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		<id>https://temp.ufopaedia.org/index.php?title=Newbie_FAQ_(Piratez)&amp;diff=85390</id>
		<title>Newbie FAQ (Piratez)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Newbie_FAQ_(Piratez)&amp;diff=85390"/>
		<updated>2017-11-30T20:13:08Z</updated>

		<summary type="html">&lt;p&gt;Ave369: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Piratez)|0.99H}}&lt;br /&gt;
{{tocright}}&lt;br /&gt;
&lt;br /&gt;
This is a FAQ for new players of the X-Piratez mod, written for the version 0.99. Note that according to most players, X-Piratez is supposed to be played blind, and this FAQ contains spoilers. So read this only if you wish to receive spoilers or have a brain-fart and are stuck.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I get my first interceptor?&lt;br /&gt;
* A. The Airspeeder and Aircar are available after you have contacts with car thieves. Airspeeder uses missile weapons, and Aircar is for cannon weapons. Early on you&#039;ll have to stick to the Aircar, because cannons are easier to research; to receive the ability to buy Seagull missiles for your Airspeeder, you&#039;ll have to interrogate a lot of Bandits and Highwaymen until you get Contacts: Smugglers from them. Note that both are pretty sucky interceptors; to get proper interceptors, you should follow most of the steps described for Tiny Drill below.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I get a bigger troop transport? The air bus sucks!&lt;br /&gt;
* A. You can get a vanilla X-COM Skyranger from the Mutant Alliance. Research the tech Bounty Hunting and do the missions the Alliance offers you. Buy any of the prizes from them, and you&#039;ll receive the ability to unlock Favor from the Alliance, which gives you Skyranger. You can also get the Pigeon, which does not require bounty hunting missions but has flat prerequisites, namely Workshop and Communications; the Pigeon is primarily an AWACS craft but doubles as a semi-decent troop transport for 9 gals. You can also use Expedition, which means your gals taking the heel-toe express to their destination; this is unadvised because the expedition moves very slowly and your base is left undefended while the gals are in the field.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I use the accessory items, such as the gas mask or shawl?&lt;br /&gt;
* A. Put them in any place in your gal&#039;s inventory, and it will be considered on. However, the accessories have type (e.g. &amp;quot;Mask&amp;quot;, &amp;quot;Hat&amp;quot;), and two of the same type will give you nothing.&lt;br /&gt;
&lt;br /&gt;
* Q. I&#039;ve captured some high ranking dude but cannot interrogate him. How do I do that?&lt;br /&gt;
* A. You need the technology of Persuasion to interrogate the higher-ups. It is unlocked through researching Mutant Porn and Slavery.&lt;br /&gt;
&lt;br /&gt;
* Q. The fluff says the Ubers have superior night vision, but I can&#039;t see a thing at night! I&#039;m tired of tossing molotovs everywhere!&lt;br /&gt;
* A. You should turn night vision mode on. By default, the key is Scroll Lock, but you can redefine it (e.g. if you do not have such a key).&lt;br /&gt;
&lt;br /&gt;
* Q. Why should I use bows? What is this, Skyrim?&lt;br /&gt;
* A. Bows have the ability of arcing. They fire over obstacles, like the spit of Celatid in the vanilla X-COM. You can fire at your enemies while hiding behind cover. The Assault Cannon and the grenade launchers also have this ability.&lt;br /&gt;
&lt;br /&gt;
* Q. What&#039;s the deal with the Hammer and the Chainsaw? Their combat interface is unlike other melee weapons, it&#039;s like they are ranged.&lt;br /&gt;
* A. Technically, they are ranged weapons with the range of 1. This is done because only ranged weapons can destroy terrain, and destroying terrain is half of the functionality of the hammer and the saw.&lt;br /&gt;
&lt;br /&gt;
* Q. Why am I penalized for taking down enemy craft and killing hostile dudes?&lt;br /&gt;
* A. You are being a jerk, attacking civilian craft and killing civilians. In this game, only the mutants are non-hostile civilians, human civilians are hostile and sometimes armed. This doesn&#039;t mean you have to kill them: the Hands are Robin Hood types who rob the rich (the global factions), help the poor (the mutants) and leave the middle class (human civilians) alone. Still, you might want to attack civilians: in the early game, the loot from civilians outweighs the penalties for attacking them. &lt;br /&gt;
&lt;br /&gt;
* Q. How to unlock the Confederate Eagle to be bought?&lt;br /&gt;
* A. Do the bounty hunting missions for the goblin cartels. One of the rewards is &amp;quot;Confederate Gear&amp;quot;, which includes unlocking the deagle at the black market.&lt;br /&gt;
&lt;br /&gt;
* Q. Where do I get a katana?&lt;br /&gt;
* A. In &amp;quot;Help the Lokk-Narrs&amp;quot; missions, you often fight against Ninja Ubers. Yeah, the old ninja vs pirate meme. The katana (referred to as &amp;quot;Fuso Sword&amp;quot;) often drops from them.&lt;br /&gt;
&lt;br /&gt;
* Q. What exactly is the deal with Tiny Drill?&lt;br /&gt;
* A. It&#039;s the beginning of the long research chain that culminates with the construction of your awesome flagship craft, which marks the beginning of the mid-game. Read [[Tiny Drill (Piratez)]] to learn more about how to complete it. The choice you make also matters in whether you receive classic X-COM Psionics or newfangled magick instead, and which auxiliary cool crafts and unique items you receive.&lt;br /&gt;
&lt;br /&gt;
* Q. What&#039;s the deal with the Officer&#039;s uniform? It does stun damage on the gal wearing it!&lt;br /&gt;
* A. You should read the Bootypedia description carefully. It says you need a high-Bravery gal to wear it. Otherwise you receive this penalty.&lt;br /&gt;
&lt;br /&gt;
* Q. Why should I bother with the rescue gal missions, if I can unlock recruiting?&lt;br /&gt;
* A. The gals you rescue are of the same type as your starting gals, the Castaways. They do not require salary until they rank up, and their stat caps are somewhat higher. So you might prefer using them rather than the hired gals.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I get mutant meat and rare earths to recruit rescued gals?&lt;br /&gt;
* A. Learn the Cavern Hunting tech, it will provide you with a steady supply of mutant meat. Rare earths usually drop from Ninja Ubers when you defend the goblin villages from them.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I determine which ships to attack before I get hyperwave decoder?&lt;br /&gt;
* A. Chase all crafts and look at their appearance. If they look like your aircar/bus, they are civilians (only attack if you are poor and desperate). If they have red and blue lights, they are local government (same as civilians), and if they have yellow lights, they are rebels (your allies). Everything else is fair game.&lt;br /&gt;
&lt;br /&gt;
* Q. It&#039;s early game and I have difficulties with fending off pogroms.&lt;br /&gt;
* A. You don&#039;t have to fend off pogroms until you are accepted into the Mutant Alliance. Until that, you can ignore pogroms with impunity. Being a member is not the same as doing missions for them; you can still ignore pogroms until you get *The Mutant Alliance* tech, with the asterisks: this is the formal invitation to join.&lt;br /&gt;
&lt;br /&gt;
* Q. What do Workers do?&lt;br /&gt;
* A. They do the same thing as slaves: they increase the holding capacity of your vaults. Workers are paid personnel, so you should use them if you oppose slavery.&lt;br /&gt;
&lt;br /&gt;
* Q. Could you provide the description of various mission types?&lt;br /&gt;
* A. OK, very well.&lt;br /&gt;
*** &#039;&#039;&#039;Brothel Attack&#039;&#039;&#039;: one of the rescue gal missions. The unconscious gal is held in the basement of a brothel. Your enemies are Hoes, B-Boys and some Bandits who pack early game weapons and generally pose little danger. &lt;br /&gt;
*** &#039;&#039;&#039;Rescue Stranded Gal&#039;&#039;&#039;: another one of the rescue gal missions. These missions are always fought in the wilderness at harsh weather conditions, but to make it harder, a bunch of random enemies also guards the castaway gal.&lt;br /&gt;
*** &#039;&#039;&#039;Rescue Stranded Govt Agent&#039;&#039;&#039;: this is an urban type mission where you should find the unconscious government agent. In early game, the enemies are often feral dogs, which makes the mission hard. Reaction fire saves lives.&lt;br /&gt;
*** &#039;&#039;&#039;Bring Down the Tower&#039;&#039;&#039;: a relatively easy mission. The map is wilderness with a three-storied tower somewhere. Find the tower, destroy the door-propping robot (it is merely a statue to scare away superstitious Ubers, not an enemy) and storm the tower. The enemies are usually low-level Academy researchers and students.&lt;br /&gt;
*** &#039;&#039;&#039;Temple Raid&#039;&#039;&#039;: this mission is harder than the previous one because of the priest, who packs the Heavy Shotgun and likes to lurk in close quarters. Lot of civilians here, so you might want to stun these. The temple can spawn in urban terrain, rural terrain or wilderness.&lt;br /&gt;
*** &#039;&#039;&#039;Experiments&#039;&#039;&#039;: an Academy outpost filled with researchers, which can spawn in rural or wilderness terrain. The most danger here is posed by Academy Drones, which are easily neutralized by Molotov cocktails. After the mission you rescue an experiment victim, who can be researched or put to work (research them one after another, they have a high chance to know a technology crucial for the Tiny Drill branch!).&lt;br /&gt;
*** &#039;&#039;&#039;Ratmen Rodeo&#039;&#039;&#039;: a very annoying mission with very annoying enemies. It&#039;s always fought in rural terrain with a lot of wooden fences making the map a maze. The enemies are ratlings and guard dogs. The latter are the annoying part until you get good armor.&lt;br /&gt;
*** &#039;&#039;&#039;Help the Lokk-Narrs&#039;&#039;&#039;: a simularly rural mission that plays like a Terror Site. You have friendly goblins that have to be rescued and hostile invaders (Ninja Ubers or ratlings) that have to be eliminated. This mission is more pleasant than the Ratmen Rodeo because it brings points of infamy for every saved Lokk-Narr, which affects your end of the month score.&lt;br /&gt;
*** &#039;&#039;&#039;Shambler Hunt&#039;&#039;&#039;: an arctic terrain mission against a few hand-to-hand-attacking Wampa expies. You can also meet a rival hunting party as enemies.&lt;br /&gt;
*** &#039;&#039;&#039;Bounty Hunting D: Traitors&#039;&#039;&#039;: hunt down some hostile mutants in urban terrain. This is an easy mission, but it sometimes degenerates into &amp;quot;Hunting the last alien&amp;quot; if an enemy spawns on a bridge overhead.&lt;br /&gt;
*** &#039;&#039;&#039;Bounty Hunting D: Humanists&#039;&#039;&#039;: a fun and easy Nazi hunt in urban terrain. It&#039;s like it&#039;s 1945 again!&lt;br /&gt;
*** &#039;&#039;&#039;Bounty Hunting D: Priest&#039;&#039;&#039;: very similar to the Temple Raid, also easy win.&lt;br /&gt;
*** &#039;&#039;&#039;Bounty Hunting D: Punish the farmer&#039;&#039;&#039;: I haven&#039;t really figured what&#039;s the deal with this mission. You are supposed to wreck a red barn in 5 turns without killing anyone. I tried to set the barn on fire or explode it. No success.&lt;br /&gt;
*** &#039;&#039;&#039;Bounty Hunting C: Assassination&#039;&#039;&#039;: the main target packs some heavy firepower, so you can be unpleasantly surprised.&lt;br /&gt;
*** &#039;&#039;&#039;Bounty Hunting C: Bandits&#039;&#039;&#039;: you are limited to &amp;quot;stealthy&amp;quot; stuff, which means no heavy weapons and armor and no big-crew ships. Still pretty winnable.&lt;br /&gt;
*** &#039;&#039;&#039;Bounty Hunting C: Archeological Dig&#039;&#039;&#039;: the map is an underground maze with narrow nooks and crannies, which provides most of the difficulty. Kill everyone, collect the coins and redeem them for Goblin Zaxx tokens.&lt;br /&gt;
*** &#039;&#039;&#039;Aircar Race&#039;&#039;&#039;: this one is a freebie if you have a fast ship such as the Airspeeder. Simply head towards the target with 1 crew and bam, the winner is you. You don&#039;t have to fight anyone.&lt;br /&gt;
*** &#039;&#039;&#039;Organ Grinder&#039;&#039;&#039;: this is a hard mission! You venture into a polluted lair of ghouls who harvest the organs of kidnapped girls. This is an urban landscape full of explodable pipes and plagued with unending smoke emission (which constantly does stun damage) and acid rain (which slowly eats away the HP and armor of your gals). Smoke Ops gear is a must, so are chemical resistant cloak accessories. The ghouls themselves are pretty bullet resistant, even three point blank Confederate Eagle bullets rarely stop them. The prize is some recruitable castaway gals and half a dozen human victims who can be freed or recruited as workers.&lt;br /&gt;
&lt;br /&gt;
[[Category:Piratez]]&lt;/div&gt;</summary>
		<author><name>Ave369</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Newbie_FAQ_(Piratez)&amp;diff=85372</id>
		<title>Newbie FAQ (Piratez)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Newbie_FAQ_(Piratez)&amp;diff=85372"/>
		<updated>2017-11-29T08:11:12Z</updated>

		<summary type="html">&lt;p&gt;Ave369: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Piratez)|0.99H}}&lt;br /&gt;
{{tocright}}&lt;br /&gt;
&lt;br /&gt;
This is a FAQ for new players of the X-Piratez mod, written for the version 0.99. Note that according to most players, X-Piratez is supposed to be played blind, and this FAQ contains spoilers. So read this only if you wish to receive spoilers or have a brain-fart and are stuck.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I get my first interceptor?&lt;br /&gt;
* A. The Airspeeder and Aircar are available after you have contacts with car thieves. Airspeeder uses missile weapons, and Aircar is for cannon weapons. Early on you&#039;ll have to stick to the Aircar, because cannons are easier to research; to receive the ability to buy Seagull missiles for your Airspeeder, you&#039;ll have to interrogate a lot of Bandits and Highwaymen until you get Contacts: Smugglers from them. Note that both are pretty sucky interceptors; to get proper interceptors, you should follow most of the steps described for Tiny Drill below.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I get a bigger troop transport? The air bus sucks!&lt;br /&gt;
* A. You can get a vanilla X-COM Skyranger from the Mutant Alliance. Research the tech Bounty Hunting and do the missions the Alliance offers you. Buy any of the prizes from them, and you&#039;ll receive the ability to unlock Favor from the Alliance, which gives you Skyranger. You can also get the Pigeon, which does not require bounty hunting missions but has flat prerequisites, namely Workshop and Communications; the Pigeon is primarily an AWACS craft but doubles as a semi-decent troop transport for 9 gals. You can also use Expedition, which means your gals taking the heel-toe express to their destination; this is unadvised because the expedition moves very slowly and your base is left undefended while the gals are in the field.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I use the accessory items, such as the gas mask or shawl?&lt;br /&gt;
* A. Put them in any place in your gal&#039;s inventory, and it will be considered on. However, the accessories have type (e.g. &amp;quot;Mask&amp;quot;, &amp;quot;Hat&amp;quot;), and two of the same type will give you nothing.&lt;br /&gt;
&lt;br /&gt;
* Q. I&#039;ve captured some high ranking dude but cannot interrogate him. How do I do that?&lt;br /&gt;
* A. You need the technology of Persuasion to interrogate the higher-ups. It is unlocked through researching Mutant Porn and Slavery.&lt;br /&gt;
&lt;br /&gt;
* Q. The fluff says the Ubers have superior night vision, but I can&#039;t see a thing at night! I&#039;m tired of tossing molotovs everywhere!&lt;br /&gt;
* A. You should turn night vision mode on. By default, the key is Scroll Lock, but you can redefine it (e.g. if you do not have such a key).&lt;br /&gt;
&lt;br /&gt;
* Q. Why should I use bows? What is this, Skyrim?&lt;br /&gt;
* A. Bows have the ability of arcing. They fire over obstacles, like the spit of Celatid in the vanilla X-COM. You can fire at your enemies while hiding behind cover. The Assault Cannon and the grenade launchers also have this ability.&lt;br /&gt;
&lt;br /&gt;
* Q. What&#039;s the deal with the Hammer and the Chainsaw? Their combat interface is unlike other melee weapons, it&#039;s like they are ranged.&lt;br /&gt;
* A. Technically, they are ranged weapons with the range of 1. This is done because only ranged weapons can destroy terrain, and destroying terrain is half of the functionality of the hammer and the saw.&lt;br /&gt;
&lt;br /&gt;
* Q. Why am I penalized for taking down enemy craft and killing hostile dudes?&lt;br /&gt;
* A. You are being a jerk, attacking civilian craft and killing civilians. In this game, only the mutants are non-hostile civilians, human civilians are hostile and sometimes armed. This doesn&#039;t mean you have to kill them: the Hands are Robin Hood types who rob the rich (the global factions), help the poor (the mutants) and leave the middle class (human civilians) alone. Still, you might want to attack civilians: in the early game, the loot from civilians outweighs the penalties for attacking them. &lt;br /&gt;
&lt;br /&gt;
* Q. How to unlock the Confederate Eagle to be bought?&lt;br /&gt;
* A. Do the bounty hunting missions for the goblin cartels. One of the rewards is &amp;quot;Confederate Gear&amp;quot;, which includes unlocking the deagle at the black market.&lt;br /&gt;
&lt;br /&gt;
* Q. Where do I get a katana?&lt;br /&gt;
* A. In &amp;quot;Help the Lokk-Narrs&amp;quot; missions, you often fight against Ninja Ubers. Yeah, the old ninja vs pirate meme. The katana (referred to as &amp;quot;Fuso Sword&amp;quot;) often drops from them.&lt;br /&gt;
&lt;br /&gt;
* Q. What exactly is the deal with Tiny Drill?&lt;br /&gt;
* A. It&#039;s the beginning of the long research chain that culminates with the construction of your awesome flagship craft, which marks the beginning of the mid-game. Read [[Tiny Drill (Piratez)]] to learn more about how to complete it. The choice you make also matters in whether you receive classic X-COM Psionics or newfangled magick instead, and which auxiliary cool crafts and unique items you receive.&lt;br /&gt;
&lt;br /&gt;
* Q. What&#039;s the deal with the Officer&#039;s uniform? It does stun damage on the gal wearing it!&lt;br /&gt;
* A. You should read the Bootypedia description carefully. It says you need a high-Bravery gal to wear it. Otherwise you receive this penalty.&lt;br /&gt;
&lt;br /&gt;
* Q. Why should I bother with the rescue gal missions, if I can unlock recruiting?&lt;br /&gt;
* A. The gals you rescue are of the same type as your starting gals, the Castaways. They do not require salary until they rank up, and their stat caps are somewhat higher. So you might prefer using them rather than the hired gals.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I get mutant meat and rare earths to recruit rescued gals?&lt;br /&gt;
* A. Learn the Cavern Hunting tech, it will provide you with a steady supply of mutant meat. Rare earths usually drop from Ninja Ubers when you defend the goblin villages from them.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I determine which ships to attack before I get hyperwave decoder?&lt;br /&gt;
* A. Chase all crafts and look at their appearance. If they look like your aircar/bus, they are civilians (only attack if you are poor and desperate). If they have red and blue lights, they are local government (same as civilians), and if they have yellow lights, they are rebels (your allies). Everything else is fair game.&lt;br /&gt;
&lt;br /&gt;
* Q. It&#039;s early game and I have difficulties with fending off pogroms.&lt;br /&gt;
* A. You don&#039;t have to fend off pogroms until you are accepted into the Mutant Alliance. Until that, you can ignore pogroms with impunity. Being a member is not the same as doing missions for them; you can still ignore pogroms until you get *The Mutant Alliance* tech, with the asterisks: this is the formal invitation to join.&lt;br /&gt;
&lt;br /&gt;
* Q. Could you provide the description of various mission types?&lt;br /&gt;
* A. OK, very well.&lt;br /&gt;
*** &#039;&#039;&#039;Brothel Attack&#039;&#039;&#039;: one of the rescue gal missions. The unconscious gal is held in the basement of a brothel. Your enemies are Hoes, B-Boys and some Bandits who pack early game weapons and generally pose little danger. &lt;br /&gt;
*** &#039;&#039;&#039;Rescue Stranded Gal&#039;&#039;&#039;: another one of the rescue gal missions. These missions are always fought in the wilderness at harsh weather conditions, but to make it harder, a bunch of random enemies also guards the castaway gal.&lt;br /&gt;
*** &#039;&#039;&#039;Rescue Stranded Govt Agent&#039;&#039;&#039;: this is an urban type mission where you should find the unconscious government agent. In early game, the enemies are often feral dogs, which makes the mission hard. Reaction fire saves lives.&lt;br /&gt;
*** &#039;&#039;&#039;Bring Down the Tower&#039;&#039;&#039;: a relatively easy mission. The map is wilderness with a three-storied tower somewhere. Find the tower, destroy the door-propping robot (it is merely a statue to scare away superstitious Ubers, not an enemy) and storm the tower. The enemies are usually low-level Academy researchers and students.&lt;br /&gt;
*** &#039;&#039;&#039;Temple Raid&#039;&#039;&#039;: this mission is harder than the previous one because of the priest, who packs the Heavy Shotgun and likes to lurk in close quarters. Lot of civilians here, so you might want to stun these. The temple can spawn in urban terrain, rural terrain or wilderness.&lt;br /&gt;
*** &#039;&#039;&#039;Experiments&#039;&#039;&#039;: an Academy outpost filled with researchers, which can spawn in rural or wilderness terrain. The most danger here is posed by Academy Drones, which are easily neutralized by Molotov cocktails. After the mission you rescue an experiment victim, who can be researched or put to work (research them one after another, they have a high chance to know a technology crucial for the Tiny Drill branch!).&lt;br /&gt;
*** &#039;&#039;&#039;Ratmen Rodeo&#039;&#039;&#039;: a very annoying mission with very annoying enemies. It&#039;s always fought in rural terrain with a lot of wooden fences making the map a maze. The enemies are ratlings and guard dogs. The latter are the annoying part until you get good armor.&lt;br /&gt;
*** &#039;&#039;&#039;Help the Lokk-Narrs&#039;&#039;&#039;: a simularly rural mission that plays like a Terror Site. You have friendly goblins that have to be rescued and hostile invaders (Ninja Ubers or ratlings) that have to be eliminated. This mission is more pleasant than the Ratmen Rodeo because it brings points of infamy for every saved Lokk-Narr, which affects your end of the month score.&lt;br /&gt;
*** &#039;&#039;&#039;Shambler Hunt&#039;&#039;&#039;: an arctic terrain mission against a few hand-to-hand-attacking Wampa expies. You can also meet a rival hunting party as enemies.&lt;br /&gt;
*** &#039;&#039;&#039;Bounty Hunting D: Traitors&#039;&#039;&#039;: hunt down some hostile mutants in urban terrain. This is an easy mission, but it sometimes degenerates into &amp;quot;Hunting the last alien&amp;quot; if an enemy spawns on a bridge overhead.&lt;br /&gt;
*** &#039;&#039;&#039;Bounty Hunting D: Humanists&#039;&#039;&#039;: a fun and easy Nazi hunt in urban terrain. It&#039;s like it&#039;s 1945 again!&lt;br /&gt;
*** &#039;&#039;&#039;Bounty Hunting D: Priest&#039;&#039;&#039;: very similar to the Temple Raid, also easy win.&lt;br /&gt;
*** &#039;&#039;&#039;Bounty Hunting D: Punish the farmer&#039;&#039;&#039;: I haven&#039;t really figured what&#039;s the deal with this mission. You are supposed to wreck a red barn in 5 turns without killing anyone. I tried to set the barn on fire or explode it. No success.&lt;br /&gt;
*** &#039;&#039;&#039;Bounty Hunting C: Assassination&#039;&#039;&#039;: the main target packs some heavy firepower, so you can be unpleasantly surprised.&lt;br /&gt;
*** &#039;&#039;&#039;Bounty Hunting C: Bandits&#039;&#039;&#039;: you are limited to &amp;quot;stealthy&amp;quot; stuff, which means no heavy weapons and armor and no big-crew ships. Still pretty winnable.&lt;br /&gt;
*** &#039;&#039;&#039;Bounty Hunting C: Archeological Dig&#039;&#039;&#039;: the map is an underground maze with narrow nooks and crannies, which provides most of the difficulty. Kill everyone, collect the coins and redeem them for Goblin Zaxx tokens.&lt;br /&gt;
*** &#039;&#039;&#039;Aircar Race&#039;&#039;&#039;: this one is a freebie if you have a fast ship such as the Airspeeder. Simply head towards the target with 1 crew and bam, the winner is you. You don&#039;t have to fight anyone.&lt;br /&gt;
&lt;br /&gt;
[[Category:Piratez]]&lt;/div&gt;</summary>
		<author><name>Ave369</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Newbie_FAQ_(Piratez)&amp;diff=85371</id>
		<title>Newbie FAQ (Piratez)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Newbie_FAQ_(Piratez)&amp;diff=85371"/>
		<updated>2017-11-29T07:56:44Z</updated>

		<summary type="html">&lt;p&gt;Ave369: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Piratez)|0.99H}}&lt;br /&gt;
{{tocright}}&lt;br /&gt;
&lt;br /&gt;
This is a FAQ for new players of the X-Piratez mod, written for the version 0.99. Note that according to most players, X-Piratez is supposed to be played blind, and this FAQ contains spoilers. So read this only if you wish to receive spoilers or have a brain-fart and are stuck.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I get my first interceptor?&lt;br /&gt;
* A. The Airspeeder and Aircar are available after you have contacts with car thieves. Airspeeder uses missile weapons, and Aircar is for cannon weapons. Early on you&#039;ll have to stick to the Aircar, because cannons are easier to research; to receive the ability to buy Seagull missiles for your Airspeeder, you&#039;ll have to interrogate a lot of Bandits and Highwaymen until you get Contacts: Smugglers from them. Note that both are pretty sucky interceptors; to get proper interceptors, you should follow most of the steps described for Tiny Drill below.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I get a bigger troop transport? The air bus sucks!&lt;br /&gt;
* A. You can get a vanilla X-COM Skyranger from the Mutant Alliance. Research the tech Bounty Hunting and do the missions the Alliance offers you. Buy any of the prizes from them, and you&#039;ll receive the ability to unlock Favor from the Alliance, which gives you Skyranger. You can also get the Pigeon, which does not require bounty hunting missions but has flat prerequisites, namely Workshop and Communications; the Pigeon is primarily an AWACS craft but doubles as a semi-decent troop transport for 9 gals. You can also use Expedition, which means your gals taking the heel-toe express to their destination; this is unadvised because the expedition moves very slowly and your base is left undefended while the gals are in the field.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I use the accessory items, such as the gas mask or shawl?&lt;br /&gt;
* A. Put them in any place in your gal&#039;s inventory, and it will be considered on. However, the accessories have type (e.g. &amp;quot;Mask&amp;quot;, &amp;quot;Hat&amp;quot;), and two of the same type will give you nothing.&lt;br /&gt;
&lt;br /&gt;
* Q. I&#039;ve captured some high ranking dude but cannot interrogate him. How do I do that?&lt;br /&gt;
* A. You need the technology of Persuasion to interrogate the higher-ups. It is unlocked through researching Mutant Porn and Slavery.&lt;br /&gt;
&lt;br /&gt;
* Q. The fluff says the Ubers have superior night vision, but I can&#039;t see a thing at night! I&#039;m tired of tossing molotovs everywhere!&lt;br /&gt;
* A. You should turn night vision mode on. By default, the key is Scroll Lock, but you can redefine it (e.g. if you do not have such a key).&lt;br /&gt;
&lt;br /&gt;
* Q. Why should I use bows? What is this, Skyrim?&lt;br /&gt;
* A. Bows have the ability of arcing. They fire over obstacles, like the spit of Celatid in the vanilla X-COM. You can fire at your enemies while hiding behind cover. The Assault Cannon and the grenade launchers also have this ability.&lt;br /&gt;
&lt;br /&gt;
* Q. What&#039;s the deal with the Hammer and the Chainsaw? Their combat interface is unlike other melee weapons, it&#039;s like they are ranged.&lt;br /&gt;
* A. Technically, they are ranged weapons with the range of 1. This is done because only ranged weapons can destroy terrain, and destroying terrain is half of the functionality of the hammer and the saw.&lt;br /&gt;
&lt;br /&gt;
* Q. Why am I penalized for taking down enemy craft and killing hostile dudes?&lt;br /&gt;
* A. You are being a jerk, attacking civilian craft and killing civilians. In this game, only the mutants are non-hostile civilians, human civilians are hostile and sometimes armed. This doesn&#039;t mean you have to kill them: the Hands are Robin Hood types who rob the rich (the global factions), help the poor (the mutants) and leave the middle class (human civilians) alone. Still, you might want to attack civilians: in the early game, the loot from civilians outweighs the penalties for attacking them. &lt;br /&gt;
&lt;br /&gt;
* Q. How to unlock the Confederate Eagle to be bought?&lt;br /&gt;
* A. Do the bounty hunting missions for the goblin cartels. One of the rewards is &amp;quot;Confederate Gear&amp;quot;, which includes unlocking the deagle at the black market.&lt;br /&gt;
&lt;br /&gt;
* Q. Where do I get a katana?&lt;br /&gt;
* A. In &amp;quot;Help the Lokk-Narrs&amp;quot; missions, you often fight against Ninja Ubers. Yeah, the old ninja vs pirate meme. The katana (referred to as &amp;quot;Fuso Sword&amp;quot;) often drops from them.&lt;br /&gt;
&lt;br /&gt;
* Q. What exactly is the deal with Tiny Drill?&lt;br /&gt;
* A. It&#039;s the beginning of the long research chain that culminates with the construction of your awesome flagship craft, which marks the beginning of the mid-game. Read [[Tiny Drill (Piratez)]] to learn more about how to complete it. The choice you make also matters in whether you receive classic X-COM Psionics or newfangled magick instead, and which auxiliary cool crafts and unique items you receive.&lt;br /&gt;
&lt;br /&gt;
* Q. What&#039;s the deal with the Officer&#039;s uniform? It does stun damage on the gal wearing it!&lt;br /&gt;
* A. You should read the Bootypedia description carefully. It says you need a high-Bravery gal to wear it. Otherwise you receive this penalty.&lt;br /&gt;
&lt;br /&gt;
* Q. Why should I bother with the rescue gal missions, if I can unlock recruiting?&lt;br /&gt;
* A. The gals you rescue are of the same type as your starting gals, the Castaways. They do not require salary until they rank up, and their stat caps are somewhat higher. So you might prefer using them rather than the hired gals.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I get mutant meat and rare earths to recruit rescued gals?&lt;br /&gt;
* A. Learn the Cavern Hunting tech, it will provide you with a steady supply of mutant meat. Rare earths usually drop from Ninja Ubers when you defend the goblin villages from them.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I determine which ships to attack before I get hyperwave decoder?&lt;br /&gt;
* A. Chase all crafts and look at their appearance. If they look like your aircar/bus, they are civilians (only attack if you are poor and desperate). If they have red and blue lights, they are local government (same as civilians), and if they have yellow lights, they are rebels (your allies). Everything else is fair game.&lt;br /&gt;
&lt;br /&gt;
* Q. It&#039;s early game and I have difficulties with fending off pogroms.&lt;br /&gt;
* A. You don&#039;t have to fend off pogroms until you are accepted into the Mutant Alliance. Until that, you can ignore pogroms with impunity. Being a member is not the same as doing missions for them; you can still ignore pogroms until you get *The Mutant Alliance* tech, with the asterisks: this is the formal invitation to join.&lt;br /&gt;
&lt;br /&gt;
* Q. Could you provide the description of various mission types?&lt;br /&gt;
* A. OK, very well.&lt;br /&gt;
*** &#039;&#039;&#039;Brothel Attack&#039;&#039;&#039;: one of the rescue gal missions. The unconscious gal is held in the basement of a brothel. Your enemies are Hoes, B-Boys and some Bandits who pack early game weapons and generally pose little danger. &lt;br /&gt;
*** &#039;&#039;&#039;Rescue Stranded Gal&#039;&#039;&#039;: another one of the rescue gal missions. These missions are always fought in the wilderness at harsh weather conditions, but to make it harder, a bunch of random enemies also guards the castaway gal.&lt;br /&gt;
*** &#039;&#039;&#039;Rescue Stranded Govt Agent&#039;&#039;&#039;: this is an urban type mission where you should find the unconscious government agent. In early game, the enemies are often feral dogs, which makes the mission hard. Reaction fire saves lives.&lt;br /&gt;
*** &#039;&#039;&#039;Bring Down the Tower&#039;&#039;&#039;: a relatively easy mission. The map is wilderness with a three-storied tower somewhere. Find the tower, destroy the door-propping robot (it is merely a statue to scare away superstitious Ubers, not an enemy) and storm the tower. The enemies are usually low-level Academy researchers and students.&lt;br /&gt;
*** &#039;&#039;&#039;Temple Raid&#039;&#039;&#039;: this mission is harder than the previous one because of the priest, who packs the Heavy Shotgun and likes to lurk in close quarters. Lot of civilians here, so you might want to stun these. The temple can spawn in urban terrain, rural terrain or wilderness.&lt;br /&gt;
*** &#039;&#039;&#039;Experiments&#039;&#039;&#039;: an Academy outpost filled with researchers, which can spawn in rural or wilderness terrain. The most danger here is posed by Academy Drones, which are easily neutralized by Molotov cocktails. After the mission you rescue an experiment victim, who can be researched or put to work (research them one after another, they have a high chance to know a technology crucial for the Tiny Drill branch!).&lt;br /&gt;
*** &#039;&#039;&#039;Ratmen Rodeo&#039;&#039;&#039;: a very annoying mission with very annoying enemies. It&#039;s always fought in rural terrain with a lot of wooden fences making the map a maze. The enemies are ratlings and guard dogs. The latter are the annoying part until you get good armor.&lt;br /&gt;
*** &#039;&#039;&#039;Help the Lokk-Narrs&#039;&#039;&#039;: a simularly rural mission that plays like a Terror Site. You have friendly goblins that have to be rescued and hostile invaders (Ninja Ubers or ratlings) that have to be eliminated. This mission is more pleasant than the Ratmen Rodeo because it brings points of infamy for every saved Lokk-Narr, which affects your end of the month score.&lt;br /&gt;
&lt;br /&gt;
[[Category:Piratez]]&lt;/div&gt;</summary>
		<author><name>Ave369</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Newbie_FAQ_(Piratez)&amp;diff=85370</id>
		<title>Newbie FAQ (Piratez)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Newbie_FAQ_(Piratez)&amp;diff=85370"/>
		<updated>2017-11-29T07:19:20Z</updated>

		<summary type="html">&lt;p&gt;Ave369: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Piratez)|0.99H}}&lt;br /&gt;
{{tocright}}&lt;br /&gt;
&lt;br /&gt;
This is a FAQ for new players of the X-Piratez mod, written for the version 0.99. Note that according to most players, X-Piratez is supposed to be played blind, and this FAQ contains spoilers. So read this only if you wish to receive spoilers or have a brain-fart and are stuck.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I get my first interceptor?&lt;br /&gt;
* A. The Airspeeder and Aircar are available after you have contacts with car thieves. Airspeeder uses missile weapons, and Aircar is for cannon weapons. Early on you&#039;ll have to stick to the Aircar, because cannons are easier to research; to receive the ability to buy Seagull missiles for your Airspeeder, you&#039;ll have to interrogate a lot of Bandits and Highwaymen until you get Contacts: Smugglers from them. Note that both are pretty sucky interceptors; to get proper interceptors, you should follow most of the steps described for Tiny Drill below.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I get a bigger troop transport? The air bus sucks!&lt;br /&gt;
* A. You can get a vanilla X-COM Skyranger from the Mutant Alliance. Research the tech Bounty Hunting and do the missions the Alliance offers you. Buy any of the prizes from them, and you&#039;ll receive the ability to unlock Favor from the Alliance, which gives you Skyranger. You can also get the Pigeon, which does not require bounty hunting missions but has flat prerequisites, namely Workshop and Communications; the Pigeon is primarily an AWACS craft but doubles as a semi-decent troop transport for 9 gals. You can also use Expedition, which means your gals taking the heel-toe express to their destination; this is unadvised because the expedition moves very slowly and your base is left undefended while the gals are in the field.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I use the accessory items, such as the gas mask or shawl?&lt;br /&gt;
* A. Put them in any place in your gal&#039;s inventory, and it will be considered on. However, the accessories have type (e.g. &amp;quot;Mask&amp;quot;, &amp;quot;Hat&amp;quot;), and two of the same type will give you nothing.&lt;br /&gt;
&lt;br /&gt;
* Q. I&#039;ve captured some high ranking dude but cannot interrogate him. How do I do that?&lt;br /&gt;
* A. You need the technology of Persuasion to interrogate the higher-ups. It is unlocked through researching Mutant Porn and Slavery.&lt;br /&gt;
&lt;br /&gt;
* Q. The fluff says the Ubers have superior night vision, but I can&#039;t see a thing at night! I&#039;m tired of tossing molotovs everywhere!&lt;br /&gt;
* A. You should turn night vision mode on. By default, the key is Scroll Lock, but you can redefine it (e.g. if you do not have such a key).&lt;br /&gt;
&lt;br /&gt;
* Q. Why should I use bows? What is this, Skyrim?&lt;br /&gt;
* A. Bows have the ability of arcing. They fire over obstacles, like the spit of Celatid in the vanilla X-COM. You can fire at your enemies while hiding behind cover. The Assault Cannon and the grenade launchers also have this ability.&lt;br /&gt;
&lt;br /&gt;
* Q. What&#039;s the deal with the Hammer and the Chainsaw? Their combat interface is unlike other melee weapons, it&#039;s like they are ranged.&lt;br /&gt;
* A. Technically, they are ranged weapons with the range of 1. This is done because only ranged weapons can destroy terrain, and destroying terrain is half of the functionality of the hammer and the saw.&lt;br /&gt;
&lt;br /&gt;
* Q. Why am I penalized for taking down enemy craft and killing hostile dudes?&lt;br /&gt;
* A. You are being a jerk, attacking civilian craft and killing civilians. In this game, only the mutants are non-hostile civilians, human civilians are hostile and sometimes armed. This doesn&#039;t mean you have to kill them: the Hands are Robin Hood types who rob the rich (the global factions), help the poor (the mutants) and leave the middle class (human civilians) alone. Still, you might want to attack civilians: in the early game, the loot from civilians outweighs the penalties for attacking them. &lt;br /&gt;
&lt;br /&gt;
* Q. How to unlock the Confederate Eagle to be bought?&lt;br /&gt;
* A. Do the bounty hunting missions for the goblin cartels. One of the rewards is &amp;quot;Confederate Gear&amp;quot;, which includes unlocking the deagle at the black market.&lt;br /&gt;
&lt;br /&gt;
* Q. Where do I get a katana?&lt;br /&gt;
* A. In &amp;quot;Help the Lokk-Narrs&amp;quot; missions, you often fight against Ninja Ubers. Yeah, the old ninja vs pirate meme. The katana (referred to as &amp;quot;Fuso Sword&amp;quot;) often drops from them.&lt;br /&gt;
&lt;br /&gt;
* Q. What exactly is the deal with Tiny Drill?&lt;br /&gt;
* A. It&#039;s the beginning of the long research chain that culminates with the construction of your awesome flagship craft, which marks the beginning of the mid-game. Read [[Tiny Drill (Piratez)]] to learn more about how to complete it. The choice you make also matters in whether you receive classic X-COM Psionics or newfangled magick instead, and which auxiliary cool crafts and unique items you receive.&lt;br /&gt;
&lt;br /&gt;
* Q. What&#039;s the deal with the Officer&#039;s uniform? It does stun damage on the gal wearing it!&lt;br /&gt;
* A. You should read the Bootypedia description carefully. It says you need a high-Bravery gal to wear it. Otherwise you receive this penalty.&lt;br /&gt;
&lt;br /&gt;
* Q. Why should I bother with the rescue gal missions, if I can unlock recruiting?&lt;br /&gt;
* A. The gals you rescue are of the same type as your starting gals, the Castaways. They do not require salary until they rank up, and their stat caps are somewhat higher. So you might prefer using them rather than the hired gals.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I get mutant meat and rare earths to recruit rescued gals?&lt;br /&gt;
* A. Learn the Cavern Hunting tech, it will provide you with a steady supply of mutant meat. Rare earths usually drop from Ninja Ubers when you defend the goblin villages from them.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I determine which ships to attack before I get hyperwave decoder?&lt;br /&gt;
* A. Chase all crafts and look at their appearance. If they look like your aircar/bus, they are civilians (only attack if you are poor and desperate). If they have red and blue lights, they are local government (same as civilians), and if they have yellow lights, they are rebels (your allies). Everything else is fair game.&lt;br /&gt;
&lt;br /&gt;
* Q. It&#039;s early game and I have difficulties with fending off pogroms.&lt;br /&gt;
* A. You don&#039;t have to fend off pogroms until you are accepted into the Mutant Alliance. Until that, you can ignore pogroms with impunity. Being a member is not the same as doing missions for them; you can still ignore pogroms until you get *The Mutant Alliance* tech, with the asterisks: this is the formal invitation to join.&lt;br /&gt;
&lt;br /&gt;
[[Category:Piratez]]&lt;/div&gt;</summary>
		<author><name>Ave369</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Newbie_FAQ_(Piratez)&amp;diff=85369</id>
		<title>Newbie FAQ (Piratez)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Newbie_FAQ_(Piratez)&amp;diff=85369"/>
		<updated>2017-11-28T23:39:24Z</updated>

		<summary type="html">&lt;p&gt;Ave369: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Piratez)|0.99H}}&lt;br /&gt;
{{tocright}}&lt;br /&gt;
&lt;br /&gt;
This is a FAQ for new players of the X-Piratez mod, written for the version 0.99. Note that according to most players, X-Piratez is supposed to be played blind, and this FAQ contains spoilers. So read this only if you wish to receive spoilers or have a brain-fart and are stuck.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I get my first interceptor?&lt;br /&gt;
* A. The Airspeeder and Aircar are available after you have contacts with car thieves. Airspeeder uses missile weapons, and Aircar is for cannon weapons. Early on you&#039;ll have to stick to the Aircar, because cannons are easier to research; to receive the ability to buy Seagull missiles for your Airspeeder, you&#039;ll have to interrogate a lot of Bandits and Highwaymen until you get Contacts: Smugglers from them. Note that both are pretty sucky interceptors; to get proper interceptors, you should follow most of the steps described for Tiny Drill below.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I get a bigger troop transport? The air bus sucks!&lt;br /&gt;
* A. You can get a vanilla X-COM Skyranger from the Mutant Alliance. Research the tech Bounty Hunting and do the missions the Alliance offers you. Buy any of the prizes from them, and you&#039;ll receive the ability to unlock Favor from the Alliance, which gives you Skyranger. You can also get the Pigeon, which does not require bounty hunting missions but has flat prerequisites, namely Workshop and Communications; the Pigeon is primarily an AWACS craft but doubles as a semi-decent troop transport for 9 gals. You can also use Expedition, which means your gals taking the heel-toe express to their destination; this is unadvised because the expedition moves very slowly and your base is left undefended while the gals are in the field.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I use the accessory items, such as the gas mask or shawl?&lt;br /&gt;
* A. Put them in any place in your gal&#039;s inventory, and it will be considered on. However, the accessories have type (e.g. &amp;quot;Mask&amp;quot;, &amp;quot;Hat&amp;quot;), and two of the same type will give you nothing.&lt;br /&gt;
&lt;br /&gt;
* Q. I&#039;ve captured some high ranking dude but cannot interrogate him. How do I do that?&lt;br /&gt;
* A. You need the technology of Persuasion to interrogate the higher-ups. It is unlocked through researching Mutant Porn.&lt;br /&gt;
&lt;br /&gt;
* Q. The fluff says the Ubers have superior night vision, but I can&#039;t see a thing at night! I&#039;m tired of tossing molotovs everywhere!&lt;br /&gt;
* A. You should turn night vision mode on. By default, the key is Scroll Lock, but you can redefine it (e.g. if you do not have such a key).&lt;br /&gt;
&lt;br /&gt;
* Q. Why should I use bows? What is this, Skyrim?&lt;br /&gt;
* A. Bows have the ability of arcing. They fire over obstacles, like the spit of Celatid in the vanilla X-COM. You can fire at your enemies while hiding behind cover. The Assault Cannon and the grenade launchers also have this ability.&lt;br /&gt;
&lt;br /&gt;
* Q. What&#039;s the deal with the Hammer and the Chainsaw? Their combat interface is unlike other melee weapons, it&#039;s like they are ranged.&lt;br /&gt;
* A. Technically, they are ranged weapons with the range of 1. This is done because only ranged weapons can destroy terrain, and destroying terrain is half of the functionality of the hammer and the saw.&lt;br /&gt;
&lt;br /&gt;
* Q. Why am I penalized for taking down enemy craft and killing hostile dudes?&lt;br /&gt;
* A. You are being a jerk, attacking civilian craft and killing civilians. In this game, only the mutants are non-hostile civilians, human civilians are hostile and sometimes armed. This doesn&#039;t mean you have to kill them: the Hands are Robin Hood types who rob the rich (the global factions), help the poor (the mutants) and leave the middle class (human civilians) alone. Still, you might want to attack civilians: in the early game, the loot from civilians outweighs the penalties for attacking them. &lt;br /&gt;
&lt;br /&gt;
* Q. How to unlock the Confederate Eagle to be bought?&lt;br /&gt;
* A. Do the bounty hunting missions for the goblin cartels. One of the rewards is &amp;quot;Confederate Gear&amp;quot;, which includes unlocking the deagle at the black market.&lt;br /&gt;
&lt;br /&gt;
* Q. Where do I get a katana?&lt;br /&gt;
* A. In &amp;quot;Help the Lokk-Narrs&amp;quot; missions, you often fight against Ninja Ubers. Yeah, the old ninja vs pirate meme. The katana (referred to as &amp;quot;Fuso Sword&amp;quot;) often drops from them.&lt;br /&gt;
&lt;br /&gt;
* Q. What exactly is the deal with Tiny Drill?&lt;br /&gt;
* A. It&#039;s the beginning of the long research chain that culminates with the construction of your awesome flagship craft, which marks the beginning of the mid-game. Read [[Tiny Drill (Piratez)]] to learn more about how to complete it. The choice you make also matters in whether you receive classic X-COM Psionics or newfangled magick instead, and which auxiliary cool crafts and unique items you receive.&lt;br /&gt;
&lt;br /&gt;
* Q. What&#039;s the deal with the Officer&#039;s uniform? It does stun damage on the gal wearing it!&lt;br /&gt;
* A. You should read the Bootypedia description carefully. It says you need a high-Bravery gal to wear it. Otherwise you receive this penalty.&lt;br /&gt;
&lt;br /&gt;
* Q. Why should I bother with the rescue gal missions, if I can unlock recruiting?&lt;br /&gt;
* A. The gals you rescue are of the same type as your starting gals, the Castaways. They do not require salary until they rank up, and their stat caps are somewhat higher. So you might prefer using them rather than the hired gals.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I get mutant meat and rare earths to recruit rescued gals?&lt;br /&gt;
* A. Learn the Cavern Hunting tech, it will provide you with a steady supply of mutant meat. Rare earths usually drop from Ninja Ubers when you defend the goblin villages from them.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I determine which ships to attack before I get hyperwave decoder?&lt;br /&gt;
* A. Chase all crafts and look at their appearance. If they look like your aircar/bus, they are civilians (only attack if you are poor and desperate). If they have red and blue lights, they are local government (same as civilians), and if they have yellow lights, they are rebels (your allies). Everything else is fair game.&lt;br /&gt;
&lt;br /&gt;
* Q. It&#039;s early game and I have difficulties with fending off pogroms.&lt;br /&gt;
* A. You don&#039;t have to fend off pogroms until you are accepted into the Mutant Alliance. Until that, you can ignore pogroms with impunity. Being a member is not the same as doing missions for them; you can still ignore pogroms until you get *The Mutant Alliance* tech, with the asterisks: this is the formal invitation to join.&lt;br /&gt;
&lt;br /&gt;
[[Category:Piratez]]&lt;/div&gt;</summary>
		<author><name>Ave369</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Newbie_FAQ_(Piratez)&amp;diff=85368</id>
		<title>Newbie FAQ (Piratez)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Newbie_FAQ_(Piratez)&amp;diff=85368"/>
		<updated>2017-11-28T23:32:10Z</updated>

		<summary type="html">&lt;p&gt;Ave369: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Piratez)|0.99H}}&lt;br /&gt;
{{tocright}}&lt;br /&gt;
&lt;br /&gt;
This is a FAQ for new players of the X-Piratez mod, written for the version 0.99. Note that according to most players, X-Piratez is supposed to be played blind, and this FAQ contains spoilers. So read this only if you wish to receive spoilers or have a brain-fart and are stuck.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I get my first interceptor?&lt;br /&gt;
* A. The Airspeeder and Aircar are available after you have contacts with car thieves. Airspeeder uses missile weapons, and Aircar is for cannon weapons. Early on you&#039;ll have to stick to the Aircar, because cannons are easier to research; to receive the ability to buy Seagull missiles for your Airspeeder, you&#039;ll have to interrogate a lot of Bandits and Highwaymen until you get Contacts: Smugglers from them. Note that both are pretty sucky interceptors; to get proper interceptors, you should follow most of the steps described for Tiny Drill below.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I get a bigger troop transport? The air bus sucks!&lt;br /&gt;
* A. You can get a vanilla X-COM Skyranger from the Mutant Alliance. Research the tech Bounty Hunting and do the missions the Alliance offers you. Buy any of the prizes from them, and you&#039;ll receive the ability to unlock Favor from the Alliance, which gives you Skyranger. You can also get the Pigeon, which does not require bounty hunting missions but has flat prerequisites, namely Workshop and Communications; the Pigeon is primarily an AWACS craft but doubles as a semi-decent troop transport for 9 gals.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I use the accessory items, such as the gas mask or shawl?&lt;br /&gt;
* A. Put them in any place in your gal&#039;s inventory, and it will be considered on. However, the accessories have type (e.g. &amp;quot;Mask&amp;quot;, &amp;quot;Hat&amp;quot;), and two of the same type will give you nothing.&lt;br /&gt;
&lt;br /&gt;
* Q. I&#039;ve captured some high ranking dude but cannot interrogate him. How do I do that?&lt;br /&gt;
* A. You need the technology of Persuasion to interrogate the higher-ups. It is unlocked through researching Mutant Porn.&lt;br /&gt;
&lt;br /&gt;
* Q. The fluff says the Ubers have superior night vision, but I can&#039;t see a thing at night! I&#039;m tired of tossing molotovs everywhere!&lt;br /&gt;
* A. You should turn night vision mode on. By default, the key is Scroll Lock, but you can redefine it (e.g. if you do not have such a key).&lt;br /&gt;
&lt;br /&gt;
* Q. Why should I use bows? What is this, Skyrim?&lt;br /&gt;
* A. Bows have the ability of arcing. They fire over obstacles, like the spit of Celatid in the vanilla X-COM. You can fire at your enemies while hiding behind cover. The Assault Cannon and the grenade launchers also have this ability.&lt;br /&gt;
&lt;br /&gt;
* Q. What&#039;s the deal with the Hammer and the Chainsaw? Their combat interface is unlike other melee weapons, it&#039;s like they are ranged.&lt;br /&gt;
* A. Technically, they are ranged weapons with the range of 1. This is done because only ranged weapons can destroy terrain, and destroying terrain is half of the functionality of the hammer and the saw.&lt;br /&gt;
&lt;br /&gt;
* Q. Why am I penalized for taking down enemy craft and killing hostile dudes?&lt;br /&gt;
* A. You are being a jerk, attacking civilian craft and killing civilians. In this game, only the mutants are non-hostile civilians, human civilians are hostile and sometimes armed. This doesn&#039;t mean you have to kill them: the Hands are Robin Hood types who rob the rich (the global factions), help the poor (the mutants) and leave the middle class (human civilians) alone. Still, you might want to attack civilians: in the early game, the loot from civilians outweighs the penalties for attacking them. &lt;br /&gt;
&lt;br /&gt;
* Q. How to unlock the Confederate Eagle to be bought?&lt;br /&gt;
* A. Do the bounty hunting missions for the goblin cartels. One of the rewards is &amp;quot;Confederate Gear&amp;quot;, which includes unlocking the deagle at the black market.&lt;br /&gt;
&lt;br /&gt;
* Q. Where do I get a katana?&lt;br /&gt;
* A. In &amp;quot;Help the Lokk-Narrs&amp;quot; missions, you often fight against Ninja Ubers. Yeah, the old ninja vs pirate meme. The katana (referred to as &amp;quot;Fuso Sword&amp;quot;) often drops from them.&lt;br /&gt;
&lt;br /&gt;
* Q. What exactly is the deal with Tiny Drill?&lt;br /&gt;
* A. It&#039;s the beginning of the long research chain that culminates with the construction of your awesome flagship craft, which marks the beginning of the mid-game. Read [[Tiny Drill (Piratez)]] to learn more about how to complete it. The choice you make also matters in whether you receive classic X-COM Psionics or newfangled magick instead, and which auxiliary cool crafts and unique items you receive.&lt;br /&gt;
&lt;br /&gt;
* Q. What&#039;s the deal with the Officer&#039;s uniform? It does stun damage on the gal wearing it!&lt;br /&gt;
* A. You should read the Bootypedia description carefully. It says you need a high-Bravery gal to wear it. Otherwise you receive this penalty.&lt;br /&gt;
&lt;br /&gt;
* Q. Why should I bother with the rescue gal missions, if I can unlock recruiting?&lt;br /&gt;
* A. The gals you rescue are of the same type as your starting gals, the Castaways. They do not require salary until they rank up, and their stat caps are somewhat higher. So you might prefer using them rather than the hired gals.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I get mutant meat and rare earths to recruit rescued gals?&lt;br /&gt;
* A. Learn the Cavern Hunting tech, it will provide you with a steady supply of mutant meat. Rare earths usually drop from Ninja Ubers when you defend the goblin villages from them.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I determine which ships to attack before I get hyperwave decoder?&lt;br /&gt;
* A. Chase all crafts and look at their appearance. If they look like your aircar/bus, they are civilians (only attack if you are poor and desperate). If they have red and blue lights, they are local government (same as civilians), and if they have yellow lights, they are rebels (your allies). Everything else is fair game.&lt;br /&gt;
&lt;br /&gt;
* Q. It&#039;s early game and I have difficulties with fending off pogroms.&lt;br /&gt;
* A. You don&#039;t have to fend off pogroms until you are accepted into the Mutant Alliance. Until that, you can ignore pogroms with impunity. Being a member is not the same as doing missions for them; you can still ignore pogroms until you get *The Mutant Alliance* tech, with the asterisks: this is the formal invitation to join.&lt;br /&gt;
&lt;br /&gt;
[[Category:Piratez]]&lt;/div&gt;</summary>
		<author><name>Ave369</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Newbie_FAQ_(Piratez)&amp;diff=85367</id>
		<title>Newbie FAQ (Piratez)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Newbie_FAQ_(Piratez)&amp;diff=85367"/>
		<updated>2017-11-28T23:20:43Z</updated>

		<summary type="html">&lt;p&gt;Ave369: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Piratez)|0.99H}}&lt;br /&gt;
{{tocright}}&lt;br /&gt;
&lt;br /&gt;
This is a FAQ for new players of the X-Piratez mod, written for the version 0.99. Note that according to most players, X-Piratez is supposed to be played blind, and this FAQ contains spoilers. So read this only if you wish to receive spoilers or have a brain-fart and are stuck.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I get my first interceptor?&lt;br /&gt;
* A. The Airspeeder and Aircar are available after you have contacts with car thieves. Airspeeder uses missile weapons, and Aircar is for cannon weapons. Early on you&#039;ll have to stick to the Aircar, because cannons are easier to research; to receive the ability to buy Seagull missiles for your Airspeeder, you&#039;ll have to interrogate a lot of Bandits and Highwaymen until you get Contacts: Smugglers from them. Note that both are pretty sucky interceptors; to get proper interceptors, you should follow most of the steps described for Tiny Drill below.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I get a bigger troop transport? The air bus sucks!&lt;br /&gt;
* A. You can get a vanilla X-COM Skyranger from the Mutant Alliance. Research the tech Bounty Hunting and do the missions the Alliance offers you. Buy any of the prizes from them, and you&#039;ll receive the ability to unlock Favor from the Alliance, which gives you Skyranger. You can also get the Pigeon, which does not require bounty hunting missions but has flat prerequisites, namely Workshop and Communications; the Pigeon is primarily an AWACS craft but doubles as a semi-decent troop transport for 9 gals.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I use the accessory items, such as the gas mask or shawl?&lt;br /&gt;
* A. Put them in any place in your gal&#039;s inventory, and it will be considered on. However, the accessories have type (e.g. &amp;quot;Mask&amp;quot;, &amp;quot;Hat&amp;quot;), and two of the same type will give you nothing.&lt;br /&gt;
&lt;br /&gt;
* Q. I&#039;ve captured some high ranking dude but cannot interrogate him. How do I do that?&lt;br /&gt;
* A. You need the technology of Persuasion to interrogate the higher-ups. It is unlocked through researching Mutant Porn.&lt;br /&gt;
&lt;br /&gt;
* Q. The fluff says the Ubers have superior night vision, but I can&#039;t see a thing at night! I&#039;m tired of tossing molotovs everywhere!&lt;br /&gt;
* A. You should turn night vision mode on. By default, the key is Scroll Lock, but you can redefine it (e.g. if you do not have such a key).&lt;br /&gt;
&lt;br /&gt;
* Q. Why should I use bows? What is this, Skyrim?&lt;br /&gt;
* A. Bows have the ability of arcing. They fire over obstacles, like the spit of Celatid in the vanilla X-COM. You can fire at your enemies while hiding behind cover. The Assault Cannon and the grenade launchers also have this ability.&lt;br /&gt;
&lt;br /&gt;
* Q. What&#039;s the deal with the Hammer and the Chainsaw? Their combat interface is unlike other melee weapons, it&#039;s like they are ranged.&lt;br /&gt;
* A. Technically, they are ranged weapons with the range of 1. This is done because only ranged weapons can destroy terrain, and destroying terrain is half of the functionality of the hammer and the saw.&lt;br /&gt;
&lt;br /&gt;
* Q. Why am I penalized for taking down enemy craft and killing hostile dudes?&lt;br /&gt;
* A. You are being a jerk, attacking civilian craft and killing civilians. In this game, only the mutants are non-hostile civilians, human civilians are hostile and sometimes armed. This doesn&#039;t mean you have to kill them: the Hands are Robin Hood types who rob the rich (the global factions), help the poor (the mutants) and leave the middle class (human civilians) alone. Still, you might want to attack civilians: in the early game, the loot from civilians outweighs the penalties for attacking them. &lt;br /&gt;
&lt;br /&gt;
* Q. How to unlock the Confederate Eagle to be bought?&lt;br /&gt;
* A. Do the bounty hunting missions for the goblin cartels. One of the rewards is &amp;quot;Confederate Gear&amp;quot;, which includes unlocking the deagle at the black market.&lt;br /&gt;
&lt;br /&gt;
* Q. Where do I get a katana?&lt;br /&gt;
* A. In &amp;quot;Help the Lokk-Narrs&amp;quot; missions, you often fight against Ninja Ubers. Yeah, the old ninja vs pirate meme. The katana (referred to as &amp;quot;Fuso Sword&amp;quot;) often drops from them.&lt;br /&gt;
&lt;br /&gt;
* Q. What exactly is the deal with Tiny Drill?&lt;br /&gt;
* A. It&#039;s the beginning of the long research chain that culminates with the construction of your awesome flagship craft, which marks the beginning of the mid-game. Read [[Tiny Drill (Piratez)]] to learn more about how to complete it. The choice you make also matters in whether you receive classic X-COM Psionics or newfangled magick instead, and which auxiliary cool crafts and unique items you receive.&lt;br /&gt;
&lt;br /&gt;
* Q. What&#039;s the deal with the Officer&#039;s uniform? It does stun damage on the gal wearing it!&lt;br /&gt;
* A. You should read the Bootypedia description carefully. It says you need a high-Bravery gal to wear it. Otherwise you receive this penalty.&lt;br /&gt;
&lt;br /&gt;
* Q. Why should I bother with the rescue gal missions, if I can unlock recruiting?&lt;br /&gt;
* A. The gals you rescue are of the same type as your starting gals, the Castaways. They do not require salary until they rank up, and their stat caps are somewhat higher. So you might prefer using them rather than the hired gals.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I get mutant meat and rare earths to recruit rescued gals?&lt;br /&gt;
* A. Learn the Cavern Hunting tech, it will provide you with a steady supply of mutant meat. Rare earths usually drop from Ninja Ubers when you defend the goblin villages from them.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I determine which ships to attack before I get hyperwave decoder?&lt;br /&gt;
* A. Chase all crafts and look at their appearance. If they look like your aircar/bus, they are civilians (only attack if you are poor and desperate). If they have red and blue lights, they are local government (same as civilians), and if they have yellow lights, they are rebels (your allies). Everything else is fair game.&lt;br /&gt;
&lt;br /&gt;
* Q. It&#039;s early game and I have difficulties with fending off pogroms.&lt;br /&gt;
* A. You don&#039;t have to fend off pogroms until you are accepted into the Mutant Alliance. Until that, you can ignore pogroms with impunity.&lt;br /&gt;
&lt;br /&gt;
[[Category:Piratez]]&lt;/div&gt;</summary>
		<author><name>Ave369</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Newbie_FAQ_(Piratez)&amp;diff=85366</id>
		<title>Newbie FAQ (Piratez)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Newbie_FAQ_(Piratez)&amp;diff=85366"/>
		<updated>2017-11-28T23:14:01Z</updated>

		<summary type="html">&lt;p&gt;Ave369: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Piratez)|0.99H}}&lt;br /&gt;
{{tocright}}&lt;br /&gt;
&lt;br /&gt;
This is a FAQ for new players of the X-Piratez mod, written for the version 0.99. Note that according to most players, X-Piratez is supposed to be played blind, and this FAQ contains spoilers. So read this only if you wish to receive spoilers or have a brain-fart and are stuck.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I get my first interceptor?&lt;br /&gt;
* A. The Airspeeder and Aircar are available after you have contacts with car thieves. Airspeeder uses missile weapons, and Aircar is for cannon weapons. Early on you&#039;ll have to stick to the Aircar, because cannons are easier to research; to receive the ability to buy Seagull missiles for your Airspeeder, you&#039;ll have to interrogate a lot of Bandits and Highwaymen until you get Contacts: Smugglers from them. Note that both are pretty sucky interceptors; to get proper interceptors, you should follow most of the steps described for Tiny Drill below.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I get a bigger troop transport? The air bus sucks!&lt;br /&gt;
* A. You can get a vanilla X-COM Skyranger from the Mutant Alliance. Research the tech Bounty Hunting and do the missions the Alliance offers you. Buy any of the prizes from them, and you&#039;ll receive the ability to unlock Favor from the Alliance, which gives you Skyranger.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I use the accessory items, such as the gas mask or shawl?&lt;br /&gt;
* A. Put them in any place in your gal&#039;s inventory, and it will be considered on. However, the accessories have type (e.g. &amp;quot;Mask&amp;quot;, &amp;quot;Hat&amp;quot;), and two of the same type will give you nothing.&lt;br /&gt;
&lt;br /&gt;
* Q. I&#039;ve captured some high ranking dude but cannot interrogate him. How do I do that?&lt;br /&gt;
* A. You need the technology of Persuasion to interrogate the higher-ups. It is unlocked through researching Mutant Porn.&lt;br /&gt;
&lt;br /&gt;
* Q. The fluff says the Ubers have superior night vision, but I can&#039;t see a thing at night! I&#039;m tired of tossing molotovs everywhere!&lt;br /&gt;
* A. You should turn night vision mode on. By default, the key is Scroll Lock, but you can redefine it (e.g. if you do not have such a key).&lt;br /&gt;
&lt;br /&gt;
* Q. Why should I use bows? What is this, Skyrim?&lt;br /&gt;
* A. Bows have the ability of arcing. They fire over obstacles, like the spit of Celatid in the vanilla X-COM. You can fire at your enemies while hiding behind cover. The Assault Cannon and the grenade launchers also have this ability.&lt;br /&gt;
&lt;br /&gt;
* Q. What&#039;s the deal with the Hammer and the Chainsaw? Their combat interface is unlike other melee weapons, it&#039;s like they are ranged.&lt;br /&gt;
* A. Technically, they are ranged weapons with the range of 1. This is done because only ranged weapons can destroy terrain, and destroying terrain is half of the functionality of the hammer and the saw.&lt;br /&gt;
&lt;br /&gt;
* Q. Why am I penalized for taking down enemy craft and killing hostile dudes?&lt;br /&gt;
* A. You are being a jerk, attacking civilian craft and killing civilians. In this game, only the mutants are non-hostile civilians, human civilians are hostile and sometimes armed. This doesn&#039;t mean you have to kill them: the Hands are Robin Hood types who rob the rich (the global factions), help the poor (the mutants) and leave the middle class (human civilians) alone. Still, you might want to attack civilians: in the early game, the loot from civilians outweighs the penalties for attacking them. &lt;br /&gt;
&lt;br /&gt;
* Q. How to unlock the Confederate Eagle to be bought?&lt;br /&gt;
* A. Do the bounty hunting missions for the goblin cartels. One of the rewards is &amp;quot;Confederate Gear&amp;quot;, which includes unlocking the deagle at the black market.&lt;br /&gt;
&lt;br /&gt;
* Q. Where do I get a katana?&lt;br /&gt;
* A. In &amp;quot;Help the Lokk-Narrs&amp;quot; missions, you often fight against Ninja Ubers. Yeah, the old ninja vs pirate meme. The katana (referred to as &amp;quot;Fuso Sword&amp;quot;) often drops from them.&lt;br /&gt;
&lt;br /&gt;
* Q. What exactly is the deal with Tiny Drill?&lt;br /&gt;
* A. It&#039;s the beginning of the long research chain that culminates with the construction of your awesome flagship craft, which marks the beginning of the mid-game. Read [[Tiny Drill (Piratez)]] to learn more about how to complete it. The choice you make also matters in whether you receive classic X-COM Psionics or newfangled magick instead, and which auxiliary cool crafts and unique items you receive.&lt;br /&gt;
&lt;br /&gt;
* Q. What&#039;s the deal with the Officer&#039;s uniform? It does stun damage on the gal wearing it!&lt;br /&gt;
* A. You should read the Bootypedia description carefully. It says you need a high-Bravery gal to wear it. Otherwise you receive this penalty.&lt;br /&gt;
&lt;br /&gt;
* Q. Why should I bother with the rescue gal missions, if I can unlock recruiting?&lt;br /&gt;
* A. The gals you rescue are of the same type as your starting gals, the Castaways. They do not require salary until they rank up, and their stat caps are somewhat higher. So you might prefer using them rather than the hired gals.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I get mutant meat and rare earths to recruit rescued gals?&lt;br /&gt;
* A. Learn the Cavern Hunting tech, it will provide you with a steady supply of mutant meat. Rare earths usually drop from Ninja Ubers when you defend the goblin villages from them.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I determine which ships to attack before I get hyperwave decoder?&lt;br /&gt;
* A. Chase all crafts and look at their appearance. If they look like your aircar/bus, they are civilians (only attack if you are poor and desperate). If they have red and blue lights, they are local government (same as civilians), and if they have yellow lights, they are rebels (your allies). Everything else is fair game.&lt;br /&gt;
&lt;br /&gt;
* Q. It&#039;s early game and I have difficulties with fending off pogroms.&lt;br /&gt;
* A. You don&#039;t have to fend off pogroms until you are accepted into the Mutant Alliance. Until that, you can ignore pogroms with impunity.&lt;br /&gt;
&lt;br /&gt;
[[Category:Piratez]]&lt;/div&gt;</summary>
		<author><name>Ave369</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Newbie_FAQ_(Piratez)&amp;diff=85365</id>
		<title>Newbie FAQ (Piratez)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Newbie_FAQ_(Piratez)&amp;diff=85365"/>
		<updated>2017-11-28T23:10:43Z</updated>

		<summary type="html">&lt;p&gt;Ave369: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Piratez)|0.99H}}&lt;br /&gt;
{{tocright}}&lt;br /&gt;
&lt;br /&gt;
This is a FAQ for new players of the X-Piratez mod, written for the version 0.99. Note that according to most players, X-Piratez is supposed to be played blind, and this FAQ contains spoilers. So read this only if you wish to receive spoilers or have a brain-fart and are stuck.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I get my first interceptor?&lt;br /&gt;
* A. The Airspeeder and Aircar are available after you have contacts with car thieves. Airspeeder uses missile weapons, and Aircar is for cannon weapons. Early on you&#039;ll have to stick to the Aircar, because cannons are easier to research; to receive the ability to buy Seagull missiles for your Airspeeder, you&#039;ll have to interrogate a lot of Bandits and Highwaymen until you get Contacts: Smugglers from them. Note that both are pretty sucky interceptors; to get proper interceptors, you should follow most of the steps described for Tiny Drill below.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I get a bigger troop transport? The air bus sucks!&lt;br /&gt;
* A. You can get a vanilla X-COM Skyranger from the Mutant Alliance. Research the tech Bounty Hunting and do the missions the Alliance offers you. Buy any of the prizes from them, and you&#039;ll receive the ability to unlock Favor from the Alliance, which gives you Skyranger.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I use the accessory items, such as the gas mask or shawl?&lt;br /&gt;
* A. Put them in any place in your gal&#039;s inventory, and it will be considered on. However, the accessories have type (e.g. &amp;quot;Mask&amp;quot;, &amp;quot;Hat&amp;quot;), and two of the same type will give you nothing.&lt;br /&gt;
&lt;br /&gt;
* Q. I&#039;ve captured some high ranking dude but cannot interrogate him. How do I do that?&lt;br /&gt;
* A. You need the technology of Persuasion to interrogate the higher-ups. It is unlocked through researching Mutant Porn.&lt;br /&gt;
&lt;br /&gt;
* Q. The fluff says the Ubers have superior night vision, but I can&#039;t see a thing at night! I&#039;m tired of tossing molotovs everywhere!&lt;br /&gt;
* A. You should turn night vision mode on. By default, the key is Scroll Lock, but you can redefine it (e.g. if you do not have such a key).&lt;br /&gt;
&lt;br /&gt;
* Q. Why should I use bows? What is this, Skyrim?&lt;br /&gt;
* A. Bows have the ability of arcing. They fire over obstacles, like the spit of Celatid in the vanilla X-COM. You can fire at your enemies while hiding behind cover. The Assault Cannon and the grenade launchers also have this ability.&lt;br /&gt;
&lt;br /&gt;
* Q. What&#039;s the deal with the Hammer and the Chainsaw? Their combat interface is unlike other melee weapons, it&#039;s like they are ranged.&lt;br /&gt;
* A. Technically, they are ranged weapons with the range of 1. This is done because only ranged weapons can destroy terrain, and destroying terrain is half of the functionality of the hammer and the saw.&lt;br /&gt;
&lt;br /&gt;
* Q. Why am I penalized for taking down enemy craft and killing hostile dudes?&lt;br /&gt;
* A. You are being a jerk, attacking civilian craft and killing civilians. In this game, only the mutants are non-hostile civilians, human civilians are hostile and sometimes armed. This doesn&#039;t mean you have to kill them: the Hands are Robin Hood types who rob the rich (the global factions), help the poor (the mutants) and leave the middle class (human civilians) alone. Still, you might want to attack civilians: in the early game, the loot from civilians outweighs the penalties for attacking them. &lt;br /&gt;
&lt;br /&gt;
* Q. How to unlock the Confederate Eagle to be bought?&lt;br /&gt;
* A. Do the bounty hunting missions for the goblin cartels. One of the rewards is &amp;quot;Confederate Gear&amp;quot;, which includes unlocking the deagle at the black market.&lt;br /&gt;
&lt;br /&gt;
* Q. Where do I get a katana?&lt;br /&gt;
* A. In &amp;quot;Help the Lokk-Narrs&amp;quot; missions, you often fight against Ninja Ubers. Yeah, the old ninja vs pirate meme. The katana (referred to as &amp;quot;Fuso Sword&amp;quot;) often drops from them.&lt;br /&gt;
&lt;br /&gt;
* Q. What exactly is the deal with Tiny Drill?&lt;br /&gt;
* A. It&#039;s the beginning of the long research chain that culminates with the construction of your awesome flagship craft, which marks the beginning of the mid-game. Read [[Tiny Drill (Piratez)]] to learn more about how to complete it. The choice you make also matters in whether you receive classic X-COM Psionics or newfangled magick instead, and which auxiliary cool crafts and unique items you receive.&lt;br /&gt;
&lt;br /&gt;
* Q. What&#039;s the deal with the Officer&#039;s uniform? It does stun damage on the gal wearing it!&lt;br /&gt;
* A. You should read the Bootypedia description carefully. It says you need a high-Bravery gal to wear it. Otherwise you receive this penalty.&lt;br /&gt;
&lt;br /&gt;
* Q. Why should I bother with the rescue gal missions, if I can unlock recruiting?&lt;br /&gt;
* A. The gals you rescue are of the same type as your starting gals, the Castaways. They do not require salary until they rank up, and their stat caps are somewhat higher. So you might prefer using them rather than the hired gals.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I get mutant meat to recruit rescued gals?&lt;br /&gt;
* A. Learn the Cavern Hunting tech, it will provide you with a steady supply of mutant meat.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I determine which ships to attack before I get hyperwave decoder?&lt;br /&gt;
* A. Chase all crafts and look at their appearance. If they look like your aircar/bus, they are civilians (only attack if you are poor and desperate). If they have red and blue lights, they are local government (same as civilians), and if they have yellow lights, they are rebels (your allies). Everything else is fair game.&lt;br /&gt;
&lt;br /&gt;
* Q. It&#039;s early game and I have difficulties with fending off pogroms.&lt;br /&gt;
* A. You don&#039;t have to fend off pogroms until you are accepted into the Mutant Alliance. Until that, you can ignore pogroms with impunity.&lt;br /&gt;
&lt;br /&gt;
[[Category:Piratez]]&lt;/div&gt;</summary>
		<author><name>Ave369</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Newbie_FAQ_(Piratez)&amp;diff=85364</id>
		<title>Newbie FAQ (Piratez)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Newbie_FAQ_(Piratez)&amp;diff=85364"/>
		<updated>2017-11-28T22:58:58Z</updated>

		<summary type="html">&lt;p&gt;Ave369: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Piratez)|0.99H}}&lt;br /&gt;
{{tocright}}&lt;br /&gt;
&lt;br /&gt;
This is a FAQ for new players of the X-Piratez mod, written for the version 0.99. Note that according to most players, X-Piratez is supposed to be played blind, and this FAQ contains spoilers. So read this only if you wish to receive spoilers or have a brain-fart and are stuck.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I get my first interceptor?&lt;br /&gt;
* A. The Airspeeder and Aircar are available after you have contacts with car thieves. Airspeeder uses missile weapons, and Aircar is for cannon weapons. Early on you&#039;ll have to stick to the Aircar, because cannons are easier to research; to receive the ability to buy Seagull missiles for your Airspeeder, you&#039;ll have to interrogate a lot of Bandits and Highwaymen until you get Contacts: Smugglers from them. Note that both are pretty sucky interceptors; to get proper interceptors, you should follow most of the steps described for Tiny Drill below.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I get a bigger troop transport? The air bus sucks!&lt;br /&gt;
* A. You can get a vanilla X-COM Skyranger from the Mutant Alliance. Research the tech Bounty Hunting and do the missions the Alliance offers you. Buy any of the prizes from them, and you&#039;ll receive the ability to unlock Favor from the Alliance, which gives you Skyranger.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I use the accessory items, such as the gas mask or shawl?&lt;br /&gt;
* A. Put them in any place in your gal&#039;s inventory, and it will be considered on. However, the accessories have type (e.g. &amp;quot;Mask&amp;quot;, &amp;quot;Hat&amp;quot;), and two of the same type will give you nothing.&lt;br /&gt;
&lt;br /&gt;
* Q. I&#039;ve captured some high ranking dude but cannot interrogate him. How do I do that?&lt;br /&gt;
* A. You need the technology of Persuasion to interrogate the higher-ups. It is unlocked through researching Mutant Porn.&lt;br /&gt;
&lt;br /&gt;
* Q. The fluff says the Ubers have superior night vision, but I can&#039;t see a thing at night! I&#039;m tired of tossing molotovs everywhere!&lt;br /&gt;
* A. You should turn night vision mode on. By default, the key is Scroll Lock, but you can redefine it (e.g. if you do not have such a key).&lt;br /&gt;
&lt;br /&gt;
* Q. Why should I use bows? What is this, Skyrim?&lt;br /&gt;
* A. Bows have the ability of arcing. They fire over obstacles, like the spit of Celatid in the vanilla X-COM. You can fire at your enemies while hiding behind cover. The Assault Cannon and the grenade launchers also have this ability.&lt;br /&gt;
&lt;br /&gt;
* Q. What&#039;s the deal with the Hammer and the Chainsaw? Their combat interface is unlike other melee weapons, it&#039;s like they are ranged.&lt;br /&gt;
* A. Technically, they are ranged weapons with the range of 1. This is done because only ranged weapons can destroy terrain, and destroying terrain is half of the functionality of the hammer and the saw.&lt;br /&gt;
&lt;br /&gt;
* Q. Why am I penalized for taking down enemy craft and killing hostile dudes?&lt;br /&gt;
* A. You are being a jerk, attacking civilian craft and killing civilians. In this game, only the mutants are non-hostile civilians, human civilians are hostile and sometimes armed. This doesn&#039;t mean you have to kill them: the Hands are Robin Hood types who rob the rich (the global factions), help the poor (the mutants) and leave the middle class (human civilians) alone. Still, you might want to attack civilians: in the early game, the loot from civilians outweighs the penalties for attacking them. &lt;br /&gt;
&lt;br /&gt;
* Q. How to unlock the Confederate Eagle to be bought?&lt;br /&gt;
* A. Do the bounty hunting missions for the goblin cartels. One of the rewards is &amp;quot;Confederate Gear&amp;quot;, which includes unlocking the deagle at the black market.&lt;br /&gt;
&lt;br /&gt;
* Q. Where do I get a katana?&lt;br /&gt;
* A. In &amp;quot;Help the Lokk-Narrs&amp;quot; missions, you often fight against Ninja Ubers. Yeah, the old ninja vs pirate meme. The katana (referred to as &amp;quot;Fuso Sword&amp;quot;) often drops from them.&lt;br /&gt;
&lt;br /&gt;
* Q. What exactly is the deal with Tiny Drill?&lt;br /&gt;
* A. It&#039;s the beginning of the long research chain that culminates with the construction of your awesome flagship craft, which marks the beginning of the mid-game. Read [[Tiny Drill (Piratez)]] to learn more about how to complete it. The choice you make also matters in whether you receive classic X-COM Psionics or newfangled magick instead, and which auxiliary cool crafts and unique items you receive.&lt;br /&gt;
&lt;br /&gt;
* Q. What&#039;s the deal with the Officer&#039;s uniform? It does stun damage on the gal wearing it!&lt;br /&gt;
* A. You should read the Bootypedia description carefully. It says you need a high-Bravery gal to wear it. Otherwise you receive this penalty.&lt;br /&gt;
&lt;br /&gt;
* Q. Why should I bother with the rescue gal missions, if I can unlock recruiting?&lt;br /&gt;
* A. The gals you rescue are of the same type as your starting gals, the Castaways. They do not require salary until they rank up, and their stat caps are somewhat higher. So you might prefer using them rather than the hired gals.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I get mutant meat to recruit rescued gals?&lt;br /&gt;
* A. Learn the Cavern Hunting tech, it will provide you with a steady supply of mutant meat.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I determine which ships to attack before I get hyperwave decoder?&lt;br /&gt;
* A. Chase all crafts and look at their appearance. If they look like your aircar/bus, they are civilians (only attack if you are poor and desperate). If they have red and blue lights, they are local government (same as civilians), and if they have yellow lights, they are rebels (your allies). Everything else is fair game.&lt;br /&gt;
&lt;br /&gt;
[[Category:Piratez]]&lt;/div&gt;</summary>
		<author><name>Ave369</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Newbie_FAQ_(Piratez)&amp;diff=85363</id>
		<title>Newbie FAQ (Piratez)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Newbie_FAQ_(Piratez)&amp;diff=85363"/>
		<updated>2017-11-28T22:58:13Z</updated>

		<summary type="html">&lt;p&gt;Ave369: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Piratez)|0.99H}}&lt;br /&gt;
{{tocright}}&lt;br /&gt;
&lt;br /&gt;
This is a FAQ for new players of the X-Piratez mod, written for the version 0.99. Note that according to most players, X-Piratez is supposed to be played blind, and this FAQ contains spoilers. So read this only if you wish to receive spoilers or have a brain-fart and are stuck.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I get my first interceptor?&lt;br /&gt;
* A. The Airspeeder and Aircar are available after you have contacts with car thieves. Airspeeder uses missile weapons, and Aircar is for cannon weapons. Early on you&#039;ll have to stick to the Aircar, because cannons are easier to research; to receive the ability to buy Seagull missiles for your Airspeeder, you&#039;ll have to interrogate a lot of Bandits and Highwaymen until you get Contacts: Smugglers from them. Note that both are pretty sucky interceptors; to get proper interceptors, you should follow most of the steps described for Tiny Drill below.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I get a bigger troop transport? The air bus sucks!&lt;br /&gt;
* A. You can get a vanilla X-COM Skyranger from the Mutant Alliance. Research the tech Bounty Hunting and do the missions the Alliance offers you. Buy any of the prizes from them, and you&#039;ll receive the ability to unlock Favor from the Alliance, which gives you Skyranger.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I use the accessory items, such as the gas mask or shawl?&lt;br /&gt;
* A. Put them in any place in your gal&#039;s inventory, and it will be considered on. However, the accessories have type (e.g. &amp;quot;Mask&amp;quot;, &amp;quot;Hat&amp;quot;), and two of the same type will give you nothing.&lt;br /&gt;
&lt;br /&gt;
* Q. I&#039;ve captured some high ranking dude but cannot interrogate him. How do I do that?&lt;br /&gt;
* A. You need the technology of Persuasion to interrogate the higher-ups. It is unlocked through researching Mutant Porn.&lt;br /&gt;
&lt;br /&gt;
* Q. The fluff says the Ubers have superior night vision, but I can&#039;t see a thing at night! I&#039;m tired of tossing molotovs everywhere!&lt;br /&gt;
* A. You should turn night vision mode on. By default, the key is Scroll Lock, but you can redefine it (e.g. if you do not have such a key).&lt;br /&gt;
&lt;br /&gt;
* Q. Why should I use bows? What is this, Skyrim?&lt;br /&gt;
* A. Bows have the ability of arcing. They fire over obstacles, like the spit of Celatid in the vanilla X-COM. You can fire at your enemies while hiding behind cover. The Assault Cannon and the grenade launchers also have this ability.&lt;br /&gt;
&lt;br /&gt;
* Q. What&#039;s the deal with the Hammer and the Chainsaw? Their combat interface is unlike other melee weapons, it&#039;s like they are ranged.&lt;br /&gt;
* A. Technically, they are ranged weapons with the range of 1. This is done because only ranged weapons can destroy terrain, and destroying terrain is half of the functionality of the hammer and the saw.&lt;br /&gt;
&lt;br /&gt;
* Q. Why am I penalized for taking down enemy craft and killing hostile dudes?&lt;br /&gt;
* A. You are being a jerk, attacking civilian craft and killing civilians. In this game, only the mutants are non-hostile civilians, human civilians are hostile and sometimes armed. This doesn&#039;t mean you have to kill them: the Hands are Robin Hood types who rob the rich (the global factions), help the poor (the mutants) and leave the middle class (human civilians) alone. Still, you might want to attack civilians: in the early game, the loot from civilians outweighs the penalties for attacking them. &lt;br /&gt;
&lt;br /&gt;
* Q. How to unlock the Confederate Eagle to be bought?&lt;br /&gt;
* A. Do the bounty hunting missions for the goblin cartels. One of the rewards is &amp;quot;Confederate Gear&amp;quot;, which includes unlocking the deagle at the black market.&lt;br /&gt;
&lt;br /&gt;
* Q. Where do I get a katana?&lt;br /&gt;
* A. In &amp;quot;Help the Lokk-Narrs&amp;quot; missions, you often fight against Ninja Ubers. Yeah, the old ninja vs pirate meme. The katana (referred to as &amp;quot;Fuso Sword&amp;quot;) often drops from them.&lt;br /&gt;
&lt;br /&gt;
* Q. What exactly is the deal with Tiny Drill?&lt;br /&gt;
* A. It&#039;s the beginning of the long research chain that culminates with the construction of your awesome flagship craft, which marks the beginning of the mid-game. Read [[Tiny Drill (Piratez)]] to learn more about how to complete it. The choice you make also matters in whether you receive classic X-COM Psionics or newfangled magick instead, and which auxiliary cool crafts and unique items you receive.&lt;br /&gt;
&lt;br /&gt;
* Q. What&#039;s the deal with the Officer&#039;s uniform? It does stun damage on the gal wearing it!&lt;br /&gt;
* A. You should read the Bootypedia description carefully. It says you need a high-Bravery gal to wear it. Otherwise you receive this penalty.&lt;br /&gt;
&lt;br /&gt;
* Q. Why should I bother with the rescue gal missions, if I can unlock recruiting?&lt;br /&gt;
* A. The gals you rescue are of the same type as your starting gals, the Castaways. They do not require salary until they rank up, and their stat caps are somewhat higher. So you might prefer using them rather than the hired gals.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I get mutant meat to recruit rescued gals?&lt;br /&gt;
* A. Learn the Cavern Hunting tech, it will provide you with a steady supply of mutant meat.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I determine which ships to attack before I get hyperwave decoder?&lt;br /&gt;
* A. Chase all crafts and look at their appearance. If they look like your aircar/bus, they are civilians (only attack if you are poor and desperate). If they have red and blue lights, they are local government (same as civilians), and if they have yellow lights, they are rebels (your allies). Everything else is fair game.&lt;/div&gt;</summary>
		<author><name>Ave369</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Newbie_FAQ_(Piratez)&amp;diff=85362</id>
		<title>Newbie FAQ (Piratez)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Newbie_FAQ_(Piratez)&amp;diff=85362"/>
		<updated>2017-11-28T22:57:30Z</updated>

		<summary type="html">&lt;p&gt;Ave369: Created page with &amp;quot;This is a FAQ for new players of the X-Piratez mod, written for the version 0.99. Note that according to most players, X-Piratez is supposed to be played blind, and this FAQ c...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a FAQ for new players of the X-Piratez mod, written for the version 0.99. Note that according to most players, X-Piratez is supposed to be played blind, and this FAQ contains spoilers. So read this only if you wish to receive spoilers or have a brain-fart and are stuck.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I get my first interceptor?&lt;br /&gt;
* A. The Airspeeder and Aircar are available after you have contacts with car thieves. Airspeeder uses missile weapons, and Aircar is for cannon weapons. Early on you&#039;ll have to stick to the Aircar, because cannons are easier to research; to receive the ability to buy Seagull missiles for your Airspeeder, you&#039;ll have to interrogate a lot of Bandits and Highwaymen until you get Contacts: Smugglers from them. Note that both are pretty sucky interceptors; to get proper interceptors, you should follow most of the steps described for Tiny Drill below.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I get a bigger troop transport? The air bus sucks!&lt;br /&gt;
* A. You can get a vanilla X-COM Skyranger from the Mutant Alliance. Research the tech Bounty Hunting and do the missions the Alliance offers you. Buy any of the prizes from them, and you&#039;ll receive the ability to unlock Favor from the Alliance, which gives you Skyranger.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I use the accessory items, such as the gas mask or shawl?&lt;br /&gt;
* A. Put them in any place in your gal&#039;s inventory, and it will be considered on. However, the accessories have type (e.g. &amp;quot;Mask&amp;quot;, &amp;quot;Hat&amp;quot;), and two of the same type will give you nothing.&lt;br /&gt;
&lt;br /&gt;
* Q. I&#039;ve captured some high ranking dude but cannot interrogate him. How do I do that?&lt;br /&gt;
* A. You need the technology of Persuasion to interrogate the higher-ups. It is unlocked through researching Mutant Porn.&lt;br /&gt;
&lt;br /&gt;
* Q. The fluff says the Ubers have superior night vision, but I can&#039;t see a thing at night! I&#039;m tired of tossing molotovs everywhere!&lt;br /&gt;
* A. You should turn night vision mode on. By default, the key is Scroll Lock, but you can redefine it (e.g. if you do not have such a key).&lt;br /&gt;
&lt;br /&gt;
* Q. Why should I use bows? What is this, Skyrim?&lt;br /&gt;
* A. Bows have the ability of arcing. They fire over obstacles, like the spit of Celatid in the vanilla X-COM. You can fire at your enemies while hiding behind cover. The Assault Cannon and the grenade launchers also have this ability.&lt;br /&gt;
&lt;br /&gt;
* Q. What&#039;s the deal with the Hammer and the Chainsaw? Their combat interface is unlike other melee weapons, it&#039;s like they are ranged.&lt;br /&gt;
* A. Technically, they are ranged weapons with the range of 1. This is done because only ranged weapons can destroy terrain, and destroying terrain is half of the functionality of the hammer and the saw.&lt;br /&gt;
&lt;br /&gt;
* Q. Why am I penalized for taking down enemy craft and killing hostile dudes?&lt;br /&gt;
* A. You are being a jerk, attacking civilian craft and killing civilians. In this game, only the mutants are non-hostile civilians, human civilians are hostile and sometimes armed. This doesn&#039;t mean you have to kill them: the Hands are Robin Hood types who rob the rich (the global factions), help the poor (the mutants) and leave the middle class (human civilians) alone. Still, you might want to attack civilians: in the early game, the loot from civilians outweighs the penalties for attacking them. &lt;br /&gt;
&lt;br /&gt;
* Q. How to unlock the Confederate Eagle to be bought?&lt;br /&gt;
* A. Do the bounty hunting missions for the goblin cartels. One of the rewards is &amp;quot;Confederate Gear&amp;quot;, which includes unlocking the deagle at the black market.&lt;br /&gt;
&lt;br /&gt;
* Q. Where do I get a katana?&lt;br /&gt;
* A. In &amp;quot;Help the Lokk-Narrs&amp;quot; missions, you often fight against Ninja Ubers. Yeah, the old ninja vs pirate meme. The katana (referred to as &amp;quot;Fuso Sword&amp;quot;) often drops from them.&lt;br /&gt;
&lt;br /&gt;
* Q. What exactly is the deal with Tiny Drill?&lt;br /&gt;
* A. It&#039;s the beginning of the long research chain that culminates with the construction of your awesome flagship craft, which marks the beginning of the mid-game. Read [[Tiny Drill (Piratez)]] to learn more about how to complete it. The choice you make also matters in whether you receive classic X-COM Psionics or newfangled magick instead, and which auxiliary cool crafts and unique items you receive.&lt;br /&gt;
&lt;br /&gt;
* Q. What&#039;s the deal with the Officer&#039;s uniform? It does stun damage on the gal wearing it!&lt;br /&gt;
* A. You should read the Bootypedia description carefully. It says you need a high-Bravery gal to wear it. Otherwise you receive this penalty.&lt;br /&gt;
&lt;br /&gt;
* Q. Why should I bother with the rescue gal missions, if I can unlock recruiting?&lt;br /&gt;
* A. The gals you rescue are of the same type as your starting gals, the Castaways. They do not require salary until they rank up, and their stat caps are somewhat higher. So you might prefer using them rather than the hired gals.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I get mutant meat to recruit rescued gals?&lt;br /&gt;
* A. Learn the Cavern Hunting tech, it will provide you with a steady supply of mutant meat.&lt;br /&gt;
&lt;br /&gt;
* Q. How do I determine which ships to attack before I get hyperwave decoder?&lt;br /&gt;
* A. Chase all crafts and look at their appearance. If they look like your aircar/bus, they are civilians (only attack if you are poor and desperate). If they have red and blue lights, they are local government (same as civilians), and if they have yellow lights, they are rebels (your allies). Everything else is fair game.&lt;/div&gt;</summary>
		<author><name>Ave369</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tiny_Drill_(Piratez)&amp;diff=85361</id>
		<title>Tiny Drill (Piratez)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tiny_Drill_(Piratez)&amp;diff=85361"/>
		<updated>2017-11-28T22:15:53Z</updated>

		<summary type="html">&lt;p&gt;Ave369: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Piratez)|0.99H}}&lt;br /&gt;
{{tocright}}&lt;br /&gt;
You will find 2 mysterious objects in your starting base, the Tiny Drill and the Menacing Hull. &amp;lt;br&amp;gt;&#039;&#039;&#039;DO NOT SELL THESE ITEMS!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Early in the game you will find a research called *What&#039;s the deal with Tiny Drill?*&lt;br /&gt;
Researching this will unlock 4 manufacturing projects involving the Menacing Hull.&lt;br /&gt;
This irreversible choice grants you a unique ship, some unique items and unlocks 3 Schools of VooDoo (1 only partially).&lt;br /&gt;
&lt;br /&gt;
In general, the choices are&lt;br /&gt;
&amp;lt;br&amp;gt;Gray Codex - Most versatile ship, some research items, gives access to Illusion and Destruction and partial access to Excess&lt;br /&gt;
&amp;lt;br&amp;gt;Red Codex - Best ship for combat, some weapons and armor, gives access to Destruction and Communion and partial access to Illusion&lt;br /&gt;
&amp;lt;br&amp;gt;Gold Codex - Fastest but smallest ship, unique outfit, gives access to Excess and Illusion and partial access to Communion&lt;br /&gt;
&amp;lt;br&amp;gt;Green Codex - Largest but slowest ship, healing items and more crew, gives access to Excess and Communion and partial access to Destruction&lt;br /&gt;
&lt;br /&gt;
All Codices also provide access to secondary craft which do not use fuel.&lt;br /&gt;
&lt;br /&gt;
The VooDoo choices are in general&lt;br /&gt;
&amp;lt;br&amp;gt;Illusion - gives access to traditional psionic powers and an invisible armour (with many limitations)&lt;br /&gt;
&amp;lt;br&amp;gt;Excess - gives access to an outfit with incredible scouting and stunning ability&lt;br /&gt;
&amp;lt;br&amp;gt;Destruction - gives access to many powerful weapons and an outfit with a powerful attack&lt;br /&gt;
&amp;lt;br&amp;gt;Communion - gives access to the tankiest armour, the tankiest auxiliary and an outfit with the best medikit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=GRAY CODEX=&lt;br /&gt;
Ship: FORTUNA&lt;br /&gt;
&amp;lt;br&amp;gt;Craft Weapon: Conversion Launcher&lt;br /&gt;
&amp;lt;br&amp;gt;Immediate items: Battleflag, Liber Occultus, 7 Encrypted Data Discs&lt;br /&gt;
&amp;lt;br&amp;gt;Secondary Craft: SNAKE, SHADOWBAT, JELLYFISH&lt;br /&gt;
&amp;lt;br&amp;gt;VooDoo Schools: Illusion and Destruction, Partial Excess&lt;br /&gt;
&amp;lt;br&amp;gt;Other tech: Sorceress&lt;br /&gt;
&lt;br /&gt;
The Fortuna has a bit of everything. It can carry 13 crew, 1 of each weapon slot, has a very large radar of 1400, 200 shields with 250 hull and 2x repair rate. It is also spaceworthy, which gives early access to orbital missions. The downside is that it has the 2nd slowest speed at 2000. The unique craft weapon, Conversion Launcher, is a pretty potent missile launcher that cannot miss, though it uses Seagull missiles, the most expensive ammo of the unique craft weapons.&lt;br /&gt;
&lt;br /&gt;
The items given have no use except for research.&lt;br /&gt;
&lt;br /&gt;
The Snake is essentially a mini Fortuna. It can also function underwater. The Shadowbat carries 9 crew and is armed with 2 missiles, making it a nice secondary transporter and interceptor. It has powerful lights that illuminate a large radius around the craft except the area around its exit ramp, making it very useful for night missions. The Jellyfish is slow, fragile, carries only 7 crew, but has a built-in &amp;quot;turret&amp;quot; for the Battlescape. The first gal assigned to the craft is locked into a sniping post with a special weapon on the ground. The weapon&#039;s power is based on the gal&#039;s VooDoo power, and fires guided projectiles. The weapon even functions underwater, making it invaluable for undersea missions. Also, the Jellyfish&#039;s exits are elevators, which makes it very useful on early game monster and zombie hunts.&lt;br /&gt;
&lt;br /&gt;
Illusion is a school of great use, giving access to the Witch Outfit, Ghost Outfit and the VooDoo Greatstaff. The Ghost outfit is invisible beyond 5 range, which makes it an incredible scout. It also has the Ghost dagger, which ignores 90% of armour, allowing it to damage anything. It even functions underwater. The other 2 items allow your gals to Mind Control. Though Mind Control can be gained from other sources, the Witch Outfit can Mind Control through walls, while the Greatstaff has significantly longer range. While a mainstay of vanilla XCOM, its power is far lower in X-Piratez due to how low VooDoo stats for gals are and the range degradation formula, so don&#039;t expect it to do as much.&lt;br /&gt;
&lt;br /&gt;
Destruction gives access to powerful weapons that cost morale to use, namely the Hellblade, Hellgun, Rod of Hellfire and Tome of Lightning. It also gives the Destructor outfit, which flies, heals the wearer and has a powerful plasma attack.&lt;br /&gt;
&lt;br /&gt;
Partial Excess only unlocks Super Maids, an expensive upgrade for Slave Maids.&lt;br /&gt;
&lt;br /&gt;
The ultimate armour of this codex is the Sorceress outfit. It has 2 fixed weapons, a Tome of Lightning and a VooDoo Orb, which give it cheap long range Mind Control that doesn&#039;t require LOS. Though its effectivity is lower, the outfit&#039;s amazing VooDoo bonus still makes this the most powerful VD attack available to the player. The armour also flies, has modest armour (45 all around), great resistances to laser and plasma, NV:25, Sense:7, Spot: 10, Camo: 0/7, and can even be used underwater and in 0-G. &lt;br /&gt;
&lt;br /&gt;
=RED CODEX=&lt;br /&gt;
Ship: METALLO&lt;br /&gt;
&amp;lt;br&amp;gt;Craft Weapon: Lil&#039; Ilya&lt;br /&gt;
&amp;lt;br&amp;gt;Immediate items: Battleflag, 2 Chainmail, 1 Boarding Gun with 8 ammo, 1 Handcannon with 16 ammo&lt;br /&gt;
&amp;lt;br&amp;gt;Secondary Craft: SNAKE, SCORPION, SCARAB&lt;br /&gt;
&amp;lt;br&amp;gt;VooDoo Schools: Communion and Destruction, Partial Illusion&lt;br /&gt;
&amp;lt;br&amp;gt;Other tech: Blood Ax, Vampiric Robe&lt;br /&gt;
&lt;br /&gt;
The Metallo is fast and tough. It carries 12 crew, has 2 Light and 2 Heavy slots, 500 hull, 8 armour and 3x repair rate. It remains useful well into the end game. The unique craft weapon, lil&#039; ilya, is a pretty good improvement over the spike rocket launcher.&lt;br /&gt;
&lt;br /&gt;
The 2 Chainmails should be very useful for your gals, being the best armour you have by a long shot. &lt;br /&gt;
&lt;br /&gt;
The Scarab can be one of the best interceptors as it uniquely improves the damage of each weapon by 32%. It has 1 Light and 2 Heavy slots, but has -5 accuracy. The Scorpion makes a good secondary interceptor/troop transport, with 8 crew and moderate weapons, but has a limited range and burns Chemicals. It also spawns enemies closer to the craft. which can make for quick missions. The Snake is kind of in the middle and can do anything in a pinch.&lt;br /&gt;
&lt;br /&gt;
The Blood ax is unique to Red Codex, and is a very powerful melee weapon which refills TUs and stamina on hit, making it possibly the best melee weapon in the game. The Vampiric robe grants its wearer the ability to life steal from damage done. It is far better at night, with NV 25 and 0/10 Camo. It also regenerates health if the wearer&#039;s bravery is high enough. It can be used to tank, though the low armour and weakness to laser somewhat limit it. &lt;br /&gt;
&lt;br /&gt;
Destruction gives access to powerful weapons that cost morale to use, namely the Hellblade, Hellgun, Rod of Hellfire and Tome of Lightning. It also gives the Destructor outfit, which flies, heals the wearer and has a powerful plasma attack.&lt;br /&gt;
&lt;br /&gt;
Communion gives access to Bio Suit and Saviour Suit. The Bio Suit is an amazing tanking armour, with great resistance to everything 60 extra health and health regen. It does lower TUs and all accuracies by 30 and cannot run or kneel. Saviour Suit is the fastest armour in the game and has the best medikit built in (9 hp per wound). &lt;br /&gt;
&lt;br /&gt;
Partial Illusion unlocks the Ghost Dagger, a melee weapon that ignores 90% of armour.&lt;br /&gt;
&lt;br /&gt;
The ultimate armour of this codex is the Moloch Armour. It has very high armour, has good resistances vs Plasma and Cutting and is practically immune to Burn. It greatly increases Strength, Melee and Bravery at the loss of VD Power, though it has excellent VD defense. Its unique abilities are that it converts damage done by user to Energy and Stun Recovery, and it has a Personal Shield with 100 hp. This makes it the ideal armour for charging into melee.&lt;br /&gt;
&lt;br /&gt;
=GOLD CODEX=&lt;br /&gt;
Ship: EL FUEGO&lt;br /&gt;
&amp;lt;br&amp;gt;Craft Weapon: Flame Cannon&lt;br /&gt;
&amp;lt;br&amp;gt;Immediate items: Battleflag, Officer&#039;s Outfit, Officer&#039;s Lash, 6 Gold Bars, 3 Space Suits&lt;br /&gt;
&amp;lt;br&amp;gt;Secondary Craft: TURTLE, SHADOWBAT, HAWK&lt;br /&gt;
&amp;lt;br&amp;gt;VooDoo Schools: Excess, Illusion, Partial Communion&lt;br /&gt;
&lt;br /&gt;
El Fuego is the fastest Menace at 3000 speed, but has only 10 crew. Also, with 1 Heavy and 2 Missile slots, it can be hard to arm early on. The Flame Cannon is quite inaccurate and uses 1 hellerium per shot, but is likely still the best heavy weapon you&#039;ll have at that point.&lt;br /&gt;
&lt;br /&gt;
The Turtle is a slow but spacious troop transport, with 12 crew and 700 speed. Its map layout is pretty good, as it gives ample space for the crew to manoeuvre inside the craft. It works underwater, and has multiple STC slots, which could make it really survivable, though without a weapon I&#039;m not sure what the purpose for that is. The Shadowbat carries 9 crew and is armed with 2 missiles, making it a nice secondary transporter and interceptor. It has powerful lights that illuminate a large radius around the craft except the area around its exit ramp, making it very useful for night missions. The Hawk is the fastest ship you&#039;ll have early on at 3600 speed. It carries 6 crew and has a single Heavy slot with 20% extra accuracy. It also has an interesting map with exits on 3 elevations, but has no space to move around in the craft. However, its range is limited and it burns chemicals.&lt;br /&gt;
&lt;br /&gt;
The unique Officer&#039;s Outfit boosts bravery by 100, which greatly enhances many items, including the battleflag. The Officer&#039;s Lash is also an interesting item that increases the TUs of its targets at the cost of stun damage. The 3 Space Suits give you a useful armour both in 0-G missions and underwater.&lt;br /&gt;
&lt;br /&gt;
Excess only provides access to Super Maids and the Magical Girl outfit. Super Maids are an expensive upgrade for Slave Maids. The Magical Girl outfit is really useful though, as it flies, and has 12 Sense (detect enemies through walls), which is the highest available to you. It also has 2 stunning weapons, 1 with an arcing AOE blast, while the other can work through walls. Unfortunately it has no armour and no free hand slots. Still, having 12 sense and the ability to stun through walls is well worth it.&lt;br /&gt;
&lt;br /&gt;
Illusion is a school of great use, giving access to the Witch Outfit, Ghost Outfit and the VooDoo Greatstaff. The Ghost outfit is invisible beyond 5 range, which makes it an incredible scout. It also has the Ghost dagger, which ignores 90% of armour, allowing it to damage anything. It even functions underwater. The other 2 items allow your gals to Mind Control. Though Mind Control can be gained from other sources, the Witch Outfit can Mind Control through walls, while the Greatstaff has significantly longer range. While a mainstay of vanilla XCOM, its power is far lower in X-Piratez due to how low VooDoo stats for gals are and the range degradation formula, so don&#039;t expect it to do as much.&lt;br /&gt;
&lt;br /&gt;
Partial Communion provides access to the Bio Suit, an amazing tanking armour, with great resistance to everything 60 extra health and health regen. It does lower TUs and all accuracies by 30 and cannot run or kneel.&lt;br /&gt;
&lt;br /&gt;
=GREEN CODEX=&lt;br /&gt;
Ship: BONAVENTURA&lt;br /&gt;
&amp;lt;br&amp;gt;Craft Weapon: Craft Charger Laser&lt;br /&gt;
&amp;lt;br&amp;gt;Immediate items: Battleflag, Nurse Outfit, 3 Castaways, 6 Healing Gel, 3 Medical Supplies&lt;br /&gt;
&amp;lt;br&amp;gt;Secondary Craft: TURTLE, SCARAB, WORM&lt;br /&gt;
&amp;lt;br&amp;gt;VooDoo Schools: Excess, Communion, Partial Destruction&lt;br /&gt;
&amp;lt;br&amp;gt;Other tech: Vampiric Robe, Pestulator, Converted Cyclops&lt;br /&gt;
&lt;br /&gt;
The Bonaventura has a speed of 1500 and 16 crew, and is the cutest Menace according to word of god. 4 light weapons, 400 toughness and 2x repair rate make it useful in a fight, if it can catch up to the enemy. The Craft Charger Laser has very low power, but its ammunition is free, making it ideal for shooting down civilian shipping. &lt;br /&gt;
&lt;br /&gt;
The 3 castaways basically gives you 3 extra starting crew with all their special perks. The Nurse Outfit is nice for training bravery and keeping gals alive, likewise the healing gel.&lt;br /&gt;
&lt;br /&gt;
The Scarab can be one of the best interceptors as it uniquely improves the damage of each weapon by 32%. It has 1 Light and 2 Heavy slots, but has -5 accuracy. The Turtle is a slow but spacious troop transport, with 12 crew and 700 speed. Its map layout is pretty good, as it gives ample space for the crew to manoeuvre inside the craft. It works underwater, and has multiple STC slots, which could make it really survivable, though without a weapon I&#039;m not sure what the purpose for that is. The Worm is a mini-Bonaventura, with the same speed, 3 Light weapons and 9 crew. Its map has 3 exits all on one side with doors, allowing a pretty nice and safe broadside, assuming enemies are on the right side of the craft.&lt;br /&gt;
&lt;br /&gt;
The Vampiric robe grants its wearer the ability to life steal from damage done. It is far better at night, with NV 25 and 0/10 Camo. It also regenerates health if the wearer&#039;s bravery is high enough. It can be used to tank, though the low armour and weakness to laser somewhat limit it. The Converted Cyclops is just as tanky as their star god counterparts, and has the added ability of healing morale and increasing vault space. They are really slow with a mere 36 TUs.&lt;br /&gt;
&lt;br /&gt;
Excess only provides access to Super Maids and the Magical Girl outfit. Super Maids are an expensive upgrade for Slave Maids. The Magical Girl outfit is really useful though, as it flies, and has 12 Sense (detect enemies through walls), which is the highest available to you. It also has 2 stunning weapons, 1 with an arcing AOE blast, while the other can work through walls. Unfortunately it has no armour and no free hand slots. Still, having 12 sense and the ability to stun through walls is well worth it.&lt;br /&gt;
&lt;br /&gt;
Communion gives access to the Bio Suit and Saviour Suit. The Bio Suit is an amazing tanking armour, with great resistance to everything 60 extra health and health regen. It does lower TUs and all accuracies by 30 and cannot run or kneel. Saviour Suit is the fastest armour in the game and has the best medikit built in (9 hp per wound). &lt;br /&gt;
&lt;br /&gt;
Partial Destruction gives access to powerful weapons that cost morale to use, namely the Hellblade, Hellgun, Rod of Hellfire and Tome of Lightning.&lt;br /&gt;
&lt;br /&gt;
The ultimate armour of this codex is the Pestulator suit, the last word in survivability. It has even more health, better resistances and health regen than the Bio Suit. It also comes with a built-in weapon that fires area of effect chemical blasts that greatly weaken enemy armour.&lt;br /&gt;
&lt;br /&gt;
== How to advance along the Tiny Drill branch ==&lt;br /&gt;
&lt;br /&gt;
First, you need to research the Menacing Hull and Tiny Drill themselves. The former research topic is available very early on, and the latter appears after you research the &amp;quot;Weirdness&amp;quot; branch. Once you research and use them, you receive a Codex item, which should be researched.&lt;br /&gt;
&lt;br /&gt;
Second, you need to get yourself a Workshop. The following technologies lead to the Workshop: Violence, Fire Walk With Me, Flintlocks &amp;amp; Bombs, Smithing, Minecraft, Tools and Blades, Durathread Mesh, Durathread Working, Contacts: Builders and What Do. After you research these technologies, you get the Workshop tech and must build a Workshop.&lt;br /&gt;
&lt;br /&gt;
Third, you need to research Ship Engine, Plastisteel, and Cloaking Device. The former is easy to get, it&#039;s researchable right after you get Workshop. For Plastisteel, you need Tinkering. To get Tinkering once you have Workshop, get the often-overlooked item Superconductive Wire (you can buy it on the Black Market) and research it. &lt;br /&gt;
&lt;br /&gt;
Once you have this, the tricky part comes in. You need the Cloaking Device tech to combine with the aforementioned techs and get Interceptor Assembly. For that, you need Shadowtech, Shadowtech is researched from Shadowmasters, and this tech has goblin lore as prerequisite (you need to learn everything about Lokk&#039;nars, Narloks, their scriptures and beliefs. This branch is researched from the item &amp;quot;Lokk&#039;naar Scriptures&amp;quot;, or found randomly when interrogating random characters (the test subjects rescued from experiment sites have a higher probability of giving this tech branch). You will also need to research your Codex.&lt;br /&gt;
&lt;br /&gt;
Then, the really tricky part comes in. You need a Library, and to get it, you must be in the Mutant Alliance. Get favors from the Mutant Alliance by donating to them and doing their bounty hunting missions, interrogate Academy prisoners about mutant pogroms and mutant origins, and you&#039;ll eventually receive the tech *Mutant Alliance*. It is the invitation to the alliance. Once you get that, they give you science books which allow you to create a Library (this will be needed to complete your goblin lore research as well). When the library is built, research &amp;quot;Back to School&amp;quot; and you are done with this part.&lt;br /&gt;
&lt;br /&gt;
Finally, you need to capture a pilot. The most obvious candidate is the Guild Air Sailor, but other pilots, such as the Bugbear (the &amp;quot;Chewbacca&amp;quot; found in Smuggler crews) will do too. Once you interrogate them, you will receive the Test Flight tech.&lt;br /&gt;
&lt;br /&gt;
Once you have all this, you can finally research your brand new flagship and start using it. You will also receive access to various models of auxiliary craft while you dig through goblin lore. You will also receive access to the Skyranger while you court the Mutant Alliance (it is one of the first favors you get from them).&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget that when you become a member of the Mutant Alliance, fending off Mutant Pogroms becomes mandatory as your member&#039;s duty. Of course, once you have your flagship (and assorted other tech upgrades you receive while advancing to this stage), pogroms will not be hard for you.&lt;/div&gt;</summary>
		<author><name>Ave369</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tiny_Drill_(Piratez)&amp;diff=85360</id>
		<title>Tiny Drill (Piratez)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tiny_Drill_(Piratez)&amp;diff=85360"/>
		<updated>2017-11-27T21:48:52Z</updated>

		<summary type="html">&lt;p&gt;Ave369: /* How to advance along the Tiny Drill branch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Piratez)|0.99H}}&lt;br /&gt;
{{tocright}}&lt;br /&gt;
You will find 2 mysterious objects in your starting base, the Tiny Drill and the Menacing Hull. &amp;lt;br&amp;gt;&#039;&#039;&#039;DO NOT SELL THESE ITEMS!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Early in the game you will find a research called *What&#039;s the deal with Tiny Drill?*&lt;br /&gt;
Researching this will unlock 4 manufacturing projects involving the Menacing Hull.&lt;br /&gt;
This irreversible choice grants you a unique ship, some unique items and unlocks 3 Schools of VooDoo (1 only partially).&lt;br /&gt;
&lt;br /&gt;
In general, the choices are&lt;br /&gt;
&amp;lt;br&amp;gt;Gray Codex - Most versatile ship, some research items, gives access to Illusion and Destruction and partial access to Excess&lt;br /&gt;
&amp;lt;br&amp;gt;Red Codex - Best ship for combat, some weapons and armor, gives access to Destruction and Communion and partial access to Illusion&lt;br /&gt;
&amp;lt;br&amp;gt;Gold Codex - Fastest but smallest ship, unique outfit, gives access to Excess and Illusion and partial access to Communion&lt;br /&gt;
&amp;lt;br&amp;gt;Green Codex - Largest but slowest ship, healing items and more crew, gives access to Excess and Communion and partial access to Destruction&lt;br /&gt;
&lt;br /&gt;
All Codices also provide access to secondary craft which do not use fuel.&lt;br /&gt;
&lt;br /&gt;
The VooDoo choices are in general&lt;br /&gt;
&amp;lt;br&amp;gt;Illusion - gives access to traditional psionic powers and an invisible armour (with many limitations)&lt;br /&gt;
&amp;lt;br&amp;gt;Excess - gives access to an outfit with incredible scouting and stunning ability&lt;br /&gt;
&amp;lt;br&amp;gt;Destruction - gives access to many powerful weapons and an outfit with a powerful attack&lt;br /&gt;
&amp;lt;br&amp;gt;Communion - gives access to the tankiest armour, the tankiest auxiliary and an outfit with the best medikit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=GRAY CODEX=&lt;br /&gt;
Ship: FORTUNA&lt;br /&gt;
&amp;lt;br&amp;gt;Craft Weapon: Conversion Launcher&lt;br /&gt;
&amp;lt;br&amp;gt;Immediate items: Battleflag, Liber Occultus, 7 Encrypted Data Discs&lt;br /&gt;
&amp;lt;br&amp;gt;Secondary Craft: SNAKE, SHADOWBAT, JELLYFISH&lt;br /&gt;
&amp;lt;br&amp;gt;VooDoo Schools: Illusion and Destruction, Partial Excess&lt;br /&gt;
&amp;lt;br&amp;gt;Other tech: Sorceress&lt;br /&gt;
&lt;br /&gt;
The Fortuna has a bit of everything. It can carry 13 crew, 1 of each weapon slot, has a very large radar of 1400, 200 shields with 250 hull and 2x repair rate. It is also spaceworthy, which gives early access to orbital missions. The downside is that it has the 2nd slowest speed at 2000. The unique craft weapon, Conversion Launcher, is a pretty potent missile launcher that cannot miss, though it uses Seagull missiles, the most expensive ammo of the unique craft weapons.&lt;br /&gt;
&lt;br /&gt;
The items given have no use except for research.&lt;br /&gt;
&lt;br /&gt;
The Snake is essentially a mini Fortuna. It can also function underwater. The Shadowbat carries 9 crew and is armed with 2 missiles, making it a nice secondary transporter and interceptor. It has powerful lights that illuminate a large radius around the craft except the area around its exit ramp, making it very useful for night missions. The Jellyfish is slow, fragile, carries only 7 crew, but has a built-in &amp;quot;turret&amp;quot; for the Battlescape. The first gal assigned to the craft is locked into a sniping post with a special weapon on the ground. The weapon&#039;s power is based on the gal&#039;s VooDoo power, and fires guided projectiles. The weapon even functions underwater, making it invaluable for undersea missions. Also, the Jellyfish&#039;s exits are elevators, which makes it very useful on early game monster and zombie hunts.&lt;br /&gt;
&lt;br /&gt;
Illusion is a school of great use, giving access to the Witch Outfit, Ghost Outfit and the VooDoo Greatstaff. The Ghost outfit is invisible beyond 5 range, which makes it an incredible scout. It also has the Ghost dagger, which ignores 90% of armour, allowing it to damage anything. It even functions underwater. The other 2 items allow your gals to Mind Control. Though Mind Control can be gained from other sources, the Witch Outfit can Mind Control through walls, while the Greatstaff has significantly longer range. While a mainstay of vanilla XCOM, its power is far lower in X-Piratez due to how low VooDoo stats for gals are and the range degradation formula, so don&#039;t expect it to do as much.&lt;br /&gt;
&lt;br /&gt;
Destruction gives access to powerful weapons that cost morale to use, namely the Hellblade, Hellgun, Rod of Hellfire and Tome of Lightning. It also gives the Destructor outfit, which flies, heals the wearer and has a powerful plasma attack.&lt;br /&gt;
&lt;br /&gt;
Partial Excess only unlocks Super Maids, an expensive upgrade for Slave Maids.&lt;br /&gt;
&lt;br /&gt;
The ultimate armour of this codex is the Sorceress outfit. It has 2 fixed weapons, a Tome of Lightning and a VooDoo Orb, which give it cheap long range Mind Control that doesn&#039;t require LOS. Though its effectivity is lower, the outfit&#039;s amazing VooDoo bonus still makes this the most powerful VD attack available to the player. The armour also flies, has modest armour (45 all around), great resistances to laser and plasma, NV:25, Sense:7, Spot: 10, Camo: 0/7, and can even be used underwater and in 0-G. &lt;br /&gt;
&lt;br /&gt;
=RED CODEX=&lt;br /&gt;
Ship: METALLO&lt;br /&gt;
&amp;lt;br&amp;gt;Craft Weapon: Lil&#039; Ilya&lt;br /&gt;
&amp;lt;br&amp;gt;Immediate items: Battleflag, 2 Chainmail, 1 Boarding Gun with 8 ammo, 1 Handcannon with 16 ammo&lt;br /&gt;
&amp;lt;br&amp;gt;Secondary Craft: SNAKE, SCORPION, SCARAB&lt;br /&gt;
&amp;lt;br&amp;gt;VooDoo Schools: Communion and Destruction, Partial Illusion&lt;br /&gt;
&amp;lt;br&amp;gt;Other tech: Blood Ax, Vampiric Robe&lt;br /&gt;
&lt;br /&gt;
The Metallo is fast and tough. It carries 12 crew, has 2 Light and 2 Heavy slots, 500 hull, 8 armour and 3x repair rate. It remains useful well into the end game. The unique craft weapon, lil&#039; ilya, is a pretty good improvement over the spike rocket launcher.&lt;br /&gt;
&lt;br /&gt;
The 2 Chainmails should be very useful for your gals, being the best armour you have by a long shot. &lt;br /&gt;
&lt;br /&gt;
The Scarab can be one of the best interceptors as it uniquely improves the damage of each weapon by 32%. It has 1 Light and 2 Heavy slots, but has -5 accuracy. The Scorpion makes a good secondary interceptor/troop transport, with 8 crew and moderate weapons, but has a limited range and burns Chemicals. It also spawns enemies closer to the craft. which can make for quick missions. The Snake is kind of in the middle and can do anything in a pinch.&lt;br /&gt;
&lt;br /&gt;
The Blood ax is unique to Red Codex, and is a very powerful melee weapon which refills TUs and stamina on hit, making it possibly the best melee weapon in the game. The Vampiric robe grants its wearer the ability to life steal from damage done. It is far better at night, with NV 25 and 0/10 Camo. It also regenerates health if the wearer&#039;s bravery is high enough. It can be used to tank, though the low armour and weakness to laser somewhat limit it. &lt;br /&gt;
&lt;br /&gt;
Destruction gives access to powerful weapons that cost morale to use, namely the Hellblade, Hellgun, Rod of Hellfire and Tome of Lightning. It also gives the Destructor outfit, which flies, heals the wearer and has a powerful plasma attack.&lt;br /&gt;
&lt;br /&gt;
Communion gives access to Bio Suit and Saviour Suit. The Bio Suit is an amazing tanking armour, with great resistance to everything 60 extra health and health regen. It does lower TUs and all accuracies by 30 and cannot run or kneel. Saviour Suit is the fastest armour in the game and has the best medikit built in (9 hp per wound). &lt;br /&gt;
&lt;br /&gt;
Partial Illusion unlocks the Ghost Dagger, a melee weapon that ignores 90% of armour.&lt;br /&gt;
&lt;br /&gt;
The ultimate armour of this codex is the Moloch Armour. It has very high armour, has good resistances vs Plasma and Cutting and is practically immune to Burn. It greatly increases Strength, Melee and Bravery at the loss of VD Power, though it has excellent VD defense. Its unique abilities are that it converts damage done by user to Energy and Stun Recovery, and it has a Personal Shield with 100 hp. This makes it the ideal armour for charging into melee.&lt;br /&gt;
&lt;br /&gt;
=GOLD CODEX=&lt;br /&gt;
Ship: EL FUEGO&lt;br /&gt;
&amp;lt;br&amp;gt;Craft Weapon: Flame Cannon&lt;br /&gt;
&amp;lt;br&amp;gt;Immediate items: Battleflag, Officer&#039;s Outfit, Officer&#039;s Lash, 6 Gold Bars, 3 Space Suits&lt;br /&gt;
&amp;lt;br&amp;gt;Secondary Craft: TURTLE, SHADOWBAT, HAWK&lt;br /&gt;
&amp;lt;br&amp;gt;VooDoo Schools: Excess, Illusion, Partial Communion&lt;br /&gt;
&lt;br /&gt;
El Fuego is the fastest Menace at 3000 speed, but has only 10 crew. Also, with 1 Heavy and 2 Missile slots, it can be hard to arm early on. The Flame Cannon is quite inaccurate and uses 1 hellerium per shot, but is likely still the best heavy weapon you&#039;ll have at that point.&lt;br /&gt;
&lt;br /&gt;
The Turtle is a slow but spacious troop transport, with 12 crew and 700 speed. Its map layout is pretty good, as it gives ample space for the crew to manoeuvre inside the craft. It works underwater, and has multiple STC slots, which could make it really survivable, though without a weapon I&#039;m not sure what the purpose for that is. The Shadowbat carries 9 crew and is armed with 2 missiles, making it a nice secondary transporter and interceptor. It has powerful lights that illuminate a large radius around the craft except the area around its exit ramp, making it very useful for night missions. The Hawk is the fastest ship you&#039;ll have early on at 3600 speed. It carries 6 crew and has a single Heavy slot with 20% extra accuracy. It also has an interesting map with exits on 3 elevations, but has no space to move around in the craft. However, its range is limited and it burns chemicals.&lt;br /&gt;
&lt;br /&gt;
The unique Officer&#039;s Outfit boosts bravery by 100, which greatly enhances many items, including the battleflag. The Officer&#039;s Lash is also an interesting item that increases the TUs of its targets at the cost of stun damage. The 3 Space Suits give you a useful armour both in 0-G missions and underwater.&lt;br /&gt;
&lt;br /&gt;
Excess only provides access to Super Maids and the Magical Girl outfit. Super Maids are an expensive upgrade for Slave Maids. The Magical Girl outfit is really useful though, as it flies, and has 12 Sense (detect enemies through walls), which is the highest available to you. It also has 2 stunning weapons, 1 with an arcing AOE blast, while the other can work through walls. Unfortunately it has no armour and no free hand slots. Still, having 12 sense and the ability to stun through walls is well worth it.&lt;br /&gt;
&lt;br /&gt;
Illusion is a school of great use, giving access to the Witch Outfit, Ghost Outfit and the VooDoo Greatstaff. The Ghost outfit is invisible beyond 5 range, which makes it an incredible scout. It also has the Ghost dagger, which ignores 90% of armour, allowing it to damage anything. It even functions underwater. The other 2 items allow your gals to Mind Control. Though Mind Control can be gained from other sources, the Witch Outfit can Mind Control through walls, while the Greatstaff has significantly longer range. While a mainstay of vanilla XCOM, its power is far lower in X-Piratez due to how low VooDoo stats for gals are and the range degradation formula, so don&#039;t expect it to do as much.&lt;br /&gt;
&lt;br /&gt;
Partial Communion provides access to the Bio Suit, an amazing tanking armour, with great resistance to everything 60 extra health and health regen. It does lower TUs and all accuracies by 30 and cannot run or kneel.&lt;br /&gt;
&lt;br /&gt;
=GREEN CODEX=&lt;br /&gt;
Ship: BONAVENTURA&lt;br /&gt;
&amp;lt;br&amp;gt;Craft Weapon: Craft Charger Laser&lt;br /&gt;
&amp;lt;br&amp;gt;Immediate items: Battleflag, Nurse Outfit, 3 Castaways, 6 Healing Gel, 3 Medical Supplies&lt;br /&gt;
&amp;lt;br&amp;gt;Secondary Craft: TURTLE, SCARAB, WORM&lt;br /&gt;
&amp;lt;br&amp;gt;VooDoo Schools: Excess, Communion, Partial Destruction&lt;br /&gt;
&amp;lt;br&amp;gt;Other tech: Vampiric Robe, Pestulator, Converted Cyclops&lt;br /&gt;
&lt;br /&gt;
The Bonaventura has a speed of 1500 and 16 crew, and is the cutest Menace according to word of god. 4 light weapons, 400 toughness and 2x repair rate make it useful in a fight, if it can catch up to the enemy. The Craft Charger Laser has very low power, but its ammunition is free, making it ideal for shooting down civilian shipping. &lt;br /&gt;
&lt;br /&gt;
The 3 castaways basically gives you 3 extra starting crew with all their special perks. The Nurse Outfit is nice for training bravery and keeping gals alive, likewise the healing gel.&lt;br /&gt;
&lt;br /&gt;
The Scarab can be one of the best interceptors as it uniquely improves the damage of each weapon by 32%. It has 1 Light and 2 Heavy slots, but has -5 accuracy. The Turtle is a slow but spacious troop transport, with 12 crew and 700 speed. Its map layout is pretty good, as it gives ample space for the crew to manoeuvre inside the craft. It works underwater, and has multiple STC slots, which could make it really survivable, though without a weapon I&#039;m not sure what the purpose for that is. The Worm is a mini-Bonaventura, with the same speed, 3 Light weapons and 9 crew. Its map has 3 exits all on one side with doors, allowing a pretty nice and safe broadside, assuming enemies are on the right side of the craft.&lt;br /&gt;
&lt;br /&gt;
The Vampiric robe grants its wearer the ability to life steal from damage done. It is far better at night, with NV 25 and 0/10 Camo. It also regenerates health if the wearer&#039;s bravery is high enough. It can be used to tank, though the low armour and weakness to laser somewhat limit it. The Converted Cyclops is just as tanky as their star god counterparts, and has the added ability of healing morale and increasing vault space. They are really slow with a mere 36 TUs.&lt;br /&gt;
&lt;br /&gt;
Excess only provides access to Super Maids and the Magical Girl outfit. Super Maids are an expensive upgrade for Slave Maids. The Magical Girl outfit is really useful though, as it flies, and has 12 Sense (detect enemies through walls), which is the highest available to you. It also has 2 stunning weapons, 1 with an arcing AOE blast, while the other can work through walls. Unfortunately it has no armour and no free hand slots. Still, having 12 sense and the ability to stun through walls is well worth it.&lt;br /&gt;
&lt;br /&gt;
Communion gives access to the Bio Suit and Saviour Suit. The Bio Suit is an amazing tanking armour, with great resistance to everything 60 extra health and health regen. It does lower TUs and all accuracies by 30 and cannot run or kneel. Saviour Suit is the fastest armour in the game and has the best medikit built in (9 hp per wound). &lt;br /&gt;
&lt;br /&gt;
Partial Destruction gives access to powerful weapons that cost morale to use, namely the Hellblade, Hellgun, Rod of Hellfire and Tome of Lightning.&lt;br /&gt;
&lt;br /&gt;
The ultimate armour of this codex is the Pestulator suit, the last word in survivability. It has even more health, better resistances and health regen than the Bio Suit. It also comes with a built-in weapon that fires area of effect chemical blasts that greatly weaken enemy armour.&lt;br /&gt;
&lt;br /&gt;
== How to advance along the Tiny Drill branch ==&lt;br /&gt;
&lt;br /&gt;
First, you need to research the Menacing Hull and Tiny Drill themselves. The former research topic is available very early on, and the latter appears after you research the &amp;quot;Weirdness&amp;quot; branch. Once you research and use them, you receive a Codex item, which should be researched.&lt;br /&gt;
&lt;br /&gt;
Second, you need to get yourself a Workshop. The following technologies lead to the Workshop: Violence, Fire Walk With Me, Flintlocks &amp;amp; Bombs, Smithing, Minecraft, Tools and Blades, Durathread Mesh, Durathread Working, Contacts: Builders and What Do. After you research these technologies, you get the Workshop tech and must build a Workshop.&lt;br /&gt;
&lt;br /&gt;
Third, you need to research Ship Engine, Plastisteel, and Cloaking Device. The former is easy to get, it&#039;s researchable right after you get Workshop. For Plastisteel, you need Tinkering. To get Tinkering once you have Workshop, get the often-overlooked item Superconductive Wire (you can buy it on the Black Market) and research it. &lt;br /&gt;
&lt;br /&gt;
Once you have this, the tricky part comes in. You need the Cloaking Device tech to combine with the aforementioned techs and get Interceptor Assembly. For that, you need Shadowtech, Shadowtech is researched from Shadowmasters, and this tech has goblin lore as prerequisite (you need to learn everything about Lokk&#039;nars, Narloks, their scriptures and beliefs. This branch is researched from the item &amp;quot;Lokk&#039;naar Scriptures&amp;quot;, or found randomly when interrogating random characters. You will also need to research your Codex.&lt;br /&gt;
&lt;br /&gt;
Then, the really tricky part comes in. You need a Library, and to get it, you must be in the Mutant Alliance. Get favors from the Mutant Alliance by donating to them and doing their bounty hunting missions, interrogate Academy prisoners about mutant pogroms and mutant origins, and you&#039;ll eventually receive the tech *Mutant Alliance*. It is the invitation to the alliance. Once you get that, they give you science books which allow you to create a Library (this will be needed to complete your goblin lore research as well). When the library is built, research &amp;quot;Back to School&amp;quot; and you are done with this part.&lt;br /&gt;
&lt;br /&gt;
Finally, you need to capture a pilot. The most obvious candidate is the Guild Air Sailor, but other pilots, such as the Bugbear (the &amp;quot;Chewbacca&amp;quot; found in Smuggler crews) will do too. Once you interrogate them, you will receive the Test Flight tech.&lt;br /&gt;
&lt;br /&gt;
Once you have all this, you can finally research your brand new flagship and start using it. You will also receive access to various models of auxiliary craft while you dig through goblin lore. You will also receive access to the Skyranger while you court the Mutant Alliance (it is one of the first favors you get from them).&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget that when you become a member of the Mutant Alliance, fending off Mutant Pogroms becomes mandatory as your member&#039;s duty. Of course, once you have your flagship (and assorted other tech upgrades you receive while advancing to this stage), pogroms will not be hard for you.&lt;/div&gt;</summary>
		<author><name>Ave369</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tiny_Drill_(Piratez)&amp;diff=85359</id>
		<title>Tiny Drill (Piratez)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tiny_Drill_(Piratez)&amp;diff=85359"/>
		<updated>2017-11-27T21:42:21Z</updated>

		<summary type="html">&lt;p&gt;Ave369: /* How to advance along the Tiny Drill branch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Piratez)|0.99H}}&lt;br /&gt;
{{tocright}}&lt;br /&gt;
You will find 2 mysterious objects in your starting base, the Tiny Drill and the Menacing Hull. &amp;lt;br&amp;gt;&#039;&#039;&#039;DO NOT SELL THESE ITEMS!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Early in the game you will find a research called *What&#039;s the deal with Tiny Drill?*&lt;br /&gt;
Researching this will unlock 4 manufacturing projects involving the Menacing Hull.&lt;br /&gt;
This irreversible choice grants you a unique ship, some unique items and unlocks 3 Schools of VooDoo (1 only partially).&lt;br /&gt;
&lt;br /&gt;
In general, the choices are&lt;br /&gt;
&amp;lt;br&amp;gt;Gray Codex - Most versatile ship, some research items, gives access to Illusion and Destruction and partial access to Excess&lt;br /&gt;
&amp;lt;br&amp;gt;Red Codex - Best ship for combat, some weapons and armor, gives access to Destruction and Communion and partial access to Illusion&lt;br /&gt;
&amp;lt;br&amp;gt;Gold Codex - Fastest but smallest ship, unique outfit, gives access to Excess and Illusion and partial access to Communion&lt;br /&gt;
&amp;lt;br&amp;gt;Green Codex - Largest but slowest ship, healing items and more crew, gives access to Excess and Communion and partial access to Destruction&lt;br /&gt;
&lt;br /&gt;
All Codices also provide access to secondary craft which do not use fuel.&lt;br /&gt;
&lt;br /&gt;
The VooDoo choices are in general&lt;br /&gt;
&amp;lt;br&amp;gt;Illusion - gives access to traditional psionic powers and an invisible armour (with many limitations)&lt;br /&gt;
&amp;lt;br&amp;gt;Excess - gives access to an outfit with incredible scouting and stunning ability&lt;br /&gt;
&amp;lt;br&amp;gt;Destruction - gives access to many powerful weapons and an outfit with a powerful attack&lt;br /&gt;
&amp;lt;br&amp;gt;Communion - gives access to the tankiest armour, the tankiest auxiliary and an outfit with the best medikit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=GRAY CODEX=&lt;br /&gt;
Ship: FORTUNA&lt;br /&gt;
&amp;lt;br&amp;gt;Craft Weapon: Conversion Launcher&lt;br /&gt;
&amp;lt;br&amp;gt;Immediate items: Battleflag, Liber Occultus, 7 Encrypted Data Discs&lt;br /&gt;
&amp;lt;br&amp;gt;Secondary Craft: SNAKE, SHADOWBAT, JELLYFISH&lt;br /&gt;
&amp;lt;br&amp;gt;VooDoo Schools: Illusion and Destruction, Partial Excess&lt;br /&gt;
&amp;lt;br&amp;gt;Other tech: Sorceress&lt;br /&gt;
&lt;br /&gt;
The Fortuna has a bit of everything. It can carry 13 crew, 1 of each weapon slot, has a very large radar of 1400, 200 shields with 250 hull and 2x repair rate. It is also spaceworthy, which gives early access to orbital missions. The downside is that it has the 2nd slowest speed at 2000. The unique craft weapon, Conversion Launcher, is a pretty potent missile launcher that cannot miss, though it uses Seagull missiles, the most expensive ammo of the unique craft weapons.&lt;br /&gt;
&lt;br /&gt;
The items given have no use except for research.&lt;br /&gt;
&lt;br /&gt;
The Snake is essentially a mini Fortuna. It can also function underwater. The Shadowbat carries 9 crew and is armed with 2 missiles, making it a nice secondary transporter and interceptor. It has powerful lights that illuminate a large radius around the craft except the area around its exit ramp, making it very useful for night missions. The Jellyfish is slow, fragile, carries only 7 crew, but has a built-in &amp;quot;turret&amp;quot; for the Battlescape. The first gal assigned to the craft is locked into a sniping post with a special weapon on the ground. The weapon&#039;s power is based on the gal&#039;s VooDoo power, and fires guided projectiles. The weapon even functions underwater, making it invaluable for undersea missions. Also, the Jellyfish&#039;s exits are elevators, which makes it very useful on early game monster and zombie hunts.&lt;br /&gt;
&lt;br /&gt;
Illusion is a school of great use, giving access to the Witch Outfit, Ghost Outfit and the VooDoo Greatstaff. The Ghost outfit is invisible beyond 5 range, which makes it an incredible scout. It also has the Ghost dagger, which ignores 90% of armour, allowing it to damage anything. It even functions underwater. The other 2 items allow your gals to Mind Control. Though Mind Control can be gained from other sources, the Witch Outfit can Mind Control through walls, while the Greatstaff has significantly longer range. While a mainstay of vanilla XCOM, its power is far lower in X-Piratez due to how low VooDoo stats for gals are and the range degradation formula, so don&#039;t expect it to do as much.&lt;br /&gt;
&lt;br /&gt;
Destruction gives access to powerful weapons that cost morale to use, namely the Hellblade, Hellgun, Rod of Hellfire and Tome of Lightning. It also gives the Destructor outfit, which flies, heals the wearer and has a powerful plasma attack.&lt;br /&gt;
&lt;br /&gt;
Partial Excess only unlocks Super Maids, an expensive upgrade for Slave Maids.&lt;br /&gt;
&lt;br /&gt;
The ultimate armour of this codex is the Sorceress outfit. It has 2 fixed weapons, a Tome of Lightning and a VooDoo Orb, which give it cheap long range Mind Control that doesn&#039;t require LOS. Though its effectivity is lower, the outfit&#039;s amazing VooDoo bonus still makes this the most powerful VD attack available to the player. The armour also flies, has modest armour (45 all around), great resistances to laser and plasma, NV:25, Sense:7, Spot: 10, Camo: 0/7, and can even be used underwater and in 0-G. &lt;br /&gt;
&lt;br /&gt;
=RED CODEX=&lt;br /&gt;
Ship: METALLO&lt;br /&gt;
&amp;lt;br&amp;gt;Craft Weapon: Lil&#039; Ilya&lt;br /&gt;
&amp;lt;br&amp;gt;Immediate items: Battleflag, 2 Chainmail, 1 Boarding Gun with 8 ammo, 1 Handcannon with 16 ammo&lt;br /&gt;
&amp;lt;br&amp;gt;Secondary Craft: SNAKE, SCORPION, SCARAB&lt;br /&gt;
&amp;lt;br&amp;gt;VooDoo Schools: Communion and Destruction, Partial Illusion&lt;br /&gt;
&amp;lt;br&amp;gt;Other tech: Blood Ax, Vampiric Robe&lt;br /&gt;
&lt;br /&gt;
The Metallo is fast and tough. It carries 12 crew, has 2 Light and 2 Heavy slots, 500 hull, 8 armour and 3x repair rate. It remains useful well into the end game. The unique craft weapon, lil&#039; ilya, is a pretty good improvement over the spike rocket launcher.&lt;br /&gt;
&lt;br /&gt;
The 2 Chainmails should be very useful for your gals, being the best armour you have by a long shot. &lt;br /&gt;
&lt;br /&gt;
The Scarab can be one of the best interceptors as it uniquely improves the damage of each weapon by 32%. It has 1 Light and 2 Heavy slots, but has -5 accuracy. The Scorpion makes a good secondary interceptor/troop transport, with 8 crew and moderate weapons, but has a limited range and burns Chemicals. It also spawns enemies closer to the craft. which can make for quick missions. The Snake is kind of in the middle and can do anything in a pinch.&lt;br /&gt;
&lt;br /&gt;
The Blood ax is unique to Red Codex, and is a very powerful melee weapon which refills TUs and stamina on hit, making it possibly the best melee weapon in the game. The Vampiric robe grants its wearer the ability to life steal from damage done. It is far better at night, with NV 25 and 0/10 Camo. It also regenerates health if the wearer&#039;s bravery is high enough. It can be used to tank, though the low armour and weakness to laser somewhat limit it. &lt;br /&gt;
&lt;br /&gt;
Destruction gives access to powerful weapons that cost morale to use, namely the Hellblade, Hellgun, Rod of Hellfire and Tome of Lightning. It also gives the Destructor outfit, which flies, heals the wearer and has a powerful plasma attack.&lt;br /&gt;
&lt;br /&gt;
Communion gives access to Bio Suit and Saviour Suit. The Bio Suit is an amazing tanking armour, with great resistance to everything 60 extra health and health regen. It does lower TUs and all accuracies by 30 and cannot run or kneel. Saviour Suit is the fastest armour in the game and has the best medikit built in (9 hp per wound). &lt;br /&gt;
&lt;br /&gt;
Partial Illusion unlocks the Ghost Dagger, a melee weapon that ignores 90% of armour.&lt;br /&gt;
&lt;br /&gt;
The ultimate armour of this codex is the Moloch Armour. It has very high armour, has good resistances vs Plasma and Cutting and is practically immune to Burn. It greatly increases Strength, Melee and Bravery at the loss of VD Power, though it has excellent VD defense. Its unique abilities are that it converts damage done by user to Energy and Stun Recovery, and it has a Personal Shield with 100 hp. This makes it the ideal armour for charging into melee.&lt;br /&gt;
&lt;br /&gt;
=GOLD CODEX=&lt;br /&gt;
Ship: EL FUEGO&lt;br /&gt;
&amp;lt;br&amp;gt;Craft Weapon: Flame Cannon&lt;br /&gt;
&amp;lt;br&amp;gt;Immediate items: Battleflag, Officer&#039;s Outfit, Officer&#039;s Lash, 6 Gold Bars, 3 Space Suits&lt;br /&gt;
&amp;lt;br&amp;gt;Secondary Craft: TURTLE, SHADOWBAT, HAWK&lt;br /&gt;
&amp;lt;br&amp;gt;VooDoo Schools: Excess, Illusion, Partial Communion&lt;br /&gt;
&lt;br /&gt;
El Fuego is the fastest Menace at 3000 speed, but has only 10 crew. Also, with 1 Heavy and 2 Missile slots, it can be hard to arm early on. The Flame Cannon is quite inaccurate and uses 1 hellerium per shot, but is likely still the best heavy weapon you&#039;ll have at that point.&lt;br /&gt;
&lt;br /&gt;
The Turtle is a slow but spacious troop transport, with 12 crew and 700 speed. Its map layout is pretty good, as it gives ample space for the crew to manoeuvre inside the craft. It works underwater, and has multiple STC slots, which could make it really survivable, though without a weapon I&#039;m not sure what the purpose for that is. The Shadowbat carries 9 crew and is armed with 2 missiles, making it a nice secondary transporter and interceptor. It has powerful lights that illuminate a large radius around the craft except the area around its exit ramp, making it very useful for night missions. The Hawk is the fastest ship you&#039;ll have early on at 3600 speed. It carries 6 crew and has a single Heavy slot with 20% extra accuracy. It also has an interesting map with exits on 3 elevations, but has no space to move around in the craft. However, its range is limited and it burns chemicals.&lt;br /&gt;
&lt;br /&gt;
The unique Officer&#039;s Outfit boosts bravery by 100, which greatly enhances many items, including the battleflag. The Officer&#039;s Lash is also an interesting item that increases the TUs of its targets at the cost of stun damage. The 3 Space Suits give you a useful armour both in 0-G missions and underwater.&lt;br /&gt;
&lt;br /&gt;
Excess only provides access to Super Maids and the Magical Girl outfit. Super Maids are an expensive upgrade for Slave Maids. The Magical Girl outfit is really useful though, as it flies, and has 12 Sense (detect enemies through walls), which is the highest available to you. It also has 2 stunning weapons, 1 with an arcing AOE blast, while the other can work through walls. Unfortunately it has no armour and no free hand slots. Still, having 12 sense and the ability to stun through walls is well worth it.&lt;br /&gt;
&lt;br /&gt;
Illusion is a school of great use, giving access to the Witch Outfit, Ghost Outfit and the VooDoo Greatstaff. The Ghost outfit is invisible beyond 5 range, which makes it an incredible scout. It also has the Ghost dagger, which ignores 90% of armour, allowing it to damage anything. It even functions underwater. The other 2 items allow your gals to Mind Control. Though Mind Control can be gained from other sources, the Witch Outfit can Mind Control through walls, while the Greatstaff has significantly longer range. While a mainstay of vanilla XCOM, its power is far lower in X-Piratez due to how low VooDoo stats for gals are and the range degradation formula, so don&#039;t expect it to do as much.&lt;br /&gt;
&lt;br /&gt;
Partial Communion provides access to the Bio Suit, an amazing tanking armour, with great resistance to everything 60 extra health and health regen. It does lower TUs and all accuracies by 30 and cannot run or kneel.&lt;br /&gt;
&lt;br /&gt;
=GREEN CODEX=&lt;br /&gt;
Ship: BONAVENTURA&lt;br /&gt;
&amp;lt;br&amp;gt;Craft Weapon: Craft Charger Laser&lt;br /&gt;
&amp;lt;br&amp;gt;Immediate items: Battleflag, Nurse Outfit, 3 Castaways, 6 Healing Gel, 3 Medical Supplies&lt;br /&gt;
&amp;lt;br&amp;gt;Secondary Craft: TURTLE, SCARAB, WORM&lt;br /&gt;
&amp;lt;br&amp;gt;VooDoo Schools: Excess, Communion, Partial Destruction&lt;br /&gt;
&amp;lt;br&amp;gt;Other tech: Vampiric Robe, Pestulator, Converted Cyclops&lt;br /&gt;
&lt;br /&gt;
The Bonaventura has a speed of 1500 and 16 crew, and is the cutest Menace according to word of god. 4 light weapons, 400 toughness and 2x repair rate make it useful in a fight, if it can catch up to the enemy. The Craft Charger Laser has very low power, but its ammunition is free, making it ideal for shooting down civilian shipping. &lt;br /&gt;
&lt;br /&gt;
The 3 castaways basically gives you 3 extra starting crew with all their special perks. The Nurse Outfit is nice for training bravery and keeping gals alive, likewise the healing gel.&lt;br /&gt;
&lt;br /&gt;
The Scarab can be one of the best interceptors as it uniquely improves the damage of each weapon by 32%. It has 1 Light and 2 Heavy slots, but has -5 accuracy. The Turtle is a slow but spacious troop transport, with 12 crew and 700 speed. Its map layout is pretty good, as it gives ample space for the crew to manoeuvre inside the craft. It works underwater, and has multiple STC slots, which could make it really survivable, though without a weapon I&#039;m not sure what the purpose for that is. The Worm is a mini-Bonaventura, with the same speed, 3 Light weapons and 9 crew. Its map has 3 exits all on one side with doors, allowing a pretty nice and safe broadside, assuming enemies are on the right side of the craft.&lt;br /&gt;
&lt;br /&gt;
The Vampiric robe grants its wearer the ability to life steal from damage done. It is far better at night, with NV 25 and 0/10 Camo. It also regenerates health if the wearer&#039;s bravery is high enough. It can be used to tank, though the low armour and weakness to laser somewhat limit it. The Converted Cyclops is just as tanky as their star god counterparts, and has the added ability of healing morale and increasing vault space. They are really slow with a mere 36 TUs.&lt;br /&gt;
&lt;br /&gt;
Excess only provides access to Super Maids and the Magical Girl outfit. Super Maids are an expensive upgrade for Slave Maids. The Magical Girl outfit is really useful though, as it flies, and has 12 Sense (detect enemies through walls), which is the highest available to you. It also has 2 stunning weapons, 1 with an arcing AOE blast, while the other can work through walls. Unfortunately it has no armour and no free hand slots. Still, having 12 sense and the ability to stun through walls is well worth it.&lt;br /&gt;
&lt;br /&gt;
Communion gives access to the Bio Suit and Saviour Suit. The Bio Suit is an amazing tanking armour, with great resistance to everything 60 extra health and health regen. It does lower TUs and all accuracies by 30 and cannot run or kneel. Saviour Suit is the fastest armour in the game and has the best medikit built in (9 hp per wound). &lt;br /&gt;
&lt;br /&gt;
Partial Destruction gives access to powerful weapons that cost morale to use, namely the Hellblade, Hellgun, Rod of Hellfire and Tome of Lightning.&lt;br /&gt;
&lt;br /&gt;
The ultimate armour of this codex is the Pestulator suit, the last word in survivability. It has even more health, better resistances and health regen than the Bio Suit. It also comes with a built-in weapon that fires area of effect chemical blasts that greatly weaken enemy armour.&lt;br /&gt;
&lt;br /&gt;
== How to advance along the Tiny Drill branch ==&lt;br /&gt;
&lt;br /&gt;
First, you need to research the Menacing Hull and Tiny Drill themselves. The former research topic is available very early on, and the latter appears after you research the &amp;quot;Weirdness&amp;quot; branch. Once you research and use them, you receive a Codex item, which should be researched.&lt;br /&gt;
&lt;br /&gt;
Second, you need to get yourself a Workshop. The following technologies lead to the Workshop: Violence, Fire Walk With Me, Flintlocks &amp;amp; Bombs, Smithing, Minecraft, Tools and Blades, Durathread Mesh, Durathread Working, Contacts: Builders and What Do. After you research these technologies, you get the Workshop tech and must build a Workshop.&lt;br /&gt;
&lt;br /&gt;
Third, you need to research Ship Engine, Plastisteel, and Cloaking Device. The former is easy to get, it&#039;s researchable right after you get Workshop. For Plastisteel, you need Tinkering. To get Tinkering once you have Workshop, get the often-overlooked item Superconductive Wire (you can buy it on the Black Market) and research it. &lt;br /&gt;
&lt;br /&gt;
Once you have this, the tricky part comes in. You need the Cloaking Device tech to combine with the aforementioned techs and get Interceptor Assembly. For that, you need Shadowtech, Shadowtech is researched from Shadowmasters, and this tech has goblin lore as prerequisite (you need to learn everything about Lokk&#039;nars, Narloks, their scriptures and beliefs. This branch is researched from the item &amp;quot;Lokk&#039;naar Scriptures&amp;quot;, or found randomly when interrogating random characters. You will also need to research your Codex.&lt;br /&gt;
&lt;br /&gt;
Then, the really tricky part comes in. You need a Library, and to get it, you must be in the Mutant Alliance. Get favors from the Mutant Alliance by donating to them and doing their bounty hunting missions, interrogate Academy prisoners about mutant pogroms and mutant origins, and you&#039;ll eventually receive the tech *Mutant Alliance*. It is the invitation to the alliance. Once you get that, they give you science books which allow you to create a Library (this will be needed to complete your goblin lore research as well). When the library is built, research &amp;quot;Back to School&amp;quot; and you are done with this part.&lt;br /&gt;
&lt;br /&gt;
Finally, you need to capture a pilot. The most obvious candidate is the Guild Air Sailor, but other pilots, such as the Bugbear (the &amp;quot;Chewbacca&amp;quot; found in Smuggler crews) will do too. Once you interrogate them, you will receive the Test Flight tech.&lt;br /&gt;
&lt;br /&gt;
Once you have all this, you can finally research your brand new flagship and start using it. You will also receive access to various models of auxiliary craft while you dig through goblin lore. You will also receive access to the Skyranger while you court the Mutant Alliance (it is one of the first favors you get from them).&lt;/div&gt;</summary>
		<author><name>Ave369</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tiny_Drill_(Piratez)&amp;diff=85358</id>
		<title>Tiny Drill (Piratez)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tiny_Drill_(Piratez)&amp;diff=85358"/>
		<updated>2017-11-27T21:36:54Z</updated>

		<summary type="html">&lt;p&gt;Ave369: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Piratez)|0.99H}}&lt;br /&gt;
{{tocright}}&lt;br /&gt;
You will find 2 mysterious objects in your starting base, the Tiny Drill and the Menacing Hull. &amp;lt;br&amp;gt;&#039;&#039;&#039;DO NOT SELL THESE ITEMS!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Early in the game you will find a research called *What&#039;s the deal with Tiny Drill?*&lt;br /&gt;
Researching this will unlock 4 manufacturing projects involving the Menacing Hull.&lt;br /&gt;
This irreversible choice grants you a unique ship, some unique items and unlocks 3 Schools of VooDoo (1 only partially).&lt;br /&gt;
&lt;br /&gt;
In general, the choices are&lt;br /&gt;
&amp;lt;br&amp;gt;Gray Codex - Most versatile ship, some research items, gives access to Illusion and Destruction and partial access to Excess&lt;br /&gt;
&amp;lt;br&amp;gt;Red Codex - Best ship for combat, some weapons and armor, gives access to Destruction and Communion and partial access to Illusion&lt;br /&gt;
&amp;lt;br&amp;gt;Gold Codex - Fastest but smallest ship, unique outfit, gives access to Excess and Illusion and partial access to Communion&lt;br /&gt;
&amp;lt;br&amp;gt;Green Codex - Largest but slowest ship, healing items and more crew, gives access to Excess and Communion and partial access to Destruction&lt;br /&gt;
&lt;br /&gt;
All Codices also provide access to secondary craft which do not use fuel.&lt;br /&gt;
&lt;br /&gt;
The VooDoo choices are in general&lt;br /&gt;
&amp;lt;br&amp;gt;Illusion - gives access to traditional psionic powers and an invisible armour (with many limitations)&lt;br /&gt;
&amp;lt;br&amp;gt;Excess - gives access to an outfit with incredible scouting and stunning ability&lt;br /&gt;
&amp;lt;br&amp;gt;Destruction - gives access to many powerful weapons and an outfit with a powerful attack&lt;br /&gt;
&amp;lt;br&amp;gt;Communion - gives access to the tankiest armour, the tankiest auxiliary and an outfit with the best medikit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=GRAY CODEX=&lt;br /&gt;
Ship: FORTUNA&lt;br /&gt;
&amp;lt;br&amp;gt;Craft Weapon: Conversion Launcher&lt;br /&gt;
&amp;lt;br&amp;gt;Immediate items: Battleflag, Liber Occultus, 7 Encrypted Data Discs&lt;br /&gt;
&amp;lt;br&amp;gt;Secondary Craft: SNAKE, SHADOWBAT, JELLYFISH&lt;br /&gt;
&amp;lt;br&amp;gt;VooDoo Schools: Illusion and Destruction, Partial Excess&lt;br /&gt;
&amp;lt;br&amp;gt;Other tech: Sorceress&lt;br /&gt;
&lt;br /&gt;
The Fortuna has a bit of everything. It can carry 13 crew, 1 of each weapon slot, has a very large radar of 1400, 200 shields with 250 hull and 2x repair rate. It is also spaceworthy, which gives early access to orbital missions. The downside is that it has the 2nd slowest speed at 2000. The unique craft weapon, Conversion Launcher, is a pretty potent missile launcher that cannot miss, though it uses Seagull missiles, the most expensive ammo of the unique craft weapons.&lt;br /&gt;
&lt;br /&gt;
The items given have no use except for research.&lt;br /&gt;
&lt;br /&gt;
The Snake is essentially a mini Fortuna. It can also function underwater. The Shadowbat carries 9 crew and is armed with 2 missiles, making it a nice secondary transporter and interceptor. It has powerful lights that illuminate a large radius around the craft except the area around its exit ramp, making it very useful for night missions. The Jellyfish is slow, fragile, carries only 7 crew, but has a built-in &amp;quot;turret&amp;quot; for the Battlescape. The first gal assigned to the craft is locked into a sniping post with a special weapon on the ground. The weapon&#039;s power is based on the gal&#039;s VooDoo power, and fires guided projectiles. The weapon even functions underwater, making it invaluable for undersea missions. Also, the Jellyfish&#039;s exits are elevators, which makes it very useful on early game monster and zombie hunts.&lt;br /&gt;
&lt;br /&gt;
Illusion is a school of great use, giving access to the Witch Outfit, Ghost Outfit and the VooDoo Greatstaff. The Ghost outfit is invisible beyond 5 range, which makes it an incredible scout. It also has the Ghost dagger, which ignores 90% of armour, allowing it to damage anything. It even functions underwater. The other 2 items allow your gals to Mind Control. Though Mind Control can be gained from other sources, the Witch Outfit can Mind Control through walls, while the Greatstaff has significantly longer range. While a mainstay of vanilla XCOM, its power is far lower in X-Piratez due to how low VooDoo stats for gals are and the range degradation formula, so don&#039;t expect it to do as much.&lt;br /&gt;
&lt;br /&gt;
Destruction gives access to powerful weapons that cost morale to use, namely the Hellblade, Hellgun, Rod of Hellfire and Tome of Lightning. It also gives the Destructor outfit, which flies, heals the wearer and has a powerful plasma attack.&lt;br /&gt;
&lt;br /&gt;
Partial Excess only unlocks Super Maids, an expensive upgrade for Slave Maids.&lt;br /&gt;
&lt;br /&gt;
The ultimate armour of this codex is the Sorceress outfit. It has 2 fixed weapons, a Tome of Lightning and a VooDoo Orb, which give it cheap long range Mind Control that doesn&#039;t require LOS. Though its effectivity is lower, the outfit&#039;s amazing VooDoo bonus still makes this the most powerful VD attack available to the player. The armour also flies, has modest armour (45 all around), great resistances to laser and plasma, NV:25, Sense:7, Spot: 10, Camo: 0/7, and can even be used underwater and in 0-G. &lt;br /&gt;
&lt;br /&gt;
=RED CODEX=&lt;br /&gt;
Ship: METALLO&lt;br /&gt;
&amp;lt;br&amp;gt;Craft Weapon: Lil&#039; Ilya&lt;br /&gt;
&amp;lt;br&amp;gt;Immediate items: Battleflag, 2 Chainmail, 1 Boarding Gun with 8 ammo, 1 Handcannon with 16 ammo&lt;br /&gt;
&amp;lt;br&amp;gt;Secondary Craft: SNAKE, SCORPION, SCARAB&lt;br /&gt;
&amp;lt;br&amp;gt;VooDoo Schools: Communion and Destruction, Partial Illusion&lt;br /&gt;
&amp;lt;br&amp;gt;Other tech: Blood Ax, Vampiric Robe&lt;br /&gt;
&lt;br /&gt;
The Metallo is fast and tough. It carries 12 crew, has 2 Light and 2 Heavy slots, 500 hull, 8 armour and 3x repair rate. It remains useful well into the end game. The unique craft weapon, lil&#039; ilya, is a pretty good improvement over the spike rocket launcher.&lt;br /&gt;
&lt;br /&gt;
The 2 Chainmails should be very useful for your gals, being the best armour you have by a long shot. &lt;br /&gt;
&lt;br /&gt;
The Scarab can be one of the best interceptors as it uniquely improves the damage of each weapon by 32%. It has 1 Light and 2 Heavy slots, but has -5 accuracy. The Scorpion makes a good secondary interceptor/troop transport, with 8 crew and moderate weapons, but has a limited range and burns Chemicals. It also spawns enemies closer to the craft. which can make for quick missions. The Snake is kind of in the middle and can do anything in a pinch.&lt;br /&gt;
&lt;br /&gt;
The Blood ax is unique to Red Codex, and is a very powerful melee weapon which refills TUs and stamina on hit, making it possibly the best melee weapon in the game. The Vampiric robe grants its wearer the ability to life steal from damage done. It is far better at night, with NV 25 and 0/10 Camo. It also regenerates health if the wearer&#039;s bravery is high enough. It can be used to tank, though the low armour and weakness to laser somewhat limit it. &lt;br /&gt;
&lt;br /&gt;
Destruction gives access to powerful weapons that cost morale to use, namely the Hellblade, Hellgun, Rod of Hellfire and Tome of Lightning. It also gives the Destructor outfit, which flies, heals the wearer and has a powerful plasma attack.&lt;br /&gt;
&lt;br /&gt;
Communion gives access to Bio Suit and Saviour Suit. The Bio Suit is an amazing tanking armour, with great resistance to everything 60 extra health and health regen. It does lower TUs and all accuracies by 30 and cannot run or kneel. Saviour Suit is the fastest armour in the game and has the best medikit built in (9 hp per wound). &lt;br /&gt;
&lt;br /&gt;
Partial Illusion unlocks the Ghost Dagger, a melee weapon that ignores 90% of armour.&lt;br /&gt;
&lt;br /&gt;
The ultimate armour of this codex is the Moloch Armour. It has very high armour, has good resistances vs Plasma and Cutting and is practically immune to Burn. It greatly increases Strength, Melee and Bravery at the loss of VD Power, though it has excellent VD defense. Its unique abilities are that it converts damage done by user to Energy and Stun Recovery, and it has a Personal Shield with 100 hp. This makes it the ideal armour for charging into melee.&lt;br /&gt;
&lt;br /&gt;
=GOLD CODEX=&lt;br /&gt;
Ship: EL FUEGO&lt;br /&gt;
&amp;lt;br&amp;gt;Craft Weapon: Flame Cannon&lt;br /&gt;
&amp;lt;br&amp;gt;Immediate items: Battleflag, Officer&#039;s Outfit, Officer&#039;s Lash, 6 Gold Bars, 3 Space Suits&lt;br /&gt;
&amp;lt;br&amp;gt;Secondary Craft: TURTLE, SHADOWBAT, HAWK&lt;br /&gt;
&amp;lt;br&amp;gt;VooDoo Schools: Excess, Illusion, Partial Communion&lt;br /&gt;
&lt;br /&gt;
El Fuego is the fastest Menace at 3000 speed, but has only 10 crew. Also, with 1 Heavy and 2 Missile slots, it can be hard to arm early on. The Flame Cannon is quite inaccurate and uses 1 hellerium per shot, but is likely still the best heavy weapon you&#039;ll have at that point.&lt;br /&gt;
&lt;br /&gt;
The Turtle is a slow but spacious troop transport, with 12 crew and 700 speed. Its map layout is pretty good, as it gives ample space for the crew to manoeuvre inside the craft. It works underwater, and has multiple STC slots, which could make it really survivable, though without a weapon I&#039;m not sure what the purpose for that is. The Shadowbat carries 9 crew and is armed with 2 missiles, making it a nice secondary transporter and interceptor. It has powerful lights that illuminate a large radius around the craft except the area around its exit ramp, making it very useful for night missions. The Hawk is the fastest ship you&#039;ll have early on at 3600 speed. It carries 6 crew and has a single Heavy slot with 20% extra accuracy. It also has an interesting map with exits on 3 elevations, but has no space to move around in the craft. However, its range is limited and it burns chemicals.&lt;br /&gt;
&lt;br /&gt;
The unique Officer&#039;s Outfit boosts bravery by 100, which greatly enhances many items, including the battleflag. The Officer&#039;s Lash is also an interesting item that increases the TUs of its targets at the cost of stun damage. The 3 Space Suits give you a useful armour both in 0-G missions and underwater.&lt;br /&gt;
&lt;br /&gt;
Excess only provides access to Super Maids and the Magical Girl outfit. Super Maids are an expensive upgrade for Slave Maids. The Magical Girl outfit is really useful though, as it flies, and has 12 Sense (detect enemies through walls), which is the highest available to you. It also has 2 stunning weapons, 1 with an arcing AOE blast, while the other can work through walls. Unfortunately it has no armour and no free hand slots. Still, having 12 sense and the ability to stun through walls is well worth it.&lt;br /&gt;
&lt;br /&gt;
Illusion is a school of great use, giving access to the Witch Outfit, Ghost Outfit and the VooDoo Greatstaff. The Ghost outfit is invisible beyond 5 range, which makes it an incredible scout. It also has the Ghost dagger, which ignores 90% of armour, allowing it to damage anything. It even functions underwater. The other 2 items allow your gals to Mind Control. Though Mind Control can be gained from other sources, the Witch Outfit can Mind Control through walls, while the Greatstaff has significantly longer range. While a mainstay of vanilla XCOM, its power is far lower in X-Piratez due to how low VooDoo stats for gals are and the range degradation formula, so don&#039;t expect it to do as much.&lt;br /&gt;
&lt;br /&gt;
Partial Communion provides access to the Bio Suit, an amazing tanking armour, with great resistance to everything 60 extra health and health regen. It does lower TUs and all accuracies by 30 and cannot run or kneel.&lt;br /&gt;
&lt;br /&gt;
=GREEN CODEX=&lt;br /&gt;
Ship: BONAVENTURA&lt;br /&gt;
&amp;lt;br&amp;gt;Craft Weapon: Craft Charger Laser&lt;br /&gt;
&amp;lt;br&amp;gt;Immediate items: Battleflag, Nurse Outfit, 3 Castaways, 6 Healing Gel, 3 Medical Supplies&lt;br /&gt;
&amp;lt;br&amp;gt;Secondary Craft: TURTLE, SCARAB, WORM&lt;br /&gt;
&amp;lt;br&amp;gt;VooDoo Schools: Excess, Communion, Partial Destruction&lt;br /&gt;
&amp;lt;br&amp;gt;Other tech: Vampiric Robe, Pestulator, Converted Cyclops&lt;br /&gt;
&lt;br /&gt;
The Bonaventura has a speed of 1500 and 16 crew, and is the cutest Menace according to word of god. 4 light weapons, 400 toughness and 2x repair rate make it useful in a fight, if it can catch up to the enemy. The Craft Charger Laser has very low power, but its ammunition is free, making it ideal for shooting down civilian shipping. &lt;br /&gt;
&lt;br /&gt;
The 3 castaways basically gives you 3 extra starting crew with all their special perks. The Nurse Outfit is nice for training bravery and keeping gals alive, likewise the healing gel.&lt;br /&gt;
&lt;br /&gt;
The Scarab can be one of the best interceptors as it uniquely improves the damage of each weapon by 32%. It has 1 Light and 2 Heavy slots, but has -5 accuracy. The Turtle is a slow but spacious troop transport, with 12 crew and 700 speed. Its map layout is pretty good, as it gives ample space for the crew to manoeuvre inside the craft. It works underwater, and has multiple STC slots, which could make it really survivable, though without a weapon I&#039;m not sure what the purpose for that is. The Worm is a mini-Bonaventura, with the same speed, 3 Light weapons and 9 crew. Its map has 3 exits all on one side with doors, allowing a pretty nice and safe broadside, assuming enemies are on the right side of the craft.&lt;br /&gt;
&lt;br /&gt;
The Vampiric robe grants its wearer the ability to life steal from damage done. It is far better at night, with NV 25 and 0/10 Camo. It also regenerates health if the wearer&#039;s bravery is high enough. It can be used to tank, though the low armour and weakness to laser somewhat limit it. The Converted Cyclops is just as tanky as their star god counterparts, and has the added ability of healing morale and increasing vault space. They are really slow with a mere 36 TUs.&lt;br /&gt;
&lt;br /&gt;
Excess only provides access to Super Maids and the Magical Girl outfit. Super Maids are an expensive upgrade for Slave Maids. The Magical Girl outfit is really useful though, as it flies, and has 12 Sense (detect enemies through walls), which is the highest available to you. It also has 2 stunning weapons, 1 with an arcing AOE blast, while the other can work through walls. Unfortunately it has no armour and no free hand slots. Still, having 12 sense and the ability to stun through walls is well worth it.&lt;br /&gt;
&lt;br /&gt;
Communion gives access to the Bio Suit and Saviour Suit. The Bio Suit is an amazing tanking armour, with great resistance to everything 60 extra health and health regen. It does lower TUs and all accuracies by 30 and cannot run or kneel. Saviour Suit is the fastest armour in the game and has the best medikit built in (9 hp per wound). &lt;br /&gt;
&lt;br /&gt;
Partial Destruction gives access to powerful weapons that cost morale to use, namely the Hellblade, Hellgun, Rod of Hellfire and Tome of Lightning.&lt;br /&gt;
&lt;br /&gt;
The ultimate armour of this codex is the Pestulator suit, the last word in survivability. It has even more health, better resistances and health regen than the Bio Suit. It also comes with a built-in weapon that fires area of effect chemical blasts that greatly weaken enemy armour.&lt;br /&gt;
&lt;br /&gt;
== How to advance along the Tiny Drill branch ==&lt;br /&gt;
&lt;br /&gt;
First, you need to research the Menacing Hull and Tiny Drill themselves. The former research topic is available very early on, and the latter appears after you research the &amp;quot;Weirdness&amp;quot; branch. Once you research and use them, you receive a Codex item, which should be researched.&lt;br /&gt;
&lt;br /&gt;
Second, you need to get yourself a Workshop. The following technologies lead to the Workshop: Violence, Fire Walk With Me, Flintlocks &amp;amp; Bombs, Smithing, Minecraft, Tools and Blades, Durathread Mesh, Durathread Working, Contacts: Builders and What Do. After you research these technologies, you get the Workshop tech and must build a Workshop.&lt;br /&gt;
&lt;br /&gt;
Third, you need to research Ship Engine, Plastisteel, and Cloaking Device. The former is easy to get, it&#039;s researchable right after you get Workshop. For Plastisteel, you need Tinkering. To get Tinkering once you have Workshop, get the often-overlooked item Superconductive Wire (you can buy it on the Black Market) and research it. &lt;br /&gt;
&lt;br /&gt;
Once you have this, the tricky part comes in. You need the Cloaking Device tech to combine with the aforementioned techs and get Interceptor Assembly. For that, you need Shadowtech, Shadowtech is researched from Shadowmasters, and this tech has goblin lore as prerequisite (you need to learn everything about Lokk&#039;nars, Narloks, their scriptures and beliefs. This branch is researched from the item &amp;quot;Lokk&#039;naar Scriptures&amp;quot;, or found randomly when interrogating random characters. You will also need to research your Codex.&lt;br /&gt;
&lt;br /&gt;
Then, the really tricky part comes in. You need a Library, and to get it, you must be in the Mutant Alliance. Get favors from the Mutant Alliance by donating to them and doing their bounty hunting missions, interrogate Academy prisoners about mutant pogroms and mutant origins, and you&#039;ll eventually receive the tech *Mutant Alliance*. It is the invitation to the alliance. Once you get that, they give you science books which allow you to create a Library (this will be needed to complete your goblin lore research as well).&lt;br /&gt;
&lt;br /&gt;
Finally, you need to capture a pilot. The most obvious candidate is the Guild Air Sailor, but other pilots, such as the Bugbear (the &amp;quot;Chewbacca&amp;quot; found in Smuggler crews) will do too. Once you interrogate them, you will receive the Test Flight tech.&lt;br /&gt;
&lt;br /&gt;
Once you have all this, you can finally research your brand new flagship and start using it. You will also receive access to various models of auxiliary craft while you dig through goblin lore. You will also receive access to the Skyranger while you court the Mutant Alliance (it is one of the first favors you get from them).&lt;/div&gt;</summary>
		<author><name>Ave369</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tiny_Drill_(Piratez)&amp;diff=85357</id>
		<title>Tiny Drill (Piratez)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tiny_Drill_(Piratez)&amp;diff=85357"/>
		<updated>2017-11-27T21:29:42Z</updated>

		<summary type="html">&lt;p&gt;Ave369: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Piratez)|0.99H}}&lt;br /&gt;
{{tocright}}&lt;br /&gt;
You will find 2 mysterious objects in your starting base, the Tiny Drill and the Menacing Hull. &amp;lt;br&amp;gt;&#039;&#039;&#039;DO NOT SELL THESE ITEMS!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Early in the game you will find a research called *What&#039;s the deal with Tiny Drill?*&lt;br /&gt;
Researching this will unlock 4 manufacturing projects involving the Menacing Hull.&lt;br /&gt;
This irreversible choice grants you a unique ship, some unique items and unlocks 3 Schools of VooDoo (1 only partially).&lt;br /&gt;
&lt;br /&gt;
In general, the choices are&lt;br /&gt;
&amp;lt;br&amp;gt;Gray Codex - Most versatile ship, some research items, gives access to Illusion and Destruction and partial access to Excess&lt;br /&gt;
&amp;lt;br&amp;gt;Red Codex - Best ship for combat, some weapons and armor, gives access to Destruction and Communion and partial access to Illusion&lt;br /&gt;
&amp;lt;br&amp;gt;Gold Codex - Fastest but smallest ship, unique outfit, gives access to Excess and Illusion and partial access to Communion&lt;br /&gt;
&amp;lt;br&amp;gt;Green Codex - Largest but slowest ship, healing items and more crew, gives access to Excess and Communion and partial access to Destruction&lt;br /&gt;
&lt;br /&gt;
All Codices also provide access to secondary craft which do not use fuel.&lt;br /&gt;
&lt;br /&gt;
The VooDoo choices are in general&lt;br /&gt;
&amp;lt;br&amp;gt;Illusion - gives access to traditional psionic powers and an invisible armour (with many limitations)&lt;br /&gt;
&amp;lt;br&amp;gt;Excess - gives access to an outfit with incredible scouting and stunning ability&lt;br /&gt;
&amp;lt;br&amp;gt;Destruction - gives access to many powerful weapons and an outfit with a powerful attack&lt;br /&gt;
&amp;lt;br&amp;gt;Communion - gives access to the tankiest armour, the tankiest auxiliary and an outfit with the best medikit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=GRAY CODEX=&lt;br /&gt;
Ship: FORTUNA&lt;br /&gt;
&amp;lt;br&amp;gt;Craft Weapon: Conversion Launcher&lt;br /&gt;
&amp;lt;br&amp;gt;Immediate items: Battleflag, Liber Occultus, 7 Encrypted Data Discs&lt;br /&gt;
&amp;lt;br&amp;gt;Secondary Craft: SNAKE, SHADOWBAT, JELLYFISH&lt;br /&gt;
&amp;lt;br&amp;gt;VooDoo Schools: Illusion and Destruction, Partial Excess&lt;br /&gt;
&amp;lt;br&amp;gt;Other tech: Sorceress&lt;br /&gt;
&lt;br /&gt;
The Fortuna has a bit of everything. It can carry 13 crew, 1 of each weapon slot, has a very large radar of 1400, 200 shields with 250 hull and 2x repair rate. It is also spaceworthy, which gives early access to orbital missions. The downside is that it has the 2nd slowest speed at 2000. The unique craft weapon, Conversion Launcher, is a pretty potent missile launcher that cannot miss, though it uses Seagull missiles, the most expensive ammo of the unique craft weapons.&lt;br /&gt;
&lt;br /&gt;
The items given have no use except for research.&lt;br /&gt;
&lt;br /&gt;
The Snake is essentially a mini Fortuna. It can also function underwater. The Shadowbat carries 9 crew and is armed with 2 missiles, making it a nice secondary transporter and interceptor. It has powerful lights that illuminate a large radius around the craft except the area around its exit ramp, making it very useful for night missions. The Jellyfish is slow, fragile, carries only 7 crew, but has a built-in &amp;quot;turret&amp;quot; for the Battlescape. The first gal assigned to the craft is locked into a sniping post with a special weapon on the ground. The weapon&#039;s power is based on the gal&#039;s VooDoo power, and fires guided projectiles. The weapon even functions underwater, making it invaluable for undersea missions. Also, the Jellyfish&#039;s exits are elevators, which makes it very useful on early game monster and zombie hunts.&lt;br /&gt;
&lt;br /&gt;
Illusion is a school of great use, giving access to the Witch Outfit, Ghost Outfit and the VooDoo Greatstaff. The Ghost outfit is invisible beyond 5 range, which makes it an incredible scout. It also has the Ghost dagger, which ignores 90% of armour, allowing it to damage anything. It even functions underwater. The other 2 items allow your gals to Mind Control. Though Mind Control can be gained from other sources, the Witch Outfit can Mind Control through walls, while the Greatstaff has significantly longer range. While a mainstay of vanilla XCOM, its power is far lower in X-Piratez due to how low VooDoo stats for gals are and the range degradation formula, so don&#039;t expect it to do as much.&lt;br /&gt;
&lt;br /&gt;
Destruction gives access to powerful weapons that cost morale to use, namely the Hellblade, Hellgun, Rod of Hellfire and Tome of Lightning. It also gives the Destructor outfit, which flies, heals the wearer and has a powerful plasma attack.&lt;br /&gt;
&lt;br /&gt;
Partial Excess only unlocks Super Maids, an expensive upgrade for Slave Maids.&lt;br /&gt;
&lt;br /&gt;
The ultimate armour of this codex is the Sorceress outfit. It has 2 fixed weapons, a Tome of Lightning and a VooDoo Orb, which give it cheap long range Mind Control that doesn&#039;t require LOS. Though its effectivity is lower, the outfit&#039;s amazing VooDoo bonus still makes this the most powerful VD attack available to the player. The armour also flies, has modest armour (45 all around), great resistances to laser and plasma, NV:25, Sense:7, Spot: 10, Camo: 0/7, and can even be used underwater and in 0-G. &lt;br /&gt;
&lt;br /&gt;
=RED CODEX=&lt;br /&gt;
Ship: METALLO&lt;br /&gt;
&amp;lt;br&amp;gt;Craft Weapon: Lil&#039; Ilya&lt;br /&gt;
&amp;lt;br&amp;gt;Immediate items: Battleflag, 2 Chainmail, 1 Boarding Gun with 8 ammo, 1 Handcannon with 16 ammo&lt;br /&gt;
&amp;lt;br&amp;gt;Secondary Craft: SNAKE, SCORPION, SCARAB&lt;br /&gt;
&amp;lt;br&amp;gt;VooDoo Schools: Communion and Destruction, Partial Illusion&lt;br /&gt;
&amp;lt;br&amp;gt;Other tech: Blood Ax, Vampiric Robe&lt;br /&gt;
&lt;br /&gt;
The Metallo is fast and tough. It carries 12 crew, has 2 Light and 2 Heavy slots, 500 hull, 8 armour and 3x repair rate. It remains useful well into the end game. The unique craft weapon, lil&#039; ilya, is a pretty good improvement over the spike rocket launcher.&lt;br /&gt;
&lt;br /&gt;
The 2 Chainmails should be very useful for your gals, being the best armour you have by a long shot. &lt;br /&gt;
&lt;br /&gt;
The Scarab can be one of the best interceptors as it uniquely improves the damage of each weapon by 32%. It has 1 Light and 2 Heavy slots, but has -5 accuracy. The Scorpion makes a good secondary interceptor/troop transport, with 8 crew and moderate weapons, but has a limited range and burns Chemicals. It also spawns enemies closer to the craft. which can make for quick missions. The Snake is kind of in the middle and can do anything in a pinch.&lt;br /&gt;
&lt;br /&gt;
The Blood ax is unique to Red Codex, and is a very powerful melee weapon which refills TUs and stamina on hit, making it possibly the best melee weapon in the game. The Vampiric robe grants its wearer the ability to life steal from damage done. It is far better at night, with NV 25 and 0/10 Camo. It also regenerates health if the wearer&#039;s bravery is high enough. It can be used to tank, though the low armour and weakness to laser somewhat limit it. &lt;br /&gt;
&lt;br /&gt;
Destruction gives access to powerful weapons that cost morale to use, namely the Hellblade, Hellgun, Rod of Hellfire and Tome of Lightning. It also gives the Destructor outfit, which flies, heals the wearer and has a powerful plasma attack.&lt;br /&gt;
&lt;br /&gt;
Communion gives access to Bio Suit and Saviour Suit. The Bio Suit is an amazing tanking armour, with great resistance to everything 60 extra health and health regen. It does lower TUs and all accuracies by 30 and cannot run or kneel. Saviour Suit is the fastest armour in the game and has the best medikit built in (9 hp per wound). &lt;br /&gt;
&lt;br /&gt;
Partial Illusion unlocks the Ghost Dagger, a melee weapon that ignores 90% of armour.&lt;br /&gt;
&lt;br /&gt;
The ultimate armour of this codex is the Moloch Armour. It has very high armour, has good resistances vs Plasma and Cutting and is practically immune to Burn. It greatly increases Strength, Melee and Bravery at the loss of VD Power, though it has excellent VD defense. Its unique abilities are that it converts damage done by user to Energy and Stun Recovery, and it has a Personal Shield with 100 hp. This makes it the ideal armour for charging into melee.&lt;br /&gt;
&lt;br /&gt;
=GOLD CODEX=&lt;br /&gt;
Ship: EL FUEGO&lt;br /&gt;
&amp;lt;br&amp;gt;Craft Weapon: Flame Cannon&lt;br /&gt;
&amp;lt;br&amp;gt;Immediate items: Battleflag, Officer&#039;s Outfit, Officer&#039;s Lash, 6 Gold Bars, 3 Space Suits&lt;br /&gt;
&amp;lt;br&amp;gt;Secondary Craft: TURTLE, SHADOWBAT, HAWK&lt;br /&gt;
&amp;lt;br&amp;gt;VooDoo Schools: Excess, Illusion, Partial Communion&lt;br /&gt;
&lt;br /&gt;
El Fuego is the fastest Menace at 3000 speed, but has only 10 crew. Also, with 1 Heavy and 2 Missile slots, it can be hard to arm early on. The Flame Cannon is quite inaccurate and uses 1 hellerium per shot, but is likely still the best heavy weapon you&#039;ll have at that point.&lt;br /&gt;
&lt;br /&gt;
The Turtle is a slow but spacious troop transport, with 12 crew and 700 speed. Its map layout is pretty good, as it gives ample space for the crew to manoeuvre inside the craft. It works underwater, and has multiple STC slots, which could make it really survivable, though without a weapon I&#039;m not sure what the purpose for that is. The Shadowbat carries 9 crew and is armed with 2 missiles, making it a nice secondary transporter and interceptor. It has powerful lights that illuminate a large radius around the craft except the area around its exit ramp, making it very useful for night missions. The Hawk is the fastest ship you&#039;ll have early on at 3600 speed. It carries 6 crew and has a single Heavy slot with 20% extra accuracy. It also has an interesting map with exits on 3 elevations, but has no space to move around in the craft. However, its range is limited and it burns chemicals.&lt;br /&gt;
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The unique Officer&#039;s Outfit boosts bravery by 100, which greatly enhances many items, including the battleflag. The Officer&#039;s Lash is also an interesting item that increases the TUs of its targets at the cost of stun damage. The 3 Space Suits give you a useful armour both in 0-G missions and underwater.&lt;br /&gt;
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Excess only provides access to Super Maids and the Magical Girl outfit. Super Maids are an expensive upgrade for Slave Maids. The Magical Girl outfit is really useful though, as it flies, and has 12 Sense (detect enemies through walls), which is the highest available to you. It also has 2 stunning weapons, 1 with an arcing AOE blast, while the other can work through walls. Unfortunately it has no armour and no free hand slots. Still, having 12 sense and the ability to stun through walls is well worth it.&lt;br /&gt;
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Illusion is a school of great use, giving access to the Witch Outfit, Ghost Outfit and the VooDoo Greatstaff. The Ghost outfit is invisible beyond 5 range, which makes it an incredible scout. It also has the Ghost dagger, which ignores 90% of armour, allowing it to damage anything. It even functions underwater. The other 2 items allow your gals to Mind Control. Though Mind Control can be gained from other sources, the Witch Outfit can Mind Control through walls, while the Greatstaff has significantly longer range. While a mainstay of vanilla XCOM, its power is far lower in X-Piratez due to how low VooDoo stats for gals are and the range degradation formula, so don&#039;t expect it to do as much.&lt;br /&gt;
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Partial Communion provides access to the Bio Suit, an amazing tanking armour, with great resistance to everything 60 extra health and health regen. It does lower TUs and all accuracies by 30 and cannot run or kneel.&lt;br /&gt;
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=GREEN CODEX=&lt;br /&gt;
Ship: BONAVENTURA&lt;br /&gt;
&amp;lt;br&amp;gt;Craft Weapon: Craft Charger Laser&lt;br /&gt;
&amp;lt;br&amp;gt;Immediate items: Battleflag, Nurse Outfit, 3 Castaways, 6 Healing Gel, 3 Medical Supplies&lt;br /&gt;
&amp;lt;br&amp;gt;Secondary Craft: TURTLE, SCARAB, WORM&lt;br /&gt;
&amp;lt;br&amp;gt;VooDoo Schools: Excess, Communion, Partial Destruction&lt;br /&gt;
&amp;lt;br&amp;gt;Other tech: Vampiric Robe, Pestulator, Converted Cyclops&lt;br /&gt;
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The Bonaventura has a speed of 1500 and 16 crew, and is the cutest Menace according to word of god. 4 light weapons, 400 toughness and 2x repair rate make it useful in a fight, if it can catch up to the enemy. The Craft Charger Laser has very low power, but its ammunition is free, making it ideal for shooting down civilian shipping. &lt;br /&gt;
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The 3 castaways basically gives you 3 extra starting crew with all their special perks. The Nurse Outfit is nice for training bravery and keeping gals alive, likewise the healing gel.&lt;br /&gt;
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The Scarab can be one of the best interceptors as it uniquely improves the damage of each weapon by 32%. It has 1 Light and 2 Heavy slots, but has -5 accuracy. The Turtle is a slow but spacious troop transport, with 12 crew and 700 speed. Its map layout is pretty good, as it gives ample space for the crew to manoeuvre inside the craft. It works underwater, and has multiple STC slots, which could make it really survivable, though without a weapon I&#039;m not sure what the purpose for that is. The Worm is a mini-Bonaventura, with the same speed, 3 Light weapons and 9 crew. Its map has 3 exits all on one side with doors, allowing a pretty nice and safe broadside, assuming enemies are on the right side of the craft.&lt;br /&gt;
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The Vampiric robe grants its wearer the ability to life steal from damage done. It is far better at night, with NV 25 and 0/10 Camo. It also regenerates health if the wearer&#039;s bravery is high enough. It can be used to tank, though the low armour and weakness to laser somewhat limit it. The Converted Cyclops is just as tanky as their star god counterparts, and has the added ability of healing morale and increasing vault space. They are really slow with a mere 36 TUs.&lt;br /&gt;
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Excess only provides access to Super Maids and the Magical Girl outfit. Super Maids are an expensive upgrade for Slave Maids. The Magical Girl outfit is really useful though, as it flies, and has 12 Sense (detect enemies through walls), which is the highest available to you. It also has 2 stunning weapons, 1 with an arcing AOE blast, while the other can work through walls. Unfortunately it has no armour and no free hand slots. Still, having 12 sense and the ability to stun through walls is well worth it.&lt;br /&gt;
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Communion gives access to the Bio Suit and Saviour Suit. The Bio Suit is an amazing tanking armour, with great resistance to everything 60 extra health and health regen. It does lower TUs and all accuracies by 30 and cannot run or kneel. Saviour Suit is the fastest armour in the game and has the best medikit built in (9 hp per wound). &lt;br /&gt;
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Partial Destruction gives access to powerful weapons that cost morale to use, namely the Hellblade, Hellgun, Rod of Hellfire and Tome of Lightning.&lt;br /&gt;
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The ultimate armour of this codex is the Pestulator suit, the last word in survivability. It has even more health, better resistances and health regen than the Bio Suit. It also comes with a built-in weapon that fires area of effect chemical blasts that greatly weaken enemy armour.&lt;br /&gt;
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== How to advance along the Tiny Drill branch ==&lt;br /&gt;
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First, you need to research the Menacing Hull and Tiny Drill themselves. The former research topic is available very early on, and the latter appears after you research the &amp;quot;Weirdness&amp;quot; branch. Once you research and use them, you receive a Codex item, which should be researched.&lt;br /&gt;
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Second, you need to get yourself a Workshop. The following technologies lead to the Workshop: Violence, Fire Walk With Me, Flintlocks &amp;amp; Bombs, Smithing, Minecraft, Tools and Blades, Durathread Mesh, Durathread Working, Contacts: Builders and What Do. After you research these technologies, you get the Workshop tech and must build a Workshop.&lt;br /&gt;
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Third, you need to research Ship Engine, Plastisteel, and Cloaking Device. The former is easy to get, it&#039;s researchable right after you get Workshop. For Plastisteel, you need Tinkering. To get Tinkering once you have Workshop, get the often-overlooked item Superconductive Wire (you can buy it on the Black Market) and research it. &lt;br /&gt;
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Once you have this, the tricky part comes in. You need the Cloaking Device tech to combine with the aforementioned techs and get Interceptor Assembly. For that, you need Shadowtech, Shadowtech is researched from Shadowmasters, and this tech has goblin lore as prerequisite (you need to learn everything about Lokk&#039;nars, Narloks, their scriptures and beliefs. This branch is researched from the item &amp;quot;Lokk&#039;naar Scriptures&amp;quot;, or found randomly when interrogating random characters. You will also need to research your Codex.&lt;br /&gt;
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Then, the really tricky part comes in. You need a Library, and to get it, you must be in the Mutant Alliance. Get favors from the Mutant Alliance by donating to them and doing their bounty hunting missions, interrogate Academy prisoners about mutant pogroms and mutant origins, and you&#039;ll eventually receive the tech *Mutant Alliance*. It is the invitation to the alliance. Once you get that, they give you science books which allow you to create a Library (this will be needed to complete your goblin lore research as well).&lt;br /&gt;
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Finally, you need to capture a pilot. The most obvious candidate is the Guild Air Sailor, but other pilots, such as the Bugbear (the &amp;quot;Chewbacca&amp;quot; found in Smuggler crews) will do too. Once you interrogate them, you will receive the Test Flight tech.&lt;br /&gt;
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Once you have all this, you can finally research your brand new flagship and start using it. You will also receive access to various models of auxiliary craft while you dig through goblin lore.&lt;/div&gt;</summary>
		<author><name>Ave369</name></author>
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