Pilots, man your planes!

Wing Commander Saga: The Darkest Dawn concludes a forty-year galactic struggle between the Terran Confederation and the Kilrathi Empire, an imperialistic, xenophopic alien race. Victory and survival for humanity can only be bought at a terrible cost. Gather your wingmen and face the enemy. Make your mark as the Confederation faces its darkest dawn. Learn More

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Latest News

  • We have finally brought you Wing Commander Saga’s mission editor. Along with giving players the ability to create new missions for the game, the kit comes with an autopilot template. Read More
  • As an extra for all of you, we’ve got just what you need if you can't get enough of the game - we have decided to release the original music of Wing Commander Saga: The Darkest Dawn. Read More
  • It’s been a ten days since the Saga's release and we wanted to share details on what we’re working on. Our SDK is shaping up nicely. It should make the process of modding possible. Read More
  • After ten years in development, Wing Commander Saga: The Darkest Dawn has been released! It features 55 missions in two campaigns, over 70 cutscenes and over 11,000 lines of voice work. Read More
  • Our release was met with such extraordinary demand that our website was unavailable at first due to server flooding. These numbers are a solid indication that space sims are still alive and well! Read More
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History

The Wing Commander series has a rich and intriguing fictional background that has been established and elaborated upon in games, books, and film. Enter here to browse some of the historical information pertinent to the story in Wing Commander Saga.

2629.105
The patrol craft Iason encounters a spacecraft of unknown origin. Commander Jedora Andropolos on board Iason transmits a wide-band, non-verbal greeting and waits for a response. Less than twenty minutes later, the still-unidentified ship opens fire with full lasers, completely destroying Iason and its crew. Although the identity of the attacking ship is never definitively established, Confederation deep space tracking computers point to a possible point of origin from a previously unexplored planet, soon to be known by its native name, Kilrah.

2630-2634
The Terran Confederation receives numerous reports of unwarranted assault, space piracy, kidnapping and interplanetary plundering, all taking place at an increasingly expanding distance from the planet Kilrah. Frequent attempts to meet with Kilrathi High Command are rejected without explanation. In retaliation, the Terran Confederation Congress votes unanimously to enforce a strict non-aggression policy by the Kilrathi. The leaders of Kilrah are warned that their next transgression could lead to military reprisals.

2634.186
The Anna Magdelena, a refitted transport ship ferrying orphans to their new homes on Dieno, is openly attacked by a pair of Kilrathi fighters. No one survives. In retaliation for this and the five-year string of equally heinous abuses of all known laws of civility, the Terran Confederation officially declares war on the Empire of Kilrah.

2634.228
TCN cryptographer Ches M. Penney intercepts and decodes a stray Kilrathi cipher implying that a strike will soon be launched against the planet McAuliffe and its orbiting space station, Alexandria. Confederation High Command orders a counteroffensive twice the size of the anticipated fleet, hoping to reach McAuliffe first and ambush the attackers.

After a tense rush to McAullife, the entire Confederation 7th Fleet establishes a formidable defensive position around the planet. When the Kilrathi fleet arrives, however, it is quadruple the expected size and they deploy a new anti-capital ship weapon. Several days of bloody fighting all but obliterate the defensive forces. The Kilrathi retreat but over 70% of the entire Confederation Navy is destroyed.

2639.033
Kilrathi occupation forces land on Enyo and hold a quarter of a million Terrans hostage, reinforced by orbital guns. The Confederation regroups under the leadership of then-Captain Geoffrey Tolwyn and brings in an attack force of new Raptor-class heavy fighters. Simultaneously, TCN fighters drop porcupine mines in a region of space near Enyo where a principal jump point is located.

Kilrathi ships stay clear of the mined region, allowing the inception of Phase Two of the operation in which a scrambled radio signal detonates certain specially modified mines. This clears the way for the arrival of a sizable Terran reinforcement fleet through the jump point. Terran forces make an immediate strike against the gunships threatening the population centers on McAuliffe. After a pounding match, the McAuliffe Ambush ends with the Kilrathi in full retreat. Casualties are nearly identical.

2644
Terran ground forces launch an attack on a fortified Kilrathi colony, only to be routed by unexpected Kilrathi fighter support. The TCS Tiger's Claw detached from its previous station and assigned to intercept the pursuing fighters in a delaying action eventually known as Custer's Carnival. Swarmed and badly damaged by Kilrathi fighters, the carrier distracts Kilrathi forces long enough for the Terran fleet to reach safety.

Despite the fact that three-fourths of its engines are destroyed and half its pilots are listed as casualties, the heroic efforts of the Claw's crew allows the carrier to make it back into Terran space. Two Gold Stars and numerous other medals - many of them posthumous - are awarded to the ship's personnel. The carrier itself spends six months in spacedock for repairs and refitting.

2654.287
Terran Intelligence reports that the Kilrathi High Command is directing war efforts from Venice System. Reconnaissance patrols identify Kilrathi ships and boldly give chase, uncovering an Imperial starbase. Terran patrols are lost but not before relaying their coordinates back to HQ.

A small Terran fleet of elite fighters is dispatched to the Imperial starbase. The Kilrathi launch a significant resistance, but are eventually overpowered. Badly beaten, the Kilrathi move their central military command back to their homeworld of Kilrah.

Simultaneously, on the far side of the galaxy, the celebrated Battle of Repleetah unfolds. The small research planet of Repleetah has long been home to dedicated researchers from various corners of the universe. Once the declaration of war against the Kilrathi makes its way to this distant outpost, Terran scientists vote to pay a visit to a Kilrathi research facility. The goal of the Terran scientists is to reaffirm their dedication to the unfettered pursuit of knowledge and to offer a peaceful co-existence with their fellow scientists.

Instead, the Terrans are exterminated in a surprise biological attack by the Kilrathi. Marines from both sides of the Terran-Kilrathi conflict rush to Repleetah and engage in the most sustained land-based fighting of the entire war. In trench warfare reminiscent of Earth's ancient World War I, each side fights with dogged determination and in full bio-resistant suits. Meager gains are bought with hundreds of lives, only to be lost to the next counter-attack.

Since Repleetah quickly loses any strategic significance it might have had, it comes to represent what each side can win with as little investment as possible Neither side is willing to commit anything more than ground troops, even though a single, thorough space strike could end the battle victoriously The bloodshed continues unabated.

2654.326
Shortly after intelligence reports indicate that Kilrathi engineers have developed a new super weapon to use against inhabited planets, all radio contact is lost with the Goddard Colony. Fighter wings from the Tiger's Claw rush to Goddard and forge a path for transports and corvettes, only to discover that a quarter-million human lives have already been sacrificed by the Kilrathi.

Deeply angered by the tragedy, the crew of the Tiger's Claw pursues the Kilrathi strike force into enemy territory, where they are ambushed by a captured Confederation Exeter-class ship. Reconnaissance ships eventually locate the dreadnought ship suspected of carrying the prototype weapon The Claw follows and, in a stunning display of deep space logistics and fighting skill, eliminates this Sivar dreadnought.

2653-2655
The Confederation pledges to protect a newly discovered bird-like race called the Firekkans, who plan to unite with the Terran alliance. In the interim, a huge Kilrathi battle fleet commanded by Prince Thrakhath and his Drakhai (Kilrathi Imperial Guard) moves into the Firekkan system. The fleet's intent is unknown until the Kilrathi defector Ralgha nar Hhallas exposes a plan to use Firekka for a religious ritual in which warriors rededicate themselves to Sivar the Kilrathi god of war.

The Confederation decides to disrupt the religious ceremony in hopes of breaking enemy morale. Marine troopships jump into the system and stage an assault on the Kilrathi priestesses. The mission is successful, and the Claw retreats to Terran controlled space under heavy Kilrathi pursuit. In short order, Firekkan natives revolt and force the remaining Kilrathi forces to withdraw Another crisis has been averted.

Meanwhile, the Battle of Repleetah grinds into its third year, with neither side gaining a significant advantage. Despite heavy losses on both sides and the tolls taken by the extraordinarily bitter weather of the research outpost, Kilrathi and Terran Marines refuse to yield.

2656-2667
Over the next eleven years, Confederation forces attempt to remove the Kilrathi from Enigma Sector, where strategic jump nodes lead directly to human homeworlds. An attack on the Kilrathi headquarters at K'Tithrak Mang falls short when the renowned Tiger's Claw is ambushed and destroyed by Kilrathi stealth fighters. Still, Confederation forces are able to successfully defend Olympus Station - a Terran starbase established for the rebel Kilrathi world of Ghorah Khar - from Kilrathi assault. Finally, in 2667, Terran forces daringly jump behind enemy lines and destroy the Kilrathi sector headquarters of K'Tithrak Mang.

During these years, the focus of the Intergalactic War drifts away from the decade-long Battle of Repleetah. Supply ships and reinforcements have long since ceased to visit the research planet. Finally, by late 2664, only a handful of troops remain on either side. The sole surviving Terran officer, Lieutenant Miles D'Arby, leads his men in a last ditch effort to overrun the Kilrathi position. No one lives through this last action on either side. The Battle of Repleetah has finally come to an end.

2667
Confederation forces dispel a Kilrathi attack on Pembroke Station, the gateway system between Enigma and Vega Sectors. These same forces then attend to a mutiny aboard Rigel Supply Depot, where mutineers split into two factions The pirated ship is eventually gunned down.

The Kilrathi unsuccessfully attempt to quell rebelling planets in Ghorah Khar System, and an Imperial leader tries to assassinate Prince Thrakhath. Thrakhath is captured and brought aboard the Bonnie Heather, but eludes his captors through a daringly engineered escape. Finally, a desperate attack against Olympus Station in Ghorah Khar is thwarted, saving the rebel Kilrathi planet.

2668
Terran Fleets strike hard against Kilrathi Forces on the Front lines, eliminating nine carriers under construction, and crippling dozens of transports and four shipyards. Running low on combat ships, the Kilrathi military appears on the verge of retreating for supplies.

As the pendulum of war swings toward the Terrans, a peace accord is unexpectedly offered by Kilrah. All fleets are withdrawn, even those in the midst of combat. In the following months, several frontier colonies refuse to abide by the armistice rulings, investing both forces and ships in an attempt to search out suspected active shipyards on the far side of the Kilrathi Empire. Using captured stealth equipment, private forces intercept a HoloVid of the rumored facility along with a message that Kilrathi forces are embarking to attack Earth. The armistice is renounced, and a hastily assembled force of still intact Confederation ships prepare to defend against the attack, bolstered by private ships and carriers.

The first hits result in total radiation-warhead destruction of Warsaw, Gilead and Sirius Prime. Front line Marines land on the Imperial flagship carrier where a few brave volunteers place mines in suicide missions. The volunteers destroy three of the super carriers, but the remainder of the fleet reaches striking distance. The Kilrathi successfully launch anti-matter rockets on crucial defense cities - Chicago, Pittsburgh, Boston, Miami, Quebec, Berlin, Paris, Kiev and others - then retreat to friendlier space.

2669
Presently, Kilrathi forces are still challenging the Confederation's front lines. Aggressive enemy forces continue to ravage peaceful, defenseless worlds in their mission to conquer mankind. The war is at a stalemate, with Terran-Alliance casualties numbering into the millions...

Weapons

Ship ordnance is categorised into two types - energy guns and missiles. Guns include all multiple-fire blasters that draw energy from a ship's reserves to function. Missiles, on the other hand, include all single-shot munitions, both dumb-mechanism warheads and those equipped with targeting systems.

Ionic Pulse Cannon


 

Ion

 

Name Ionic Pulse Cannon
Penetration 30 du
Energy 30 nJ
Range 4500 k
Refire Delay 0.35 sec

Found mainly on fighters and also used as an anti-fighter gun, the ion cannon imparts energy and radiation damage to targets. Charged atomic particles are magnetically accelerated to high speeds, then discharged in pulses. This cannon delivers more damage than a laser and can cause severe pilot injuries. However, the ion cannon has higher energy consumption and a slower retire rate than the laser.

Laser Cannon


 

Laser
Name Laser Cannon
Penetration 18 du
Energy 10 nJ
Range 5000 k
Refire Delay 0.25 sec

The laser is the backbone of today's energy guns. Consistently improved upon and perfected over the last half-century, the laser provides the standard against which most other blasters are judged. Low maintenance and a low energy cost make it standard armament for almost every ship in existence. The laser is ideally suited to deep-space combat (in atmospheric conditions, rays refract and lose their effectiveness), and has no effect against shields on larger ships.

Mass Driver Cannon

Mass Driver
Name Mass Driver Cannon
Penetration 35 du
Energy 12 nJ
Range 2000 k
Refire Delay 0.30 sec

A solid gun in either case, the mass driver cannon is common on both fighters and light defender ships in the fleet. It uses a linear accelerator to fire projectiles of metallic mass at a target. The mass driver is a staple in the Terran arsenal and has even been used against planets and asteroids. A long-range gun, it requires less energy per shot than most blasters and has a relatively fast retire rate.

Meson Blaster

Meson
Name Meson Blaster
Penetration 35 du
Energy 8 nJ
Range 4500 k
Refire Delay 0.40 sec

The meson blaster is a unique, powerful gun that utilises subatomic particles with a short half-life. These particles, called mesons, are accelerated and flung toward a target. The most damage occurs once the particles decay inside the target - they cause internal explosions and give off radiation. Energised shields can stop these particles, and atmospheric conditions render this gun ineffective.

Neutron Gun

Neutron
Name Neutron Gun
Penetration 40 du
Energy 20 nJ
Range 2500 k
Refire Delay 0.40 sec

The neutron gun was specifically created as a weapon for medium and heavy fighters when the war first began. It releases energized blasts of charged neutrons, drawing more power then the mass driver or the laser. For the majority of the past two decades, no other energy blaster was able to provide an equivalent level of destructive capability. The down side is that neutron guns heat up rapidly and eat up power at an alarming rate. The neutron gun's lack of range has led many foolhardy and underskilled pilots into close-quarter combat for which they were ill-prepared; some never made it home.

Recently Terran scientists have been able to come up with new energy weapons with more hitting power, longer range and less power drain, in effect making neutron guns all but obsolete. As of right now, Confed is in the process of now retiring all neutron guns in service and replacing them with particle cannons.

Particle Cannon

Particle
Name Particle Cannon
Penetration 43 du
Energy 22 nJ
Range 4200 k
Refire Delay 0.35 sec

The particle cannon is perhaps the most significant energy technology we possess. Prototypes were first developed three years into the war, when a similar cannon was extracted from a captured Kilrathi fighter. Engineers built a comparable version capable of hurling minute nuclear particles at high speeds. Any impact results in a small nuclear explosion that gives off blast, heat and radiation damage. This gun is useless, however, in atmospheric conditions.

Photon Cannon


 

Photon

 

Name Photon Cannon
Penetration 32 du
Energy 30 nJ
Range 4500 k
Refire Delay 0.45 sec

When Terran forces first went to war, the photon cannon was the most popular gun next to the standard laser. It emits laser pulses and solicits similar effects upon impact. However, the photon cannon drains more energy and has a slower refire rate. This gun requires little maintenance - the mirror robotics are the only adjustable component - and functions best in deep-space combat.

Plasma Gun

Plasma
Name Plasma Gun
Penetration 67 du
Energy 44 nJ
Range 3000 k
Refire Delay 0.50 sec

The plasma gun was originally developed to attack heavy fighters and corvettes with light armor. It uses electrically charged hydrogen molecules that are in a state of near-fusion. These molecules are similar to those found in the inner plasma of most young stars. Upon impact, plasma projectiles cause radiation, blast and heat damage.

Reaper Cannon


Reaper
Name Reaper Cannon
Penetration 35 du
Energy 17 nJ
Range 4500 k
Refire Delay 0.30 sec

The reaper cannon evolved from the standard ion cannon, and its refire rate is slightly faster. This gun delivers high-speed pulses of charged atomic particles that give off energy and radiation damage. Fighters find this gun especially useful against ships with shields that regenerate quickly, and any ship with slow shield generation is sure to take damage.

Tachyon Cannon

Tachyon
Name Tachyon Cannon
Penetration 70 du
Energy 40 nJ
Range 3200 k
Refire Delay 0.35 sec

A power-hungry blaster, the tachyon gun is the most devastating energy gun found on Terran fighters. It slows down tachyon particles, which naturally travel faster than the speed of light. Once these particles ore decelerated and forced into streams, their potential damage increases monumentally. In several documented cases, the powerful tachyon gun has been used to attack the shields of capital ships.

Anti-Ship Missile


Torpedo

 

Name Torpedo
Speed 1000 k/s
Maneuverability 20 dps
Duration 14 sec
Lock Time 12 sec
Penetration 8000

A mainstay in both Terran and Kilrathi fleets, the torpedo is a large, maneuverable warhead used against capital ships and bases. It has a built-in image-recognition system that locks onto the target, and even laser turrets can't shoot it down. Although the lock time is longer than that of any other missile, the torpedo is the only fighter weapon that can easily destroy carriers.

Dumb-Fire (DF) Missile


Dumbfire

 

Name Dart
Speed 3000 k/s
Maneuverability 0 dps
Duration 3 sec
Lock Time 0 sec
Penetration 800

A simple weapon, the Dart dumbfire (DF) missile is a point-and-shoot weapon carried on almost every fighter in the Terran fleet. It is unjammable due to the absence of guidance systems, and costs less than any other missile type. The dumbfire doesn't require any type of lock and has no homing capability. Pilots find it most useful against targets with predictable reactions - at close range, a single dumbfire can diminish shields enough to plant a few devastating shots from an energy gun.

Heat-Seeking (HS) Missile


Heartseeker
Name Javelin
Speed 2000 k/s
Maneuverability 80 dps
Duration 5 sec
Lock Time 2 sec
Penetration 400

The Javelin heat-seeker (HS) is an inexpensive, simple weapon that has served in various armed forces since the late 1900s. The engines of fighters and capital ships generate significant heat, a fact that the HS uses to its advantage. The operation is simple - the missile tracks down the thermal signature of the target's engines. This requires the lock to be acquired from the rear. Heat-seekers, along with dumbfire missiles, are the most common missile carried on fighters.

Identification Friend or Foe (IFF) Missile


IFF
Name Pilum
Speed 1200 k/s
Maneuverability 80 dps
Duration 20 sec
Lock Time 0 sec
Penetration 250

The Pilum friend-or-foe (FF) missile was developed once ship systems were able to distinguish between friendly and enemy ships. Capable of identifying the distinctive Confederation ship signal, it makes a beeline for the nearest ship that isn't broadcasting that signal. This has resulted in the destruction of several Terran ships whose communications systems were damaged. In spite of this inherent danger, both sides continue to use the FF as standard armament for medium and heavy fighters. This missile doesn't require a lock, and it will acquire a new target if the current one is destroyed before detonation.

Image Recognition (IR) Missile


Spiculum
Name Spiculum
Speed 1600 k/s
Maneuverability 80 dps
Duration 15 sec
Lock Time 1 sec
Penetration 350

The Spiculum image-recognition (IR) missile uses computer imaging to identify and "memorise" a targeted ship. Once a fighter gains a lock and launches the IR, electronic and visual signatures specific to that target are copied to the missile's AI program. It's difficult to evade.

Database

This section contains the latest information on Terran and Kilrathi combat spacecraft, with a specific focus on the types of ships that are most frequently encountered in Wing Commander Saga. We recommend that all players familiarize themselves with the strengths and weaknesses of each ship. Knowledge is the key to survival in the harsh reality of deep space combat.

For convenience in reference, all craft have been separated into two categories: the benevolent Terran Confederation and the evil Kilrathi Empire. Select a faction for more details on their ships and weaponry.

We also wish to offer a caveat: you will notice that our database contains the names of a few ships that are not officially established in the canon of Wing Commander fiction. Certain ship types established as canon have not been given corresponding canon names or designations. As such, we have been put in a position where we found it necessary to take certain artistic liberties in naming these ships. It should be remembered that, although we use these names as “place holders,” they are merely for convenience in our story-telling efforts and should not be considered canon material. In choosing these names, we have made our best references to canon material and have chosen names that reflect thoughtful consideration of within-canon possibilities. If Origin ever releases an official document in which canon names are provided for these ships, we will doubtlessly change our “place holder” designations to conform with the new canon definitions.

Testimonials

The reception for Wing Commander Saga has been enthusiastic. We experienced about 50,000 downloads in the first 24 hours after the release of the game. Check out what some of the reviewers have to say about The Darkest Dawn. Learn more