you for your dedicated service. Good luck. Midway out.

Origin's Official Guide to Wing Commander Prophecy

B4a: H’rekkah — Wasp Intercept

B4b: H'rekkah — Tactical Retreat

You don't get on onboard briefing here — all fighters scramble. Meanwhile, the Aliens work to construct their new command center, a location that will become important later.

If you lost either B2 (i.e., failed to return with four out of the five Black Widows) or B3 (i.e., failed to clear all the jump points), you — and your wingman — will be forced to fly this mission in Tigersharks (B4b).

Combat Summary — TCSM 104.0/105.5
Objective Intercept inbound fighters
Your Ship Wasp (or Tigershark)
Wingmen Zero +1
Other Friendly Ships 6 Wasps (Stiletto +2, Maestro +2)
Briefing. The enemy has pinpointed the Midway and is attacking in overwhelming force. Your job is to stop them from getting to the carrier.
Alien Forces
Infinite waves of:
6 Moray
3 Manta

Notes

  • You read that right — infinite waves of Aliens.
  • The fatal trap in this mission is thinking you can kill all the enemies and get to be the big hero — the enemy will always keep coming, and the Midway will jump without you if you don't land on time.
  • The key to this mission is stopping the red Mantas. The Morays aren't going to do any damage against the carrier. Go ahead and use your missiles early on — if it takes every missile you pack to get all the Mantas, it's worth it.
  • Once your missiles are gone, just watch your back and try to do as much damage as you can until you get the call back, then head for the carrier at full afterburn. You will be tempted to try out the Wasp's boosters, but resist the temptation. If you boost straight to the first wave you'll be a long way from the Midway when you get the call to return, and if you try to boost back to the Midway, you'll probably overshoot it. Remember, once the booster is on, there's no way to slow down until it burns itself out.
  • Do not let a fleeing enemy pull you far away from the carrier — you might miss the jump.

Success/Failure

Success go to C1. / Failure you lose.

WC:CIC Game Guide

Notes

  • You get to try a nice new Wasp in this mission. Hit B as soon as you launch and head towards the enemy fighters. You'll not only get there quickly, but your turn rate will be much better without that booster pack holding you back. Just be sure not to get too far away from the Midway.
  • Weapon of the moment on your fighter is the Swarmer missile. Try it on those Mantas. You'll like it. Be advised that you need to keep your target in view after you fire otherwise the rocket pods will lose their lock on their target.
  • Get the Red Mantas first. They can launch torpedoes at the Midway. If it takes too many torpedo hits and all of its critical components (bridge and both engines) are destroyed, the Midway will be destroyed. Also, if both landing bays are destroyed, you will be unable to land. You will get a message "You are unable to land" and you will have to restart the mission.
  • Never get drawn too far away from Midway. When you get the call to return to ship, you need to head back immediately. If you fail to do so, the Midway will jump without you and then it's game over.

User Comments

Submitted by : Jed "Mercury" Heilan (jedi_pikachu25@hotmail.com)

Mission : Wasp Intercept

Comments : In this mission, be extra alert; The other Wasps will not activate their Booster Packs sometimes, and this can result in you versus a whole

alien fight/bomber wave.