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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Strategy_(Piratez)&amp;diff=90451</id>
		<title>Strategy (Piratez)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Strategy_(Piratez)&amp;diff=90451"/>
		<updated>2020-04-24T00:11:23Z</updated>

		<summary type="html">&lt;p&gt;Bloodraven117: /* Early Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Piratez)|0.99G1}}&lt;br /&gt;
{{tocright}}&lt;br /&gt;
==Major Differences==&lt;br /&gt;
There are an incredible number of differences between X-Piratez and Vanilla X-COM. This lists some of the major ones.&lt;br /&gt;
&lt;br /&gt;
1. Melee - Melee is very viable in this game. Weapons are highly dependent on your gals&#039; stats, so take some time to make sure you&#039;re equipping them effectively. Also, every unit has an Evasion stat that reduces the hit chance of melee weapons. This is reduced when attacking from the flank and back.&amp;lt;br&amp;gt;&lt;br /&gt;
2. CQC - Units with an enemy next to them have a larger chance to miss with firearms. Rushing into melee is a viable tactic to keep your gals alive. &amp;lt;br&amp;gt;&lt;br /&gt;
3. Research - The research tree is ludicrously big and interconnected, and you start knowing basically nothing. Make sure to research everything and read every article, as the many new mechanics are explained within. It is also very worthwhile to research captives multiple times. Middle-clicking a research topic will bring up the research tree viewer.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Weather - Some maps have weather conditions. Only you are affected by weather, so taking too much time can result in a surprising loss.&amp;lt;br&amp;gt;&lt;br /&gt;
5. Infamy - You get a monetary bonus at the end of each month equal to 333 x Score. Negative score doesn&#039;t deduct money.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Morale - Gals constantly lose morale in battle, down to their Bravery stat.&amp;lt;br&amp;gt;&lt;br /&gt;
7. QOL - There are lots of minor features added to X-Piratez that will make your life easier.&amp;lt;br&amp;gt;&lt;br /&gt;
   Middle-click on anything, including enemies, to get more information about them.&lt;br /&gt;
   Press Q to bring up the search bar.&lt;br /&gt;
   Scroll-lock toggles Night Vision mode. &lt;br /&gt;
   F5/F9 in inventory to save/load loadouts.&lt;br /&gt;
   Ctrl-H brings up the hit log to see if your weapons are doing damage. It displays 4 outcomes: =&amp;gt;,0,hit,hit!&lt;br /&gt;
   Hold Alt to show direction arrows above enemies. Alt also displays damage range of weapons when you are shooting.&lt;br /&gt;
   Ctrl-clicking lets your gals run. This takes less TUs, more energy,&lt;br /&gt;
   and disables stopping on seeing an enemy or reaction fire, so you can run into your death.&lt;br /&gt;
   Hold Ctrl while shooting to force fire.&lt;br /&gt;
&lt;br /&gt;
==Early Game==&lt;br /&gt;
The general goal of X-Piratez is to lead your crew to riches and glory, while also ensuring they live long enough to partake in such riches. The first thing any player should do is read the in-game bootypedia, and get your base affairs in order.&lt;br /&gt;
&lt;br /&gt;
Go through your combat crew and arm them on the Airbus. The automatically assigned weapons aren&#039;t always appropriate. Try to give each of your gals a weapon that can stun, as captives are quick way to make cash.&lt;br /&gt;
Once finished, assign a research project. It is highly recommended to start with&lt;br /&gt;
&amp;lt;br&amp;gt; &#039;&#039;Visit Nearby Town&#039;&#039;-&amp;gt; &#039;&#039;Call a Meeting&#039;&#039; -&amp;gt; &#039;&#039;Loot Distribution&#039;&#039; -&amp;gt; &#039;&#039;Recruitment&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
From here you will be met with a crossroads research, &#039;&#039;Diverging Paths&#039;&#039;, you are given the options, &#039;&#039;?Gals are Superior?&#039;&#039; or &#039;&#039;?We Need Male Touch?&#039;&#039; For beginning captains, looking for calmer seas, Gals are Superior! For those adventurous skippers looking for a challenge, We need Male Touch gives you a fair challenge in the upcoming adventure. &lt;br /&gt;
&lt;br /&gt;
You can sell the starting Corridor for some extra money or keep it if on higher difficulties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Make sure not to sell the Menacing Hull, the Laboratory, Land Deed, and the Tiny Drill.&#039;&#039;&#039; These are game critical items! Their loss will prevent continuation in the tech tree and story! &lt;br /&gt;
&lt;br /&gt;
Most missions (pink crosses) don&#039;t cost you score if you ignore them. There are 2 exceptions to this - Help the Lokk&#039;Narrs and Mutant Pogroms. You will suffer a -1000 score for ignoring pogroms,and about -500 for Ignoring lokk&#039;nar missions, it&#039;s often best to at least arrive, and if you can&#039;t succeed immediately retreat. While most missions can be ignored, not doing a mission every week or so will degrade your infamy, and can be fatal for a too cautious captain! Pick and chose your battles Capn&#039;!&lt;br /&gt;
&lt;br /&gt;
You only start with 6 gals and need to research to hire more so do everything in your power to keep them alive and healthy. Be sure to bring bandages and heal fatal wounds to reduce healing time. Mutant meat can be devoured to heal a couple hit points to reduce recuperation in their bunk by a day or so. &lt;br /&gt;
&lt;br /&gt;
Your starting weapons have horrible accuracy. Try going on night missions at the start. You have a small vision advantage over most early landlubbers, and it allows you to get close enough for your weapons to be effective. Shotguns are a natural choice of weaponry for this. This only applies for human opponents - Don&#039;t go on monster hunts at night! &lt;br /&gt;
&lt;br /&gt;
There are many different enemies and environments in X-Piratez, which can require a large variety of equipment. There is no 80 item limit on your craft, so stuff everything you could possibly need in, and make use of the inventory save/load function (f5 f9 respectively).&lt;br /&gt;
&lt;br /&gt;
Don&#039;t hesitate to abort a mission if it looks unwinnable. Sometimes it&#039;s better to just kill whoever&#039;s near the LZ, grab their loot and run. OTOH, most weapons can be used without being researched, so use that loot to try and sntatch victory from the jaws of the gar if you feel confident. &lt;br /&gt;
&lt;br /&gt;
Bows and other indirect fire weapons can be really useful early on, don&#039;t be afraid to give gals with good throwin&#039; grenades, throwin&#039; knives, or even rocks, especially on Ratmen Rodeos! It is also wise, regardless of throwin&#039; skil, to keep a couple of Molotovs on each of your gals, as fire causes panic, ignores armor, and is especially deadly to early game bosses, give them a taste of the dragon&#039;s breath! Furthermore on Ratmen Rodeos, and even on most other quests, be sure to bring a gal or two armed with hammers or pickaxes to destroy walls that Enemies may be stuck behind, or to bypass troublesome choke points.&lt;br /&gt;
&lt;br /&gt;
As you develop your pirate crew into a mean lean fighting machine, you will eventually access space missions, one of these missions, &amp;quot;Disruptive Transmissions&amp;quot; is VERY dangerous for the two to five gals you will likely send, so make sure you have space suits and laser weapons for them to fight with. Ignoring Disruptive Transmissions will incur a penalty.&lt;br /&gt;
&lt;br /&gt;
=Guides=&lt;br /&gt;
[[ Air_Strategy_Guide_(Piratez) | ohartenstein23&#039;s Air Strategy Guide ]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Piratez]]&lt;/div&gt;</summary>
		<author><name>Bloodraven117</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactics_(Piratez)&amp;diff=90450</id>
		<title>Tactics (Piratez)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactics_(Piratez)&amp;diff=90450"/>
		<updated>2020-04-24T00:00:43Z</updated>

		<summary type="html">&lt;p&gt;Bloodraven117: /* General Esoteric Wisdom */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Piratez)|0.99F.5}}&lt;br /&gt;
{{tocright}}&lt;br /&gt;
&lt;br /&gt;
=Damage type details from forum=&lt;br /&gt;
Weapons have 2 ways of mitigating Armor &lt;br /&gt;
Armor effectiveness (denoted as Armor ±X%) ignores or adds some percentage of armor&lt;br /&gt;
&amp;lt;br&amp;gt;EG. Fuso sword has armor +40%, so if the target has 50 armor damage is reduced by 70. Spear has armor -20% so the same target would reduce damage by 40.&lt;br /&gt;
&amp;lt;br&amp;gt;Armor damage means that some percentage of the damage dealt will be done to armour first, removing it for all subsequent attacks. &lt;br /&gt;
&amp;lt;br&amp;gt;EG. Hammer has armor damage 10%. If the hammer hits for 60 damage, it also removes up to 6 armor from the target. Armor damage happens before the target takes damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Piercing&#039;&#039;&#039; - Standard Armor Piercing from vanilla.  Basic ballistic rounds you would find in conventional weapons. Rifles have a slight bit of armor negation with this (-15%), and because this is a common early form of damage, many higher tier enemies have in built resistances to it (I&#039;m looking at you, Mercs). All piercing weapons that have a base of 60+ damage deal armor damage&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Cutting&#039;&#039;&#039;. Almost always on melee or thrown weapons: Axes, Swords, Throwing Knives etc.  Usually very solid damage in its Melee form, and often scales up in thrown form with throwing skill (more skilled archers get more damage, etc).  Usually a solid early damage type as most enemies don&#039;t have extra resistances to it.  (This is actually one type Mercs are more responsive to).&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Concussive&#039;&#039;&#039; - High Explosive from Vanilla, but some melee weapons use it as well.  Great for terrain damage. Often useful as bombs that use it hit the under armor of the targetted unit.  Does carry some secondary stun effects, but in practice is more likely to kill targets if it overcomes their armor than stun them. Higher tier enemies are often resistant to this, but as with anything, apply it enough, and you may still get effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Daze&#039;&#039;&#039; - Stun damage. Knocks enemies unconscious.  With OpenXcom Extended, the waters become a bit more muddied here, as weapons can have a primary damage type and secondary damage effects. For example, the Handle is primary Daze/Stun with secondary lethal effects.  This means that as damage scales up with your strong gals, you may sometimes kill a target you were trying to stun with a handle.  Also, some targets are immune to Daze/Stun damage.  Another mechanic in OXCE allows other weapons that are designed for incapacitating enemies.  These are often listed as &amp;quot;Plasma&amp;quot; damage in the Bootypedia, but they have extremely minor lethal damage and 4x stun damage.  These are often later in the game.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Choking&#039;&#039;&#039; - Smoke from Vanilla.  Please note that almost all units that don&#039;t have environmental filters (masked helmets, etc) take 4X damage from smoke as compared to vanilla.  You can see this in your own gal&#039;s base stats.  Does stun damage over time.  Now, throw in OXCE mixes on assorted weapons as mentioned above in Daze, and you can get Smoke type weapons that also do significant Lethal damage (to health) or pain (often to Morale) or even to energy and time units.  Most early Choking stuff is just smoke though.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Chem&#039;&#039;&#039; - Same as Acid from vanilla (ie Celatid spit).  In XPirateZ almost always degrades armor, usually adds pain (Morale damage) and has good Terrain Destruction effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasma&#039;&#039;&#039; - Plasma from vanilla. &amp;quot; sometimes plasma damage is stun (cattle prod, tazogun?)&amp;quot; - See explanation in Daze above.  Most enemies will respond to doses of plasma as very few are resistant to it.  However, access to good plasma weapons for the player can be fairly limited for sometime. Proper plasma weapons (non-stun) do armor damage by default&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Laser&#039;&#039;&#039; - Laser from Vanilla.  This ignores 1/3 Armor so it can be useful against armored enemies.  Again, not easy to get a hold of early on.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Burn&#039;&#039;&#039; - Incendiary damage from vanilla. Completely ignores armor and does 5-10 damage, only affected by resistance. If a target is hit Fire will almost always damage the target.  If the target is set on fire from being hit or starting its turn on a tile on fire, it will continue to take damage from the flames for up to 5 turns.  Some units are immune, while others are very vulnerable (Academy Drones). Large units take damage for each square affected.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Special&#039;&#039;&#039; - This is listed and is a rare damage type applied via Voodoo(Psi) weapons.  Has varied effects ie, stun, morale, tu, energy, armor damage, in addition to possible lethal damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Cold&#039;&#039;&#039; -  A weather effect of environmental conditions, causes energy drain on player units wearing little or nothing. (Bikinis are bad in the Arctic). At 200% weakness or higher, deals HP damage&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat&#039;&#039;&#039; - Another weather effect: Causes stun on units that might overheat in Jungles or Desert.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Acid Rain&#039;&#039;&#039; - Damages armor, and morale and causes stun&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Extra Damage (Lethal)&#039;&#039;&#039; - Does that percentage of damage as lethal damage. Eg. Fistycuffs (extra lethal damage 35%) hits for 20 stun, it also does 7 hp damage. &lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Extra Pain&#039;&#039;&#039; - Does damage to Morale. Pain resistance and immunity don&#039;t actually reduce pain damage, but instead increase the amount of stun recovered each turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Reactions Disrupt&#039;&#039;&#039; - Reduces current TU of unit, so reduces chance of reaction fire&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Shock&#039;&#039;&#039; (System Shock)- Weapons do some amount of stun damage as well. The default is 0-50% of the damage dealt. A weapon with Shock x3 would do 0-150% stun damage. eg. If hammer hits for 60 damage, it does 0-90 stun as well&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Cold embrace of death&#039;&#039;&#039; - If a unit has 3x more stun damage than current health, it loses 1 hp a turn. If it has 6x more damage, it loses 2 hp a turn.&lt;br /&gt;
&lt;br /&gt;
Note: you can see out of the windows in your Airbus, you can crouch to avoid enemies seeing or attacking you!&lt;br /&gt;
&lt;br /&gt;
=Tactical Tips from decrypted data discs and the BootyPedia itself:=&lt;br /&gt;
&lt;br /&gt;
==General Tactics==&lt;br /&gt;
005 || The placement of your spare ammo does matter. The TU cost of reloading is increased by the cost of moving ammunition to you hand (as much as 10 if it&#039;s in your backpack). You will avoid paying extra TUs only if the spare ammo is in your free hand.&lt;br /&gt;
&lt;br /&gt;
010 || Diversify your weapons.&lt;br /&gt;
&lt;br /&gt;
014 || Armor is only useful to those who get hit.&lt;br /&gt;
&lt;br /&gt;
019 || Cover saves lives. Ending your move in the open is the surest ticket to the other world. Hide at least 1 tile away from a corner for maximum safety. When going under a low ceiling, kneel to see elevated enemies and be able to throw bombs further away. Standing on corpses brings bad luck.&lt;br /&gt;
&lt;br /&gt;
020 || Don&#039;t panic: any explosive can be unprimed. To do that, drag the bomb over the &#039;unload&#039; button, just like you&#039;d unload a weapon. This operation costs 25% of your TUs.&lt;br /&gt;
&lt;br /&gt;
031 || If you remain unseen, you cannot be killed.&lt;br /&gt;
&lt;br /&gt;
032 || Only the fools rush in. Always check your surroundings and avoid disembarking on Turn 1.&lt;br /&gt;
&lt;br /&gt;
056 || When someone moves, attacks or throws, a reaction check is called. There is no random factor: the Reaction scores of both fighters are multiplied by their current TU&#039;s. If the defender has a higher score, they&#039;re permitted an attack of opportunity, which can be only a Melee attack or a Snap Shot.&lt;br /&gt;
&lt;br /&gt;
070 || Resistances are sometimes far more important than armor values.&lt;br /&gt;
&lt;br /&gt;
106 || Some items, like ammo clips and bandages are consumed when used. After the battle, all charges of all remaining items are tallied up and stacked to fully refill as many items as possible. All excess charges will normally be lost (depending on game options).&lt;br /&gt;
&lt;br /&gt;
==Quality of Life==&lt;br /&gt;
037 || Tired of all the hassle with daily dressing up in all that equipment and agonizing before the mirror? Can&#039;t ever seem to find pieces of the stuff you want to wear?In the equip screen, you can use Quicksave hotkey (F5) to save current soldier&#039;s equipment as a custom template. You can load any of your custom templates by pressing the Quickload key (F9). You can also use [Q]uicksearch button to find things, but you gotta know their names.&lt;br /&gt;
&lt;br /&gt;
==Melee==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MELEE&#039;&#039;&#039; - Summary || Melee weapons are characterized by high and dependable damage (50-150% damage roll), however using them effectively requires skilled Hands. Pay close attention to their stats, as weapons useless for a weakling might be deadly in the hands of a strong warrior; this is especially important considering the wild range of skills presented by newly hired Hands. Muscles, math and bold action are the keys to success; overconfidence and lack of tactical acumen will lead to many a funeral.&lt;br /&gt;
&lt;br /&gt;
003 || Come at them from the back. It will reduce any Melee Dodge they might have by a half (attacks from the flank reduce it by 1/4th).&lt;br /&gt;
&lt;br /&gt;
009 || No matter how good you think your armor is, if you&#039;re presenting your backside to the enemy, you&#039;re asking for it. Even the best armor is usually much more vulnerable from the back, and your melee dodge is the worst there as well.&lt;br /&gt;
&lt;br /&gt;
011 || Strong and skilled melee fighters can destroy anything.&lt;br /&gt;
&lt;br /&gt;
013 || Do not underestimate skilled, but weak melee fighters. Many of the lighter melee weapons inflict damage based rather on Skill than Strenght, and they&#039;re much less tiring to use (melee weapon&#039;s swing Energy cost equals 2/3rds of its Weight, rounded down). High Reactions will allow for a frontal charge without being shot at. Thus, a fast skirmisher will sometimes be more effective than a bulky warrior.&lt;br /&gt;
&lt;br /&gt;
040 || Using a two-handed weapon single-handedly usually incurs a 50% accuracy penalty (33% for melee weapons).However, some weapons (indicated by the red 2-handedness marker) are either too heavy, too intricate or otherwise impossible to use when your off-hand is full.&lt;br /&gt;
&lt;br /&gt;
==Ranged==&lt;br /&gt;
&lt;br /&gt;
016 || Normal autofire range is 11 tiles. The chance to hit drops by 2% per every tile after that.&lt;br /&gt;
&lt;br /&gt;
033 || Kneeling usually increases your hit chance by 20%.&lt;br /&gt;
&lt;br /&gt;
040 || Using a two-handed weapon single-handedly usually incurs a 50% accuracy penalty (33% for melee weapons).However, some weapons (indicated by the red 2-handedness marker) are either too heavy, too intricate or otherwise impossible to use when your off-hand is full.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PISTOLS&#039;&#039;&#039; - Summary || The main advantage of pistols is that they suffer no accuracy penalty when your other hand is occupied. They&#039;re also fairly accurate, shoot very fast and fit the quickdraw (QD) slot. The main disadvantages are: limited accurate range, lowish damage and reduced accuracy bonus from kneeling (just +10%).&lt;br /&gt;
We now understand how cased ammunition works and we&#039;ll be able to reproduce it, once we have a proper Workshop.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHOTGUNS&#039;&#039;&#039; - Summary || &amp;quot;Shotguns have the highest close-range accuracy of all guns, although their accurate range is severely limited. They usually fire pellet munitions which have huge damage potential, but spread very randomly and are completely useless against armored targets.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BOWS&#039;&#039;&#039; - Summary || &amp;quot;Bows shoot with an arcing trajectory, which makes them very useful in dense terrain (but not in the forest, where the tree canopies are a major issue). The Throwing skill commands both accuracy and a large part of bow damage, so don&#039;t expect good results from anyone with Throwing below 50; however, experienced soldiers can inflict fairly heavy damage using bows. High Stamina is also essential for an archer, since the larger bows put a major drain on it. Bows don&#039;t get any accuracy bonus from kneeling, and shooting them costs a fixed amount of TUs, so make use of your mobility. Arrows often inflict less damage to enemy Health than expected, so don&#039;t rely on them in 1 vs 1 situations.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMGS&#039;&#039;&#039; - Summary || &amp;quot;Two-handed SMGs and, partially, Carbines fall under this category. These weapons have higher volume of fire than Rifles, as well as faster aiming, usually allowing them to fire two aimed shots per turn. They often have reduced single-handed use penalty (per gun description). Thus they&#039;re particularly good at delivering high amounts of pain at medium ranges.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RIFLES&#039;&#039;&#039; - Summary || &amp;quot;Rifles are the most average weapons of all, and most dependable, even if they don&#039;t shine in any single aspect. All rifles have two general advantages:&amp;gt; Unlimited Aimed Shot range;&amp;gt; 15% Armor Penetration with Piercing munitions (Firearms only). This does include machineguns and sniper rifles (but not chainguns), as long as they don&#039;t get any bonus damage based on soldier&#039;s stats (Rifles that get such a bonus are excluded as well).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SNIPER&#039;&#039;&#039; - Summary || &amp;quot;The most common characteristics among these weapons are slow firing rates and a serious influence of shooter&#039;s skill on the damage inflicted. This means potential damage far exceeding that of normal rifles. &#039;True&#039; sniper rifles are governed by Firing^2 * 0.01 skill, making them almost useless for warriors of Firing below circa 75.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEAVY WEAPONS&#039;&#039;&#039; - Summary || &amp;quot;Heavy weapons are not simply heavy, but they often require forethought to use properly. When planning to use one, be sure to check if you&#039;re strong enough, if the weapon doesn&#039;t get a major accuracy bonus when used from a kneeling position, if it requires offhand to be free (a red &#039;2&#039; in Inventory) and how punishing are TU costs of its attacks.A study of how these are built seems crucial to making our own heavy weapons.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EXPLOSIVES&#039;&#039;&#039; - Summary || &amp;quot;Explosives never fail to provide fun. If exploded directly on someone, they attack the under armor, which is usually the thinnest; they also do quad damage vs. large units. Blast usually weakens by 10 per tile, but eg. Fire inflicts full damage within the whole area.&lt;br /&gt;
&amp;gt;Launched. These use some kind of a launcher and explode on contact.&amp;gt;Thrown. Much like the former but require no launcher.&lt;br /&gt;
&amp;gt;Fused. They explode after a set number of half-turns (0 is after your current turn, 1 is after the next enemy turn, 2 is after your next turn etc). Prime, then Throw or drop.&amp;gt;Proximity. When primed, they explode when a target enters or leaves a 1-tile radius.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
&lt;br /&gt;
006 || All Piercing weapons of 60+ Power will always cause some armor damage. Even more armor damage is caused by Plasma weapons, regardless of their Power (but electric weapons that cause Plasma damage do not count).&lt;br /&gt;
&lt;br /&gt;
015 || Maximum level of stun damage is four times the max health, so it might be worth it to inflict extra stun on a fallen enemy. On the other hand, it also means everyone can be revived... sooner or later. Stun also causes Energy drain, so don&#039;t be surprised that a freshly woken Gal has little Energy...&lt;br /&gt;
&lt;br /&gt;
021 || Cutting damage, inflicted by weapons like knives and bows, causes very little extra Stun damage (half as much as bullets).However, such weapons sometimes can cause Reactions Disrupt or Extra Pain, which inflict, respectively, TU and Morale damage proportional to HP damage caused.&lt;br /&gt;
&lt;br /&gt;
022 || Certain underhanded monsters (usually the tentacled ones and witches, or, worst case, tentacled witches) will use attacks based on Special damage, that usually also destroy armor. Resistance to Special damage will be the key in dealing with them, which usually means the less clothing, the better. Bringing along stims is also recommended.&lt;br /&gt;
&lt;br /&gt;
023 || Chem can melt your opponent right out of their armor. All chem weapons cause armor damage equal to 0-20% of their Power, before armor&#039;s defense is even considered, unless otherwise stated in the Pedia. This makes subsequent shots more effective. The effect stacks with armor damage caused by any penetrating hits, if applicable. Chem also causes moderate Morale damage.&lt;br /&gt;
&lt;br /&gt;
028 || Lethal weapons cause so-called System Shock damage, which is extra stun damage, normally equal to 0-50% of HP damage inflicted. If a weapon description says, eg. &#039;Shock x3&#039; it means 0-150% Stun in addition to Health damage. Some enemies to which normal biology doesn&#039;t apply, mainly robotic ones, are immune to System Shock damage. However, stun weapons, based on electricity or radiation (working against Laser or Plasma resistance), ignore that immunity. Other weapons do that only if their description states so.&lt;br /&gt;
&lt;br /&gt;
039 || Pain Resistance increases the innate Stun recovery by 50%, while Pain Immunity doubles it. This not only helps to withstand more whipping, it also helps to keep fighting when heavily wounded. Normally, when a person drops below 75% Health, they stop recovering Stun damage and start to accumulate it instead. Pain Resistance effectively moves that threshold to 50%, while Immunity - to 37%. Armors and races with special Stun recovery rules override these formulas completely.&lt;br /&gt;
&lt;br /&gt;
045 || Death is your most faithful friend. Anyone whose Stun level is thrice or more their current HP will start to slowly pass into its cold embraces. The rate is 1 HP per turn, but doubles when Stun level is 6x your current health etc. (possible only if you&#039;re wounded). Keep the wounded hydrated and don&#039;t leave them to exposure!&lt;br /&gt;
&lt;br /&gt;
047 || Daze is a type of damage caused by unarmed attacks, as well as clubs, handles, rubber bullets etc. Its&#039; primary effect is Stun, but it often causes extra lethal damage (percentile means how much compared to Stun). Attacks with magical energies often use Daze damage type as well but are sometimes straight deadly. Daze usually doesn&#039;t affect robots or zombies.&lt;br /&gt;
&lt;br /&gt;
062 || Eyes can deceive you. Sometimes you can&#039;t shoot what you see, or can shoot what you don&#039;t see. Ctrl+Click to force fire (doesn&#039;t work for Arcing weapons).&lt;br /&gt;
&lt;br /&gt;
080 || Do not underestimate fire, as it ignores all normal armor, no matter how thick, and causes massive Morale loss. A target hit by fire takes 5-10 damage, modified by its Fire Resistance. 2x2 targets take quadruple damage. Additional fire hit is dealt every turn the target is burning (which can last up to 5 turns). Fire damage never deals Fatal Wounds. Some enemies might be immune to fire, but those who aren&#039;t, will eventually succumb to it - especially since Flamers cause multiple hits.&lt;br /&gt;
&lt;br /&gt;
==Combat Morale==&lt;br /&gt;
&lt;br /&gt;
041 || Morale influences defense against black magics. One who&#039;s scared becomes an easier prey to evil spells. On the other hand, one with Morale above 70 is more defiant to these sinister powers.&lt;br /&gt;
&lt;br /&gt;
046 || Experiencing comrades&#039; deaths and being subjected to evil magics will instantly decrease Morale. The lower the Bravery, the higher the loss - someone who has Bravery 90 is twice as susceptible as someone with Bravery 100, one with Bravery 80 - thrice etc. Losing one&#039;s nerves can occur if Morale is below 50 - the closer to zero, the higher the chance.&lt;br /&gt;
&lt;br /&gt;
083 || The presence of an officer on a mission reduces all morale losses and boosts all morale increases by 10 to 25%, depending on their rank (only the highest one alive counts). The highest rank modifies these values by 50%. However, the death of an officer also means a more severe morale hit than death of a mere soldier, up to 175% of the normal value. Remember that the enemies are also affected by these rules - so strike right in the heart.&lt;br /&gt;
&lt;br /&gt;
092 || Being nice sometimes mostly benefits the benefactor. Each use of any item capable of healing gives the user +5 Morale, whether or not it actually helps.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
002 || Be wary of your encumbrance, as it could really slow you down. If the carried weight surpasses soldier&#039;s Strength, you will have less TU&#039;s available, and unlike TU penalties incurred by armor, it can even make it impossible to fire weapons. However a soldier can pick up any weight and suffer no ill-effects if the weight is dropped before the end of turn.&lt;br /&gt;
&lt;br /&gt;
024 || Running is faster than walking, but you won&#039;t automatically stop upon seeing an enemy, allowing them an immediate Reactions check.&lt;br /&gt;
&lt;br /&gt;
093 || High Stamina is important in battle, because Energy is used for moving, throwing, melee and magical attacks - eventually you will lose your breath. Sprinting (CTRL+move) will allow you to run faster, but will burn through any amount of Energy rather quickly. You can alleviate the problem a bit by dressing as lightly as possible, but real endurance can be achieved only through training. The Energy recovered per turn is normally equal to 10 + one quarter of the current Health.&lt;br /&gt;
&lt;br /&gt;
==Healing==&lt;br /&gt;
&lt;br /&gt;
026 || The gals will be hurting when wounded, whether you like it or not! Health damage does not only reduce combat skills, it also affects Stun and Energy recovery. When you&#039;re seriously wounded, you will be suffering constant Stun damage. This affects all human-like creatures.&lt;br /&gt;
&lt;br /&gt;
107 || Our mutant bodies are able to quickly regenerate any form of non-lethal injury, so we can be smooth and ready for more adventure again, but it won&#039;t happen overnight. The healing might take anywhere from 0.5 to 1.5 times as many days as the amount of HPs an injured warrior was missing. So be a good sis and don&#039;t forget to heal as much as you can before ending a mission, since early treatment can greatly reduce the duration of the painful recovery process.&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
&lt;br /&gt;
004 || What constitutes beauty is often a complicated matter, but here we simply sum it up as &#039;beefness&#039;. Beefness, or physical ability is broken into stats: Strength, Health, TUs (speed) and Energy (Stamina). To increase beefness (and thus beauty), you need to train; the lower a stat, the faster it&#039;s likely to increase. Working out surely gets you there, but it requires effort. And there is a more fun way: combat. Hitting enemies with ranged and melee weapons or casting magic will not only influence related skills, but also gradually increase your beefness (and thus beauty).&lt;br /&gt;
&lt;br /&gt;
029 || The basic method of training Bravery is to use medikits (alcohol and drugs don&#039;t count). It can also be gained from piloting. However, some gals insist that swagging about without much, or any, apparel on is the best way of building confidence.&lt;br /&gt;
&lt;br /&gt;
030 || The main combat Skills are Firing, Throwing, and Melee. Some unusual weapons use unusual combinations of skills and even flat numbers. Such weapons will have a &#039;SKILL: xxx&#039; entry in their descriptions. To make heads and tails of this, you only need to remember that weapon&#039;s accuracies (Aimed, Snap etc.) are displayed for effective Skill = 100.&lt;br /&gt;
&lt;br /&gt;
055 || To train Reactions, you need either to fire opportunity shots, or hit enemies with fast melee weapons (costing 12 or less TUs to use).&lt;br /&gt;
&lt;br /&gt;
064 || No mastery without training. No discipline without meaning. No real pleasure without any of them.&lt;br /&gt;
&lt;br /&gt;
[https://openxcom.org/forum/index.php/topic,4230.0.html WOULD YOU LIKE TO KNOW MORE?]&lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
&lt;br /&gt;
058 || There is nothing shameful about the human body, yet there&#039;s a time and a place for everything. For example, swimming naked results in taking less Stun damage per turn than in a swimsuit. &lt;br /&gt;
&lt;br /&gt;
060 || Underwater environment modifies resistances to several types of damage. Concussive damage becomes extremely dangerous, being modified x1.5, while Piercing, Fire, Daze and Cutting all deal 20-30% less damage. These values are already accounted for in aquatic armors&#039; descriptions.&lt;br /&gt;
&lt;br /&gt;
==Air Combat==&lt;br /&gt;
&lt;br /&gt;
012 || The approach speed in dogfight is constant and equals 1 km per 4 seconds; when equipped with short-range weapons, you might take as many as 10 enemy blasts before getting into engagement range. Some enemies may flee instead of fighting, as long as the Max Speed of their craft exceeds that of your interceptor.&lt;br /&gt;
&lt;br /&gt;
027 || You can switch craft&#039;s weapons off and on by clicking their icons during an air battle.&lt;br /&gt;
&lt;br /&gt;
038 || Runts will work really hard to get your ships back into shape, but it&#039;s not an easy matter to repair such a large hull in the tight, hot confines of an underground hangar. The normal repair rate is 1 Hit Point per hour, so it might take even 10 days to repair a heavily damaged craft.&lt;br /&gt;
&lt;br /&gt;
048 || The &#039;Ramming Speed&#039; attack setting will increase firing rates of some weapons, most notably guided missiles and, to a lesser extent, big guns.&lt;br /&gt;
&lt;br /&gt;
049 || The &#039;Fuel&#039; rating of a craft corresponds directly with its range. It is calculated differently for crafts that use physical fuel, like Chemicals or Hellerium; they have 20x as much range as battery-powered crafts with the same Fuel rating. Fuel is replenished at a rate of 1 fuel item / hour. 1 fuel item gives a lot of fuel for small craft, but much less for large ones (equal to &#039;Mileage&#039; rating).&lt;br /&gt;
&lt;br /&gt;
050 || Craft&#039;s Acceleration score governs how rapidly it can disengage from dogfight. Score up to 2 means half speed, 6-8: x1.5, and 9+ double speed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
051 || Warships should be attacked by multiple craft. Up to 4 interceptors can be used in a single combat.&lt;br /&gt;
&lt;br /&gt;
052 || An airborne weapon causes 50-100% of its stated damage upon a successful hit.&lt;br /&gt;
&lt;br /&gt;
053 || The chances to hit a target in air combat are influenced by the size of the target. The number provided in the weapon entry is the chance to hit a Medium target.Very Small have a to-hit modifier of 75%, while Small - 87.5%.Large targets have a modifier of 125%. Very Large are trivial to hit with a modifier of 200%.&lt;br /&gt;
&lt;br /&gt;
==VooDoo==&lt;br /&gt;
&lt;br /&gt;
041 || Morale influences defense against black magics. One who&#039;s scared becomes an easier prey to evil spells. On the other hand, one with Morale above 70 is more defiant to these sinister powers.&lt;br /&gt;
&lt;br /&gt;
081 || Witchery Guide. &amp;gt;The base accuracy of a VooDoo attack is equal to 2% of caster&#039;s Mastery (Power*Skill) +25. It drops by 2 per every tile of distance. &amp;gt;Efficiency changes that base accuracy; eg. Efficiency of 50% means that accuracy is halved. &amp;gt;Difficulty of a VooDoo attack ranges from v. hard (+0 Accuracy) to v. easy (+40 Accuracy). &amp;gt;V. Defense (Power + Skill/5) decreases effective accuracy. If they&#039;re equal, the chance to succeed is 0. If accuracy is 200 higher than defense, success is guaranteed.&lt;br /&gt;
&lt;br /&gt;
101 || Even if your VooDoo is weak, keep using it. The progress made in school is steady but very slow.&lt;br /&gt;
&lt;br /&gt;
==General Esoteric Wisdom==&lt;br /&gt;
&lt;br /&gt;
007 || If you can&#039;t get enough plundering, make a break every few hours. Savour the anticipation, protect your sanity and let your body regenerate.&lt;br /&gt;
&lt;br /&gt;
008 || Discretion is the better part of valour.&lt;br /&gt;
&lt;br /&gt;
017 || Dragons might eat you, but they might not.&lt;br /&gt;
&lt;br /&gt;
018 || Greed kills. Don&#039;t stuff your mouth with more than you can swallow.&lt;br /&gt;
&lt;br /&gt;
035 || Every paradise has its snake. Read between the verses.&lt;br /&gt;
&lt;br /&gt;
042 || No Pain, No Pleasure. No Train, No Treasure!&lt;br /&gt;
&lt;br /&gt;
054 || Never do it alone. A pair is much better. Four makes a party.&lt;br /&gt;
&lt;br /&gt;
064 || No mastery without training. No discipline without meaning. No triumph without loss. No real pleasure without any of them.&lt;br /&gt;
&lt;br /&gt;
086 || Only Mun Tzu could a Tank and 4 Gals at the same time.&lt;br /&gt;
&lt;br /&gt;
[[Category: Piratez]]&lt;/div&gt;</summary>
		<author><name>Bloodraven117</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactics_(Piratez)&amp;diff=90449</id>
		<title>Tactics (Piratez)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactics_(Piratez)&amp;diff=90449"/>
		<updated>2020-04-23T23:59:42Z</updated>

		<summary type="html">&lt;p&gt;Bloodraven117: /* VooDoo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Piratez)|0.99F.5}}&lt;br /&gt;
{{tocright}}&lt;br /&gt;
&lt;br /&gt;
=Damage type details from forum=&lt;br /&gt;
Weapons have 2 ways of mitigating Armor &lt;br /&gt;
Armor effectiveness (denoted as Armor ±X%) ignores or adds some percentage of armor&lt;br /&gt;
&amp;lt;br&amp;gt;EG. Fuso sword has armor +40%, so if the target has 50 armor damage is reduced by 70. Spear has armor -20% so the same target would reduce damage by 40.&lt;br /&gt;
&amp;lt;br&amp;gt;Armor damage means that some percentage of the damage dealt will be done to armour first, removing it for all subsequent attacks. &lt;br /&gt;
&amp;lt;br&amp;gt;EG. Hammer has armor damage 10%. If the hammer hits for 60 damage, it also removes up to 6 armor from the target. Armor damage happens before the target takes damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Piercing&#039;&#039;&#039; - Standard Armor Piercing from vanilla.  Basic ballistic rounds you would find in conventional weapons. Rifles have a slight bit of armor negation with this (-15%), and because this is a common early form of damage, many higher tier enemies have in built resistances to it (I&#039;m looking at you, Mercs). All piercing weapons that have a base of 60+ damage deal armor damage&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Cutting&#039;&#039;&#039;. Almost always on melee or thrown weapons: Axes, Swords, Throwing Knives etc.  Usually very solid damage in its Melee form, and often scales up in thrown form with throwing skill (more skilled archers get more damage, etc).  Usually a solid early damage type as most enemies don&#039;t have extra resistances to it.  (This is actually one type Mercs are more responsive to).&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Concussive&#039;&#039;&#039; - High Explosive from Vanilla, but some melee weapons use it as well.  Great for terrain damage. Often useful as bombs that use it hit the under armor of the targetted unit.  Does carry some secondary stun effects, but in practice is more likely to kill targets if it overcomes their armor than stun them. Higher tier enemies are often resistant to this, but as with anything, apply it enough, and you may still get effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Daze&#039;&#039;&#039; - Stun damage. Knocks enemies unconscious.  With OpenXcom Extended, the waters become a bit more muddied here, as weapons can have a primary damage type and secondary damage effects. For example, the Handle is primary Daze/Stun with secondary lethal effects.  This means that as damage scales up with your strong gals, you may sometimes kill a target you were trying to stun with a handle.  Also, some targets are immune to Daze/Stun damage.  Another mechanic in OXCE allows other weapons that are designed for incapacitating enemies.  These are often listed as &amp;quot;Plasma&amp;quot; damage in the Bootypedia, but they have extremely minor lethal damage and 4x stun damage.  These are often later in the game.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Choking&#039;&#039;&#039; - Smoke from Vanilla.  Please note that almost all units that don&#039;t have environmental filters (masked helmets, etc) take 4X damage from smoke as compared to vanilla.  You can see this in your own gal&#039;s base stats.  Does stun damage over time.  Now, throw in OXCE mixes on assorted weapons as mentioned above in Daze, and you can get Smoke type weapons that also do significant Lethal damage (to health) or pain (often to Morale) or even to energy and time units.  Most early Choking stuff is just smoke though.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Chem&#039;&#039;&#039; - Same as Acid from vanilla (ie Celatid spit).  In XPirateZ almost always degrades armor, usually adds pain (Morale damage) and has good Terrain Destruction effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasma&#039;&#039;&#039; - Plasma from vanilla. &amp;quot; sometimes plasma damage is stun (cattle prod, tazogun?)&amp;quot; - See explanation in Daze above.  Most enemies will respond to doses of plasma as very few are resistant to it.  However, access to good plasma weapons for the player can be fairly limited for sometime. Proper plasma weapons (non-stun) do armor damage by default&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Laser&#039;&#039;&#039; - Laser from Vanilla.  This ignores 1/3 Armor so it can be useful against armored enemies.  Again, not easy to get a hold of early on.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Burn&#039;&#039;&#039; - Incendiary damage from vanilla. Completely ignores armor and does 5-10 damage, only affected by resistance. If a target is hit Fire will almost always damage the target.  If the target is set on fire from being hit or starting its turn on a tile on fire, it will continue to take damage from the flames for up to 5 turns.  Some units are immune, while others are very vulnerable (Academy Drones). Large units take damage for each square affected.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Special&#039;&#039;&#039; - This is listed and is a rare damage type applied via Voodoo(Psi) weapons.  Has varied effects ie, stun, morale, tu, energy, armor damage, in addition to possible lethal damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Cold&#039;&#039;&#039; -  A weather effect of environmental conditions, causes energy drain on player units wearing little or nothing. (Bikinis are bad in the Arctic). At 200% weakness or higher, deals HP damage&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat&#039;&#039;&#039; - Another weather effect: Causes stun on units that might overheat in Jungles or Desert.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Acid Rain&#039;&#039;&#039; - Damages armor, and morale and causes stun&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Extra Damage (Lethal)&#039;&#039;&#039; - Does that percentage of damage as lethal damage. Eg. Fistycuffs (extra lethal damage 35%) hits for 20 stun, it also does 7 hp damage. &lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Extra Pain&#039;&#039;&#039; - Does damage to Morale. Pain resistance and immunity don&#039;t actually reduce pain damage, but instead increase the amount of stun recovered each turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Reactions Disrupt&#039;&#039;&#039; - Reduces current TU of unit, so reduces chance of reaction fire&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Shock&#039;&#039;&#039; (System Shock)- Weapons do some amount of stun damage as well. The default is 0-50% of the damage dealt. A weapon with Shock x3 would do 0-150% stun damage. eg. If hammer hits for 60 damage, it does 0-90 stun as well&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Cold embrace of death&#039;&#039;&#039; - If a unit has 3x more stun damage than current health, it loses 1 hp a turn. If it has 6x more damage, it loses 2 hp a turn.&lt;br /&gt;
&lt;br /&gt;
Note: you can see out of the windows in your Airbus, you can crouch to avoid enemies seeing or attacking you!&lt;br /&gt;
&lt;br /&gt;
=Tactical Tips from decrypted data discs and the BootyPedia itself:=&lt;br /&gt;
&lt;br /&gt;
==General Tactics==&lt;br /&gt;
005 || The placement of your spare ammo does matter. The TU cost of reloading is increased by the cost of moving ammunition to you hand (as much as 10 if it&#039;s in your backpack). You will avoid paying extra TUs only if the spare ammo is in your free hand.&lt;br /&gt;
&lt;br /&gt;
010 || Diversify your weapons.&lt;br /&gt;
&lt;br /&gt;
014 || Armor is only useful to those who get hit.&lt;br /&gt;
&lt;br /&gt;
019 || Cover saves lives. Ending your move in the open is the surest ticket to the other world. Hide at least 1 tile away from a corner for maximum safety. When going under a low ceiling, kneel to see elevated enemies and be able to throw bombs further away. Standing on corpses brings bad luck.&lt;br /&gt;
&lt;br /&gt;
020 || Don&#039;t panic: any explosive can be unprimed. To do that, drag the bomb over the &#039;unload&#039; button, just like you&#039;d unload a weapon. This operation costs 25% of your TUs.&lt;br /&gt;
&lt;br /&gt;
031 || If you remain unseen, you cannot be killed.&lt;br /&gt;
&lt;br /&gt;
032 || Only the fools rush in. Always check your surroundings and avoid disembarking on Turn 1.&lt;br /&gt;
&lt;br /&gt;
056 || When someone moves, attacks or throws, a reaction check is called. There is no random factor: the Reaction scores of both fighters are multiplied by their current TU&#039;s. If the defender has a higher score, they&#039;re permitted an attack of opportunity, which can be only a Melee attack or a Snap Shot.&lt;br /&gt;
&lt;br /&gt;
070 || Resistances are sometimes far more important than armor values.&lt;br /&gt;
&lt;br /&gt;
106 || Some items, like ammo clips and bandages are consumed when used. After the battle, all charges of all remaining items are tallied up and stacked to fully refill as many items as possible. All excess charges will normally be lost (depending on game options).&lt;br /&gt;
&lt;br /&gt;
==Quality of Life==&lt;br /&gt;
037 || Tired of all the hassle with daily dressing up in all that equipment and agonizing before the mirror? Can&#039;t ever seem to find pieces of the stuff you want to wear?In the equip screen, you can use Quicksave hotkey (F5) to save current soldier&#039;s equipment as a custom template. You can load any of your custom templates by pressing the Quickload key (F9). You can also use [Q]uicksearch button to find things, but you gotta know their names.&lt;br /&gt;
&lt;br /&gt;
==Melee==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MELEE&#039;&#039;&#039; - Summary || Melee weapons are characterized by high and dependable damage (50-150% damage roll), however using them effectively requires skilled Hands. Pay close attention to their stats, as weapons useless for a weakling might be deadly in the hands of a strong warrior; this is especially important considering the wild range of skills presented by newly hired Hands. Muscles, math and bold action are the keys to success; overconfidence and lack of tactical acumen will lead to many a funeral.&lt;br /&gt;
&lt;br /&gt;
003 || Come at them from the back. It will reduce any Melee Dodge they might have by a half (attacks from the flank reduce it by 1/4th).&lt;br /&gt;
&lt;br /&gt;
009 || No matter how good you think your armor is, if you&#039;re presenting your backside to the enemy, you&#039;re asking for it. Even the best armor is usually much more vulnerable from the back, and your melee dodge is the worst there as well.&lt;br /&gt;
&lt;br /&gt;
011 || Strong and skilled melee fighters can destroy anything.&lt;br /&gt;
&lt;br /&gt;
013 || Do not underestimate skilled, but weak melee fighters. Many of the lighter melee weapons inflict damage based rather on Skill than Strenght, and they&#039;re much less tiring to use (melee weapon&#039;s swing Energy cost equals 2/3rds of its Weight, rounded down). High Reactions will allow for a frontal charge without being shot at. Thus, a fast skirmisher will sometimes be more effective than a bulky warrior.&lt;br /&gt;
&lt;br /&gt;
040 || Using a two-handed weapon single-handedly usually incurs a 50% accuracy penalty (33% for melee weapons).However, some weapons (indicated by the red 2-handedness marker) are either too heavy, too intricate or otherwise impossible to use when your off-hand is full.&lt;br /&gt;
&lt;br /&gt;
==Ranged==&lt;br /&gt;
&lt;br /&gt;
016 || Normal autofire range is 11 tiles. The chance to hit drops by 2% per every tile after that.&lt;br /&gt;
&lt;br /&gt;
033 || Kneeling usually increases your hit chance by 20%.&lt;br /&gt;
&lt;br /&gt;
040 || Using a two-handed weapon single-handedly usually incurs a 50% accuracy penalty (33% for melee weapons).However, some weapons (indicated by the red 2-handedness marker) are either too heavy, too intricate or otherwise impossible to use when your off-hand is full.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PISTOLS&#039;&#039;&#039; - Summary || The main advantage of pistols is that they suffer no accuracy penalty when your other hand is occupied. They&#039;re also fairly accurate, shoot very fast and fit the quickdraw (QD) slot. The main disadvantages are: limited accurate range, lowish damage and reduced accuracy bonus from kneeling (just +10%).&lt;br /&gt;
We now understand how cased ammunition works and we&#039;ll be able to reproduce it, once we have a proper Workshop.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHOTGUNS&#039;&#039;&#039; - Summary || &amp;quot;Shotguns have the highest close-range accuracy of all guns, although their accurate range is severely limited. They usually fire pellet munitions which have huge damage potential, but spread very randomly and are completely useless against armored targets.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BOWS&#039;&#039;&#039; - Summary || &amp;quot;Bows shoot with an arcing trajectory, which makes them very useful in dense terrain (but not in the forest, where the tree canopies are a major issue). The Throwing skill commands both accuracy and a large part of bow damage, so don&#039;t expect good results from anyone with Throwing below 50; however, experienced soldiers can inflict fairly heavy damage using bows. High Stamina is also essential for an archer, since the larger bows put a major drain on it. Bows don&#039;t get any accuracy bonus from kneeling, and shooting them costs a fixed amount of TUs, so make use of your mobility. Arrows often inflict less damage to enemy Health than expected, so don&#039;t rely on them in 1 vs 1 situations.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMGS&#039;&#039;&#039; - Summary || &amp;quot;Two-handed SMGs and, partially, Carbines fall under this category. These weapons have higher volume of fire than Rifles, as well as faster aiming, usually allowing them to fire two aimed shots per turn. They often have reduced single-handed use penalty (per gun description). Thus they&#039;re particularly good at delivering high amounts of pain at medium ranges.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RIFLES&#039;&#039;&#039; - Summary || &amp;quot;Rifles are the most average weapons of all, and most dependable, even if they don&#039;t shine in any single aspect. All rifles have two general advantages:&amp;gt; Unlimited Aimed Shot range;&amp;gt; 15% Armor Penetration with Piercing munitions (Firearms only). This does include machineguns and sniper rifles (but not chainguns), as long as they don&#039;t get any bonus damage based on soldier&#039;s stats (Rifles that get such a bonus are excluded as well).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SNIPER&#039;&#039;&#039; - Summary || &amp;quot;The most common characteristics among these weapons are slow firing rates and a serious influence of shooter&#039;s skill on the damage inflicted. This means potential damage far exceeding that of normal rifles. &#039;True&#039; sniper rifles are governed by Firing^2 * 0.01 skill, making them almost useless for warriors of Firing below circa 75.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEAVY WEAPONS&#039;&#039;&#039; - Summary || &amp;quot;Heavy weapons are not simply heavy, but they often require forethought to use properly. When planning to use one, be sure to check if you&#039;re strong enough, if the weapon doesn&#039;t get a major accuracy bonus when used from a kneeling position, if it requires offhand to be free (a red &#039;2&#039; in Inventory) and how punishing are TU costs of its attacks.A study of how these are built seems crucial to making our own heavy weapons.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EXPLOSIVES&#039;&#039;&#039; - Summary || &amp;quot;Explosives never fail to provide fun. If exploded directly on someone, they attack the under armor, which is usually the thinnest; they also do quad damage vs. large units. Blast usually weakens by 10 per tile, but eg. Fire inflicts full damage within the whole area.&lt;br /&gt;
&amp;gt;Launched. These use some kind of a launcher and explode on contact.&amp;gt;Thrown. Much like the former but require no launcher.&lt;br /&gt;
&amp;gt;Fused. They explode after a set number of half-turns (0 is after your current turn, 1 is after the next enemy turn, 2 is after your next turn etc). Prime, then Throw or drop.&amp;gt;Proximity. When primed, they explode when a target enters or leaves a 1-tile radius.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
&lt;br /&gt;
006 || All Piercing weapons of 60+ Power will always cause some armor damage. Even more armor damage is caused by Plasma weapons, regardless of their Power (but electric weapons that cause Plasma damage do not count).&lt;br /&gt;
&lt;br /&gt;
015 || Maximum level of stun damage is four times the max health, so it might be worth it to inflict extra stun on a fallen enemy. On the other hand, it also means everyone can be revived... sooner or later. Stun also causes Energy drain, so don&#039;t be surprised that a freshly woken Gal has little Energy...&lt;br /&gt;
&lt;br /&gt;
021 || Cutting damage, inflicted by weapons like knives and bows, causes very little extra Stun damage (half as much as bullets).However, such weapons sometimes can cause Reactions Disrupt or Extra Pain, which inflict, respectively, TU and Morale damage proportional to HP damage caused.&lt;br /&gt;
&lt;br /&gt;
022 || Certain underhanded monsters (usually the tentacled ones and witches, or, worst case, tentacled witches) will use attacks based on Special damage, that usually also destroy armor. Resistance to Special damage will be the key in dealing with them, which usually means the less clothing, the better. Bringing along stims is also recommended.&lt;br /&gt;
&lt;br /&gt;
023 || Chem can melt your opponent right out of their armor. All chem weapons cause armor damage equal to 0-20% of their Power, before armor&#039;s defense is even considered, unless otherwise stated in the Pedia. This makes subsequent shots more effective. The effect stacks with armor damage caused by any penetrating hits, if applicable. Chem also causes moderate Morale damage.&lt;br /&gt;
&lt;br /&gt;
028 || Lethal weapons cause so-called System Shock damage, which is extra stun damage, normally equal to 0-50% of HP damage inflicted. If a weapon description says, eg. &#039;Shock x3&#039; it means 0-150% Stun in addition to Health damage. Some enemies to which normal biology doesn&#039;t apply, mainly robotic ones, are immune to System Shock damage. However, stun weapons, based on electricity or radiation (working against Laser or Plasma resistance), ignore that immunity. Other weapons do that only if their description states so.&lt;br /&gt;
&lt;br /&gt;
039 || Pain Resistance increases the innate Stun recovery by 50%, while Pain Immunity doubles it. This not only helps to withstand more whipping, it also helps to keep fighting when heavily wounded. Normally, when a person drops below 75% Health, they stop recovering Stun damage and start to accumulate it instead. Pain Resistance effectively moves that threshold to 50%, while Immunity - to 37%. Armors and races with special Stun recovery rules override these formulas completely.&lt;br /&gt;
&lt;br /&gt;
045 || Death is your most faithful friend. Anyone whose Stun level is thrice or more their current HP will start to slowly pass into its cold embraces. The rate is 1 HP per turn, but doubles when Stun level is 6x your current health etc. (possible only if you&#039;re wounded). Keep the wounded hydrated and don&#039;t leave them to exposure!&lt;br /&gt;
&lt;br /&gt;
047 || Daze is a type of damage caused by unarmed attacks, as well as clubs, handles, rubber bullets etc. Its&#039; primary effect is Stun, but it often causes extra lethal damage (percentile means how much compared to Stun). Attacks with magical energies often use Daze damage type as well but are sometimes straight deadly. Daze usually doesn&#039;t affect robots or zombies.&lt;br /&gt;
&lt;br /&gt;
062 || Eyes can deceive you. Sometimes you can&#039;t shoot what you see, or can shoot what you don&#039;t see. Ctrl+Click to force fire (doesn&#039;t work for Arcing weapons).&lt;br /&gt;
&lt;br /&gt;
080 || Do not underestimate fire, as it ignores all normal armor, no matter how thick, and causes massive Morale loss. A target hit by fire takes 5-10 damage, modified by its Fire Resistance. 2x2 targets take quadruple damage. Additional fire hit is dealt every turn the target is burning (which can last up to 5 turns). Fire damage never deals Fatal Wounds. Some enemies might be immune to fire, but those who aren&#039;t, will eventually succumb to it - especially since Flamers cause multiple hits.&lt;br /&gt;
&lt;br /&gt;
==Combat Morale==&lt;br /&gt;
&lt;br /&gt;
041 || Morale influences defense against black magics. One who&#039;s scared becomes an easier prey to evil spells. On the other hand, one with Morale above 70 is more defiant to these sinister powers.&lt;br /&gt;
&lt;br /&gt;
046 || Experiencing comrades&#039; deaths and being subjected to evil magics will instantly decrease Morale. The lower the Bravery, the higher the loss - someone who has Bravery 90 is twice as susceptible as someone with Bravery 100, one with Bravery 80 - thrice etc. Losing one&#039;s nerves can occur if Morale is below 50 - the closer to zero, the higher the chance.&lt;br /&gt;
&lt;br /&gt;
083 || The presence of an officer on a mission reduces all morale losses and boosts all morale increases by 10 to 25%, depending on their rank (only the highest one alive counts). The highest rank modifies these values by 50%. However, the death of an officer also means a more severe morale hit than death of a mere soldier, up to 175% of the normal value. Remember that the enemies are also affected by these rules - so strike right in the heart.&lt;br /&gt;
&lt;br /&gt;
092 || Being nice sometimes mostly benefits the benefactor. Each use of any item capable of healing gives the user +5 Morale, whether or not it actually helps.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
002 || Be wary of your encumbrance, as it could really slow you down. If the carried weight surpasses soldier&#039;s Strength, you will have less TU&#039;s available, and unlike TU penalties incurred by armor, it can even make it impossible to fire weapons. However a soldier can pick up any weight and suffer no ill-effects if the weight is dropped before the end of turn.&lt;br /&gt;
&lt;br /&gt;
024 || Running is faster than walking, but you won&#039;t automatically stop upon seeing an enemy, allowing them an immediate Reactions check.&lt;br /&gt;
&lt;br /&gt;
093 || High Stamina is important in battle, because Energy is used for moving, throwing, melee and magical attacks - eventually you will lose your breath. Sprinting (CTRL+move) will allow you to run faster, but will burn through any amount of Energy rather quickly. You can alleviate the problem a bit by dressing as lightly as possible, but real endurance can be achieved only through training. The Energy recovered per turn is normally equal to 10 + one quarter of the current Health.&lt;br /&gt;
&lt;br /&gt;
==Healing==&lt;br /&gt;
&lt;br /&gt;
026 || The gals will be hurting when wounded, whether you like it or not! Health damage does not only reduce combat skills, it also affects Stun and Energy recovery. When you&#039;re seriously wounded, you will be suffering constant Stun damage. This affects all human-like creatures.&lt;br /&gt;
&lt;br /&gt;
107 || Our mutant bodies are able to quickly regenerate any form of non-lethal injury, so we can be smooth and ready for more adventure again, but it won&#039;t happen overnight. The healing might take anywhere from 0.5 to 1.5 times as many days as the amount of HPs an injured warrior was missing. So be a good sis and don&#039;t forget to heal as much as you can before ending a mission, since early treatment can greatly reduce the duration of the painful recovery process.&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
&lt;br /&gt;
004 || What constitutes beauty is often a complicated matter, but here we simply sum it up as &#039;beefness&#039;. Beefness, or physical ability is broken into stats: Strength, Health, TUs (speed) and Energy (Stamina). To increase beefness (and thus beauty), you need to train; the lower a stat, the faster it&#039;s likely to increase. Working out surely gets you there, but it requires effort. And there is a more fun way: combat. Hitting enemies with ranged and melee weapons or casting magic will not only influence related skills, but also gradually increase your beefness (and thus beauty).&lt;br /&gt;
&lt;br /&gt;
029 || The basic method of training Bravery is to use medikits (alcohol and drugs don&#039;t count). It can also be gained from piloting. However, some gals insist that swagging about without much, or any, apparel on is the best way of building confidence.&lt;br /&gt;
&lt;br /&gt;
030 || The main combat Skills are Firing, Throwing, and Melee. Some unusual weapons use unusual combinations of skills and even flat numbers. Such weapons will have a &#039;SKILL: xxx&#039; entry in their descriptions. To make heads and tails of this, you only need to remember that weapon&#039;s accuracies (Aimed, Snap etc.) are displayed for effective Skill = 100.&lt;br /&gt;
&lt;br /&gt;
055 || To train Reactions, you need either to fire opportunity shots, or hit enemies with fast melee weapons (costing 12 or less TUs to use).&lt;br /&gt;
&lt;br /&gt;
064 || No mastery without training. No discipline without meaning. No real pleasure without any of them.&lt;br /&gt;
&lt;br /&gt;
[https://openxcom.org/forum/index.php/topic,4230.0.html WOULD YOU LIKE TO KNOW MORE?]&lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
&lt;br /&gt;
058 || There is nothing shameful about the human body, yet there&#039;s a time and a place for everything. For example, swimming naked results in taking less Stun damage per turn than in a swimsuit. &lt;br /&gt;
&lt;br /&gt;
060 || Underwater environment modifies resistances to several types of damage. Concussive damage becomes extremely dangerous, being modified x1.5, while Piercing, Fire, Daze and Cutting all deal 20-30% less damage. These values are already accounted for in aquatic armors&#039; descriptions.&lt;br /&gt;
&lt;br /&gt;
==Air Combat==&lt;br /&gt;
&lt;br /&gt;
012 || The approach speed in dogfight is constant and equals 1 km per 4 seconds; when equipped with short-range weapons, you might take as many as 10 enemy blasts before getting into engagement range. Some enemies may flee instead of fighting, as long as the Max Speed of their craft exceeds that of your interceptor.&lt;br /&gt;
&lt;br /&gt;
027 || You can switch craft&#039;s weapons off and on by clicking their icons during an air battle.&lt;br /&gt;
&lt;br /&gt;
038 || Runts will work really hard to get your ships back into shape, but it&#039;s not an easy matter to repair such a large hull in the tight, hot confines of an underground hangar. The normal repair rate is 1 Hit Point per hour, so it might take even 10 days to repair a heavily damaged craft.&lt;br /&gt;
&lt;br /&gt;
048 || The &#039;Ramming Speed&#039; attack setting will increase firing rates of some weapons, most notably guided missiles and, to a lesser extent, big guns.&lt;br /&gt;
&lt;br /&gt;
049 || The &#039;Fuel&#039; rating of a craft corresponds directly with its range. It is calculated differently for crafts that use physical fuel, like Chemicals or Hellerium; they have 20x as much range as battery-powered crafts with the same Fuel rating. Fuel is replenished at a rate of 1 fuel item / hour. 1 fuel item gives a lot of fuel for small craft, but much less for large ones (equal to &#039;Mileage&#039; rating).&lt;br /&gt;
&lt;br /&gt;
050 || Craft&#039;s Acceleration score governs how rapidly it can disengage from dogfight. Score up to 2 means half speed, 6-8: x1.5, and 9+ double speed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
051 || Warships should be attacked by multiple craft. Up to 4 interceptors can be used in a single combat.&lt;br /&gt;
&lt;br /&gt;
052 || An airborne weapon causes 50-100% of its stated damage upon a successful hit.&lt;br /&gt;
&lt;br /&gt;
053 || The chances to hit a target in air combat are influenced by the size of the target. The number provided in the weapon entry is the chance to hit a Medium target.Very Small have a to-hit modifier of 75%, while Small - 87.5%.Large targets have a modifier of 125%. Very Large are trivial to hit with a modifier of 200%.&lt;br /&gt;
&lt;br /&gt;
==VooDoo==&lt;br /&gt;
&lt;br /&gt;
041 || Morale influences defense against black magics. One who&#039;s scared becomes an easier prey to evil spells. On the other hand, one with Morale above 70 is more defiant to these sinister powers.&lt;br /&gt;
&lt;br /&gt;
081 || Witchery Guide. &amp;gt;The base accuracy of a VooDoo attack is equal to 2% of caster&#039;s Mastery (Power*Skill) +25. It drops by 2 per every tile of distance. &amp;gt;Efficiency changes that base accuracy; eg. Efficiency of 50% means that accuracy is halved. &amp;gt;Difficulty of a VooDoo attack ranges from v. hard (+0 Accuracy) to v. easy (+40 Accuracy). &amp;gt;V. Defense (Power + Skill/5) decreases effective accuracy. If they&#039;re equal, the chance to succeed is 0. If accuracy is 200 higher than defense, success is guaranteed.&lt;br /&gt;
&lt;br /&gt;
101 || Even if your VooDoo is weak, keep using it. The progress made in school is steady but very slow.&lt;br /&gt;
&lt;br /&gt;
==General Esoteric Wisdom==&lt;br /&gt;
&lt;br /&gt;
086 || Only Mun Tzu could a Tank and 4 Gals at the same time.&lt;br /&gt;
&lt;br /&gt;
035 || Every paradise has its snake. Read between the verses.&lt;br /&gt;
&lt;br /&gt;
042 || No Pain, No Pleasure. No Train, No Treasure!&lt;br /&gt;
&lt;br /&gt;
007 || If you can&#039;t get enough plundering, make a break every few hours. Savour the anticipation, protect your sanity and let your body regenerate.&lt;br /&gt;
&lt;br /&gt;
008 || Discretion is the better part of valour.&lt;br /&gt;
&lt;br /&gt;
054 || Never do it alone. A pair is much better. Four makes a party.&lt;br /&gt;
&lt;br /&gt;
064 || No mastery without training. No discipline without meaning. No triumph without loss. No real pleasure without any of them.&lt;br /&gt;
&lt;br /&gt;
017 || Dragons might eat you, but they might not.&lt;br /&gt;
&lt;br /&gt;
018 || Greed kills. Don&#039;t stuff your mouth with more than you can swallow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Piratez]]&lt;/div&gt;</summary>
		<author><name>Bloodraven117</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactics_(Piratez)&amp;diff=90448</id>
		<title>Tactics (Piratez)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactics_(Piratez)&amp;diff=90448"/>
		<updated>2020-04-23T23:57:39Z</updated>

		<summary type="html">&lt;p&gt;Bloodraven117: /* Damage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Piratez)|0.99F.5}}&lt;br /&gt;
{{tocright}}&lt;br /&gt;
&lt;br /&gt;
=Damage type details from forum=&lt;br /&gt;
Weapons have 2 ways of mitigating Armor &lt;br /&gt;
Armor effectiveness (denoted as Armor ±X%) ignores or adds some percentage of armor&lt;br /&gt;
&amp;lt;br&amp;gt;EG. Fuso sword has armor +40%, so if the target has 50 armor damage is reduced by 70. Spear has armor -20% so the same target would reduce damage by 40.&lt;br /&gt;
&amp;lt;br&amp;gt;Armor damage means that some percentage of the damage dealt will be done to armour first, removing it for all subsequent attacks. &lt;br /&gt;
&amp;lt;br&amp;gt;EG. Hammer has armor damage 10%. If the hammer hits for 60 damage, it also removes up to 6 armor from the target. Armor damage happens before the target takes damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Piercing&#039;&#039;&#039; - Standard Armor Piercing from vanilla.  Basic ballistic rounds you would find in conventional weapons. Rifles have a slight bit of armor negation with this (-15%), and because this is a common early form of damage, many higher tier enemies have in built resistances to it (I&#039;m looking at you, Mercs). All piercing weapons that have a base of 60+ damage deal armor damage&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Cutting&#039;&#039;&#039;. Almost always on melee or thrown weapons: Axes, Swords, Throwing Knives etc.  Usually very solid damage in its Melee form, and often scales up in thrown form with throwing skill (more skilled archers get more damage, etc).  Usually a solid early damage type as most enemies don&#039;t have extra resistances to it.  (This is actually one type Mercs are more responsive to).&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Concussive&#039;&#039;&#039; - High Explosive from Vanilla, but some melee weapons use it as well.  Great for terrain damage. Often useful as bombs that use it hit the under armor of the targetted unit.  Does carry some secondary stun effects, but in practice is more likely to kill targets if it overcomes their armor than stun them. Higher tier enemies are often resistant to this, but as with anything, apply it enough, and you may still get effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Daze&#039;&#039;&#039; - Stun damage. Knocks enemies unconscious.  With OpenXcom Extended, the waters become a bit more muddied here, as weapons can have a primary damage type and secondary damage effects. For example, the Handle is primary Daze/Stun with secondary lethal effects.  This means that as damage scales up with your strong gals, you may sometimes kill a target you were trying to stun with a handle.  Also, some targets are immune to Daze/Stun damage.  Another mechanic in OXCE allows other weapons that are designed for incapacitating enemies.  These are often listed as &amp;quot;Plasma&amp;quot; damage in the Bootypedia, but they have extremely minor lethal damage and 4x stun damage.  These are often later in the game.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Choking&#039;&#039;&#039; - Smoke from Vanilla.  Please note that almost all units that don&#039;t have environmental filters (masked helmets, etc) take 4X damage from smoke as compared to vanilla.  You can see this in your own gal&#039;s base stats.  Does stun damage over time.  Now, throw in OXCE mixes on assorted weapons as mentioned above in Daze, and you can get Smoke type weapons that also do significant Lethal damage (to health) or pain (often to Morale) or even to energy and time units.  Most early Choking stuff is just smoke though.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Chem&#039;&#039;&#039; - Same as Acid from vanilla (ie Celatid spit).  In XPirateZ almost always degrades armor, usually adds pain (Morale damage) and has good Terrain Destruction effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasma&#039;&#039;&#039; - Plasma from vanilla. &amp;quot; sometimes plasma damage is stun (cattle prod, tazogun?)&amp;quot; - See explanation in Daze above.  Most enemies will respond to doses of plasma as very few are resistant to it.  However, access to good plasma weapons for the player can be fairly limited for sometime. Proper plasma weapons (non-stun) do armor damage by default&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Laser&#039;&#039;&#039; - Laser from Vanilla.  This ignores 1/3 Armor so it can be useful against armored enemies.  Again, not easy to get a hold of early on.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Burn&#039;&#039;&#039; - Incendiary damage from vanilla. Completely ignores armor and does 5-10 damage, only affected by resistance. If a target is hit Fire will almost always damage the target.  If the target is set on fire from being hit or starting its turn on a tile on fire, it will continue to take damage from the flames for up to 5 turns.  Some units are immune, while others are very vulnerable (Academy Drones). Large units take damage for each square affected.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Special&#039;&#039;&#039; - This is listed and is a rare damage type applied via Voodoo(Psi) weapons.  Has varied effects ie, stun, morale, tu, energy, armor damage, in addition to possible lethal damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Cold&#039;&#039;&#039; -  A weather effect of environmental conditions, causes energy drain on player units wearing little or nothing. (Bikinis are bad in the Arctic). At 200% weakness or higher, deals HP damage&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat&#039;&#039;&#039; - Another weather effect: Causes stun on units that might overheat in Jungles or Desert.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Acid Rain&#039;&#039;&#039; - Damages armor, and morale and causes stun&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Extra Damage (Lethal)&#039;&#039;&#039; - Does that percentage of damage as lethal damage. Eg. Fistycuffs (extra lethal damage 35%) hits for 20 stun, it also does 7 hp damage. &lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Extra Pain&#039;&#039;&#039; - Does damage to Morale. Pain resistance and immunity don&#039;t actually reduce pain damage, but instead increase the amount of stun recovered each turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Reactions Disrupt&#039;&#039;&#039; - Reduces current TU of unit, so reduces chance of reaction fire&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Shock&#039;&#039;&#039; (System Shock)- Weapons do some amount of stun damage as well. The default is 0-50% of the damage dealt. A weapon with Shock x3 would do 0-150% stun damage. eg. If hammer hits for 60 damage, it does 0-90 stun as well&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Cold embrace of death&#039;&#039;&#039; - If a unit has 3x more stun damage than current health, it loses 1 hp a turn. If it has 6x more damage, it loses 2 hp a turn.&lt;br /&gt;
&lt;br /&gt;
Note: you can see out of the windows in your Airbus, you can crouch to avoid enemies seeing or attacking you!&lt;br /&gt;
&lt;br /&gt;
=Tactical Tips from decrypted data discs and the BootyPedia itself:=&lt;br /&gt;
&lt;br /&gt;
==General Tactics==&lt;br /&gt;
005 || The placement of your spare ammo does matter. The TU cost of reloading is increased by the cost of moving ammunition to you hand (as much as 10 if it&#039;s in your backpack). You will avoid paying extra TUs only if the spare ammo is in your free hand.&lt;br /&gt;
&lt;br /&gt;
010 || Diversify your weapons.&lt;br /&gt;
&lt;br /&gt;
014 || Armor is only useful to those who get hit.&lt;br /&gt;
&lt;br /&gt;
019 || Cover saves lives. Ending your move in the open is the surest ticket to the other world. Hide at least 1 tile away from a corner for maximum safety. When going under a low ceiling, kneel to see elevated enemies and be able to throw bombs further away. Standing on corpses brings bad luck.&lt;br /&gt;
&lt;br /&gt;
020 || Don&#039;t panic: any explosive can be unprimed. To do that, drag the bomb over the &#039;unload&#039; button, just like you&#039;d unload a weapon. This operation costs 25% of your TUs.&lt;br /&gt;
&lt;br /&gt;
031 || If you remain unseen, you cannot be killed.&lt;br /&gt;
&lt;br /&gt;
032 || Only the fools rush in. Always check your surroundings and avoid disembarking on Turn 1.&lt;br /&gt;
&lt;br /&gt;
056 || When someone moves, attacks or throws, a reaction check is called. There is no random factor: the Reaction scores of both fighters are multiplied by their current TU&#039;s. If the defender has a higher score, they&#039;re permitted an attack of opportunity, which can be only a Melee attack or a Snap Shot.&lt;br /&gt;
&lt;br /&gt;
070 || Resistances are sometimes far more important than armor values.&lt;br /&gt;
&lt;br /&gt;
106 || Some items, like ammo clips and bandages are consumed when used. After the battle, all charges of all remaining items are tallied up and stacked to fully refill as many items as possible. All excess charges will normally be lost (depending on game options).&lt;br /&gt;
&lt;br /&gt;
==Quality of Life==&lt;br /&gt;
037 || Tired of all the hassle with daily dressing up in all that equipment and agonizing before the mirror? Can&#039;t ever seem to find pieces of the stuff you want to wear?In the equip screen, you can use Quicksave hotkey (F5) to save current soldier&#039;s equipment as a custom template. You can load any of your custom templates by pressing the Quickload key (F9). You can also use [Q]uicksearch button to find things, but you gotta know their names.&lt;br /&gt;
&lt;br /&gt;
==Melee==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MELEE&#039;&#039;&#039; - Summary || Melee weapons are characterized by high and dependable damage (50-150% damage roll), however using them effectively requires skilled Hands. Pay close attention to their stats, as weapons useless for a weakling might be deadly in the hands of a strong warrior; this is especially important considering the wild range of skills presented by newly hired Hands. Muscles, math and bold action are the keys to success; overconfidence and lack of tactical acumen will lead to many a funeral.&lt;br /&gt;
&lt;br /&gt;
003 || Come at them from the back. It will reduce any Melee Dodge they might have by a half (attacks from the flank reduce it by 1/4th).&lt;br /&gt;
&lt;br /&gt;
009 || No matter how good you think your armor is, if you&#039;re presenting your backside to the enemy, you&#039;re asking for it. Even the best armor is usually much more vulnerable from the back, and your melee dodge is the worst there as well.&lt;br /&gt;
&lt;br /&gt;
011 || Strong and skilled melee fighters can destroy anything.&lt;br /&gt;
&lt;br /&gt;
013 || Do not underestimate skilled, but weak melee fighters. Many of the lighter melee weapons inflict damage based rather on Skill than Strenght, and they&#039;re much less tiring to use (melee weapon&#039;s swing Energy cost equals 2/3rds of its Weight, rounded down). High Reactions will allow for a frontal charge without being shot at. Thus, a fast skirmisher will sometimes be more effective than a bulky warrior.&lt;br /&gt;
&lt;br /&gt;
040 || Using a two-handed weapon single-handedly usually incurs a 50% accuracy penalty (33% for melee weapons).However, some weapons (indicated by the red 2-handedness marker) are either too heavy, too intricate or otherwise impossible to use when your off-hand is full.&lt;br /&gt;
&lt;br /&gt;
==Ranged==&lt;br /&gt;
&lt;br /&gt;
016 || Normal autofire range is 11 tiles. The chance to hit drops by 2% per every tile after that.&lt;br /&gt;
&lt;br /&gt;
033 || Kneeling usually increases your hit chance by 20%.&lt;br /&gt;
&lt;br /&gt;
040 || Using a two-handed weapon single-handedly usually incurs a 50% accuracy penalty (33% for melee weapons).However, some weapons (indicated by the red 2-handedness marker) are either too heavy, too intricate or otherwise impossible to use when your off-hand is full.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PISTOLS&#039;&#039;&#039; - Summary || The main advantage of pistols is that they suffer no accuracy penalty when your other hand is occupied. They&#039;re also fairly accurate, shoot very fast and fit the quickdraw (QD) slot. The main disadvantages are: limited accurate range, lowish damage and reduced accuracy bonus from kneeling (just +10%).&lt;br /&gt;
We now understand how cased ammunition works and we&#039;ll be able to reproduce it, once we have a proper Workshop.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHOTGUNS&#039;&#039;&#039; - Summary || &amp;quot;Shotguns have the highest close-range accuracy of all guns, although their accurate range is severely limited. They usually fire pellet munitions which have huge damage potential, but spread very randomly and are completely useless against armored targets.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BOWS&#039;&#039;&#039; - Summary || &amp;quot;Bows shoot with an arcing trajectory, which makes them very useful in dense terrain (but not in the forest, where the tree canopies are a major issue). The Throwing skill commands both accuracy and a large part of bow damage, so don&#039;t expect good results from anyone with Throwing below 50; however, experienced soldiers can inflict fairly heavy damage using bows. High Stamina is also essential for an archer, since the larger bows put a major drain on it. Bows don&#039;t get any accuracy bonus from kneeling, and shooting them costs a fixed amount of TUs, so make use of your mobility. Arrows often inflict less damage to enemy Health than expected, so don&#039;t rely on them in 1 vs 1 situations.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMGS&#039;&#039;&#039; - Summary || &amp;quot;Two-handed SMGs and, partially, Carbines fall under this category. These weapons have higher volume of fire than Rifles, as well as faster aiming, usually allowing them to fire two aimed shots per turn. They often have reduced single-handed use penalty (per gun description). Thus they&#039;re particularly good at delivering high amounts of pain at medium ranges.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RIFLES&#039;&#039;&#039; - Summary || &amp;quot;Rifles are the most average weapons of all, and most dependable, even if they don&#039;t shine in any single aspect. All rifles have two general advantages:&amp;gt; Unlimited Aimed Shot range;&amp;gt; 15% Armor Penetration with Piercing munitions (Firearms only). This does include machineguns and sniper rifles (but not chainguns), as long as they don&#039;t get any bonus damage based on soldier&#039;s stats (Rifles that get such a bonus are excluded as well).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SNIPER&#039;&#039;&#039; - Summary || &amp;quot;The most common characteristics among these weapons are slow firing rates and a serious influence of shooter&#039;s skill on the damage inflicted. This means potential damage far exceeding that of normal rifles. &#039;True&#039; sniper rifles are governed by Firing^2 * 0.01 skill, making them almost useless for warriors of Firing below circa 75.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEAVY WEAPONS&#039;&#039;&#039; - Summary || &amp;quot;Heavy weapons are not simply heavy, but they often require forethought to use properly. When planning to use one, be sure to check if you&#039;re strong enough, if the weapon doesn&#039;t get a major accuracy bonus when used from a kneeling position, if it requires offhand to be free (a red &#039;2&#039; in Inventory) and how punishing are TU costs of its attacks.A study of how these are built seems crucial to making our own heavy weapons.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EXPLOSIVES&#039;&#039;&#039; - Summary || &amp;quot;Explosives never fail to provide fun. If exploded directly on someone, they attack the under armor, which is usually the thinnest; they also do quad damage vs. large units. Blast usually weakens by 10 per tile, but eg. Fire inflicts full damage within the whole area.&lt;br /&gt;
&amp;gt;Launched. These use some kind of a launcher and explode on contact.&amp;gt;Thrown. Much like the former but require no launcher.&lt;br /&gt;
&amp;gt;Fused. They explode after a set number of half-turns (0 is after your current turn, 1 is after the next enemy turn, 2 is after your next turn etc). Prime, then Throw or drop.&amp;gt;Proximity. When primed, they explode when a target enters or leaves a 1-tile radius.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
&lt;br /&gt;
006 || All Piercing weapons of 60+ Power will always cause some armor damage. Even more armor damage is caused by Plasma weapons, regardless of their Power (but electric weapons that cause Plasma damage do not count).&lt;br /&gt;
&lt;br /&gt;
015 || Maximum level of stun damage is four times the max health, so it might be worth it to inflict extra stun on a fallen enemy. On the other hand, it also means everyone can be revived... sooner or later. Stun also causes Energy drain, so don&#039;t be surprised that a freshly woken Gal has little Energy...&lt;br /&gt;
&lt;br /&gt;
021 || Cutting damage, inflicted by weapons like knives and bows, causes very little extra Stun damage (half as much as bullets).However, such weapons sometimes can cause Reactions Disrupt or Extra Pain, which inflict, respectively, TU and Morale damage proportional to HP damage caused.&lt;br /&gt;
&lt;br /&gt;
022 || Certain underhanded monsters (usually the tentacled ones and witches, or, worst case, tentacled witches) will use attacks based on Special damage, that usually also destroy armor. Resistance to Special damage will be the key in dealing with them, which usually means the less clothing, the better. Bringing along stims is also recommended.&lt;br /&gt;
&lt;br /&gt;
023 || Chem can melt your opponent right out of their armor. All chem weapons cause armor damage equal to 0-20% of their Power, before armor&#039;s defense is even considered, unless otherwise stated in the Pedia. This makes subsequent shots more effective. The effect stacks with armor damage caused by any penetrating hits, if applicable. Chem also causes moderate Morale damage.&lt;br /&gt;
&lt;br /&gt;
028 || Lethal weapons cause so-called System Shock damage, which is extra stun damage, normally equal to 0-50% of HP damage inflicted. If a weapon description says, eg. &#039;Shock x3&#039; it means 0-150% Stun in addition to Health damage. Some enemies to which normal biology doesn&#039;t apply, mainly robotic ones, are immune to System Shock damage. However, stun weapons, based on electricity or radiation (working against Laser or Plasma resistance), ignore that immunity. Other weapons do that only if their description states so.&lt;br /&gt;
&lt;br /&gt;
039 || Pain Resistance increases the innate Stun recovery by 50%, while Pain Immunity doubles it. This not only helps to withstand more whipping, it also helps to keep fighting when heavily wounded. Normally, when a person drops below 75% Health, they stop recovering Stun damage and start to accumulate it instead. Pain Resistance effectively moves that threshold to 50%, while Immunity - to 37%. Armors and races with special Stun recovery rules override these formulas completely.&lt;br /&gt;
&lt;br /&gt;
045 || Death is your most faithful friend. Anyone whose Stun level is thrice or more their current HP will start to slowly pass into its cold embraces. The rate is 1 HP per turn, but doubles when Stun level is 6x your current health etc. (possible only if you&#039;re wounded). Keep the wounded hydrated and don&#039;t leave them to exposure!&lt;br /&gt;
&lt;br /&gt;
047 || Daze is a type of damage caused by unarmed attacks, as well as clubs, handles, rubber bullets etc. Its&#039; primary effect is Stun, but it often causes extra lethal damage (percentile means how much compared to Stun). Attacks with magical energies often use Daze damage type as well but are sometimes straight deadly. Daze usually doesn&#039;t affect robots or zombies.&lt;br /&gt;
&lt;br /&gt;
062 || Eyes can deceive you. Sometimes you can&#039;t shoot what you see, or can shoot what you don&#039;t see. Ctrl+Click to force fire (doesn&#039;t work for Arcing weapons).&lt;br /&gt;
&lt;br /&gt;
080 || Do not underestimate fire, as it ignores all normal armor, no matter how thick, and causes massive Morale loss. A target hit by fire takes 5-10 damage, modified by its Fire Resistance. 2x2 targets take quadruple damage. Additional fire hit is dealt every turn the target is burning (which can last up to 5 turns). Fire damage never deals Fatal Wounds. Some enemies might be immune to fire, but those who aren&#039;t, will eventually succumb to it - especially since Flamers cause multiple hits.&lt;br /&gt;
&lt;br /&gt;
==Combat Morale==&lt;br /&gt;
&lt;br /&gt;
041 || Morale influences defense against black magics. One who&#039;s scared becomes an easier prey to evil spells. On the other hand, one with Morale above 70 is more defiant to these sinister powers.&lt;br /&gt;
&lt;br /&gt;
046 || Experiencing comrades&#039; deaths and being subjected to evil magics will instantly decrease Morale. The lower the Bravery, the higher the loss - someone who has Bravery 90 is twice as susceptible as someone with Bravery 100, one with Bravery 80 - thrice etc. Losing one&#039;s nerves can occur if Morale is below 50 - the closer to zero, the higher the chance.&lt;br /&gt;
&lt;br /&gt;
083 || The presence of an officer on a mission reduces all morale losses and boosts all morale increases by 10 to 25%, depending on their rank (only the highest one alive counts). The highest rank modifies these values by 50%. However, the death of an officer also means a more severe morale hit than death of a mere soldier, up to 175% of the normal value. Remember that the enemies are also affected by these rules - so strike right in the heart.&lt;br /&gt;
&lt;br /&gt;
092 || Being nice sometimes mostly benefits the benefactor. Each use of any item capable of healing gives the user +5 Morale, whether or not it actually helps.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
002 || Be wary of your encumbrance, as it could really slow you down. If the carried weight surpasses soldier&#039;s Strength, you will have less TU&#039;s available, and unlike TU penalties incurred by armor, it can even make it impossible to fire weapons. However a soldier can pick up any weight and suffer no ill-effects if the weight is dropped before the end of turn.&lt;br /&gt;
&lt;br /&gt;
024 || Running is faster than walking, but you won&#039;t automatically stop upon seeing an enemy, allowing them an immediate Reactions check.&lt;br /&gt;
&lt;br /&gt;
093 || High Stamina is important in battle, because Energy is used for moving, throwing, melee and magical attacks - eventually you will lose your breath. Sprinting (CTRL+move) will allow you to run faster, but will burn through any amount of Energy rather quickly. You can alleviate the problem a bit by dressing as lightly as possible, but real endurance can be achieved only through training. The Energy recovered per turn is normally equal to 10 + one quarter of the current Health.&lt;br /&gt;
&lt;br /&gt;
==Healing==&lt;br /&gt;
&lt;br /&gt;
026 || The gals will be hurting when wounded, whether you like it or not! Health damage does not only reduce combat skills, it also affects Stun and Energy recovery. When you&#039;re seriously wounded, you will be suffering constant Stun damage. This affects all human-like creatures.&lt;br /&gt;
&lt;br /&gt;
107 || Our mutant bodies are able to quickly regenerate any form of non-lethal injury, so we can be smooth and ready for more adventure again, but it won&#039;t happen overnight. The healing might take anywhere from 0.5 to 1.5 times as many days as the amount of HPs an injured warrior was missing. So be a good sis and don&#039;t forget to heal as much as you can before ending a mission, since early treatment can greatly reduce the duration of the painful recovery process.&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
&lt;br /&gt;
004 || What constitutes beauty is often a complicated matter, but here we simply sum it up as &#039;beefness&#039;. Beefness, or physical ability is broken into stats: Strength, Health, TUs (speed) and Energy (Stamina). To increase beefness (and thus beauty), you need to train; the lower a stat, the faster it&#039;s likely to increase. Working out surely gets you there, but it requires effort. And there is a more fun way: combat. Hitting enemies with ranged and melee weapons or casting magic will not only influence related skills, but also gradually increase your beefness (and thus beauty).&lt;br /&gt;
&lt;br /&gt;
029 || The basic method of training Bravery is to use medikits (alcohol and drugs don&#039;t count). It can also be gained from piloting. However, some gals insist that swagging about without much, or any, apparel on is the best way of building confidence.&lt;br /&gt;
&lt;br /&gt;
030 || The main combat Skills are Firing, Throwing, and Melee. Some unusual weapons use unusual combinations of skills and even flat numbers. Such weapons will have a &#039;SKILL: xxx&#039; entry in their descriptions. To make heads and tails of this, you only need to remember that weapon&#039;s accuracies (Aimed, Snap etc.) are displayed for effective Skill = 100.&lt;br /&gt;
&lt;br /&gt;
055 || To train Reactions, you need either to fire opportunity shots, or hit enemies with fast melee weapons (costing 12 or less TUs to use).&lt;br /&gt;
&lt;br /&gt;
064 || No mastery without training. No discipline without meaning. No real pleasure without any of them.&lt;br /&gt;
&lt;br /&gt;
[https://openxcom.org/forum/index.php/topic,4230.0.html WOULD YOU LIKE TO KNOW MORE?]&lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
&lt;br /&gt;
058 || There is nothing shameful about the human body, yet there&#039;s a time and a place for everything. For example, swimming naked results in taking less Stun damage per turn than in a swimsuit. &lt;br /&gt;
&lt;br /&gt;
060 || Underwater environment modifies resistances to several types of damage. Concussive damage becomes extremely dangerous, being modified x1.5, while Piercing, Fire, Daze and Cutting all deal 20-30% less damage. These values are already accounted for in aquatic armors&#039; descriptions.&lt;br /&gt;
&lt;br /&gt;
==Air Combat==&lt;br /&gt;
&lt;br /&gt;
012 || The approach speed in dogfight is constant and equals 1 km per 4 seconds; when equipped with short-range weapons, you might take as many as 10 enemy blasts before getting into engagement range. Some enemies may flee instead of fighting, as long as the Max Speed of their craft exceeds that of your interceptor.&lt;br /&gt;
&lt;br /&gt;
027 || You can switch craft&#039;s weapons off and on by clicking their icons during an air battle.&lt;br /&gt;
&lt;br /&gt;
038 || Runts will work really hard to get your ships back into shape, but it&#039;s not an easy matter to repair such a large hull in the tight, hot confines of an underground hangar. The normal repair rate is 1 Hit Point per hour, so it might take even 10 days to repair a heavily damaged craft.&lt;br /&gt;
&lt;br /&gt;
048 || The &#039;Ramming Speed&#039; attack setting will increase firing rates of some weapons, most notably guided missiles and, to a lesser extent, big guns.&lt;br /&gt;
&lt;br /&gt;
049 || The &#039;Fuel&#039; rating of a craft corresponds directly with its range. It is calculated differently for crafts that use physical fuel, like Chemicals or Hellerium; they have 20x as much range as battery-powered crafts with the same Fuel rating. Fuel is replenished at a rate of 1 fuel item / hour. 1 fuel item gives a lot of fuel for small craft, but much less for large ones (equal to &#039;Mileage&#039; rating).&lt;br /&gt;
&lt;br /&gt;
050 || Craft&#039;s Acceleration score governs how rapidly it can disengage from dogfight. Score up to 2 means half speed, 6-8: x1.5, and 9+ double speed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
051 || Warships should be attacked by multiple craft. Up to 4 interceptors can be used in a single combat.&lt;br /&gt;
&lt;br /&gt;
052 || An airborne weapon causes 50-100% of its stated damage upon a successful hit.&lt;br /&gt;
&lt;br /&gt;
053 || The chances to hit a target in air combat are influenced by the size of the target. The number provided in the weapon entry is the chance to hit a Medium target.Very Small have a to-hit modifier of 75%, while Small - 87.5%.Large targets have a modifier of 125%. Very Large are trivial to hit with a modifier of 200%.&lt;br /&gt;
&lt;br /&gt;
==VooDoo==&lt;br /&gt;
&lt;br /&gt;
041 || Morale influences defense against black magics. One who&#039;s scared becomes an easier prey to evil spells. On the other hand, one with Morale above 70 is more defiant to these sinister powers.&lt;br /&gt;
&lt;br /&gt;
101 || Even if your VooDoo is weak, keep using it. The progress made in school is steady but very slow.&lt;br /&gt;
&lt;br /&gt;
081 || Witchery Guide. &amp;gt;The base accuracy of a VooDoo attack is equal to 2% of caster&#039;s Mastery (Power*Skill) +25. It drops by 2 per every tile of distance. &amp;gt;Efficiency changes that base accuracy; eg. Efficiency of 50% means that accuracy is halved. &amp;gt;Difficulty of a VooDoo attack ranges from v. hard (+0 Accuracy) to v. easy (+40 Accuracy). &amp;gt;V. Defense (Power + Skill/5) decreases effective accuracy. If they&#039;re equal, the chance to succeed is 0. If accuracy is 200 higher than defense, success is guaranteed.&lt;br /&gt;
&lt;br /&gt;
==General Esoteric Wisdom==&lt;br /&gt;
&lt;br /&gt;
086 || Only Mun Tzu could a Tank and 4 Gals at the same time.&lt;br /&gt;
&lt;br /&gt;
035 || Every paradise has its snake. Read between the verses.&lt;br /&gt;
&lt;br /&gt;
042 || No Pain, No Pleasure. No Train, No Treasure!&lt;br /&gt;
&lt;br /&gt;
007 || If you can&#039;t get enough plundering, make a break every few hours. Savour the anticipation, protect your sanity and let your body regenerate.&lt;br /&gt;
&lt;br /&gt;
008 || Discretion is the better part of valour.&lt;br /&gt;
&lt;br /&gt;
054 || Never do it alone. A pair is much better. Four makes a party.&lt;br /&gt;
&lt;br /&gt;
064 || No mastery without training. No discipline without meaning. No triumph without loss. No real pleasure without any of them.&lt;br /&gt;
&lt;br /&gt;
017 || Dragons might eat you, but they might not.&lt;br /&gt;
&lt;br /&gt;
018 || Greed kills. Don&#039;t stuff your mouth with more than you can swallow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Piratez]]&lt;/div&gt;</summary>
		<author><name>Bloodraven117</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactics_(Piratez)&amp;diff=90447</id>
		<title>Tactics (Piratez)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactics_(Piratez)&amp;diff=90447"/>
		<updated>2020-04-23T23:52:32Z</updated>

		<summary type="html">&lt;p&gt;Bloodraven117: /* Damage type details from forum */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Piratez)|0.99F.5}}&lt;br /&gt;
{{tocright}}&lt;br /&gt;
&lt;br /&gt;
=Damage type details from forum=&lt;br /&gt;
Weapons have 2 ways of mitigating Armor &lt;br /&gt;
Armor effectiveness (denoted as Armor ±X%) ignores or adds some percentage of armor&lt;br /&gt;
&amp;lt;br&amp;gt;EG. Fuso sword has armor +40%, so if the target has 50 armor damage is reduced by 70. Spear has armor -20% so the same target would reduce damage by 40.&lt;br /&gt;
&amp;lt;br&amp;gt;Armor damage means that some percentage of the damage dealt will be done to armour first, removing it for all subsequent attacks. &lt;br /&gt;
&amp;lt;br&amp;gt;EG. Hammer has armor damage 10%. If the hammer hits for 60 damage, it also removes up to 6 armor from the target. Armor damage happens before the target takes damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Piercing&#039;&#039;&#039; - Standard Armor Piercing from vanilla.  Basic ballistic rounds you would find in conventional weapons. Rifles have a slight bit of armor negation with this (-15%), and because this is a common early form of damage, many higher tier enemies have in built resistances to it (I&#039;m looking at you, Mercs). All piercing weapons that have a base of 60+ damage deal armor damage&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Cutting&#039;&#039;&#039;. Almost always on melee or thrown weapons: Axes, Swords, Throwing Knives etc.  Usually very solid damage in its Melee form, and often scales up in thrown form with throwing skill (more skilled archers get more damage, etc).  Usually a solid early damage type as most enemies don&#039;t have extra resistances to it.  (This is actually one type Mercs are more responsive to).&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Concussive&#039;&#039;&#039; - High Explosive from Vanilla, but some melee weapons use it as well.  Great for terrain damage. Often useful as bombs that use it hit the under armor of the targetted unit.  Does carry some secondary stun effects, but in practice is more likely to kill targets if it overcomes their armor than stun them. Higher tier enemies are often resistant to this, but as with anything, apply it enough, and you may still get effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Daze&#039;&#039;&#039; - Stun damage. Knocks enemies unconscious.  With OpenXcom Extended, the waters become a bit more muddied here, as weapons can have a primary damage type and secondary damage effects. For example, the Handle is primary Daze/Stun with secondary lethal effects.  This means that as damage scales up with your strong gals, you may sometimes kill a target you were trying to stun with a handle.  Also, some targets are immune to Daze/Stun damage.  Another mechanic in OXCE allows other weapons that are designed for incapacitating enemies.  These are often listed as &amp;quot;Plasma&amp;quot; damage in the Bootypedia, but they have extremely minor lethal damage and 4x stun damage.  These are often later in the game.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Choking&#039;&#039;&#039; - Smoke from Vanilla.  Please note that almost all units that don&#039;t have environmental filters (masked helmets, etc) take 4X damage from smoke as compared to vanilla.  You can see this in your own gal&#039;s base stats.  Does stun damage over time.  Now, throw in OXCE mixes on assorted weapons as mentioned above in Daze, and you can get Smoke type weapons that also do significant Lethal damage (to health) or pain (often to Morale) or even to energy and time units.  Most early Choking stuff is just smoke though.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Chem&#039;&#039;&#039; - Same as Acid from vanilla (ie Celatid spit).  In XPirateZ almost always degrades armor, usually adds pain (Morale damage) and has good Terrain Destruction effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasma&#039;&#039;&#039; - Plasma from vanilla. &amp;quot; sometimes plasma damage is stun (cattle prod, tazogun?)&amp;quot; - See explanation in Daze above.  Most enemies will respond to doses of plasma as very few are resistant to it.  However, access to good plasma weapons for the player can be fairly limited for sometime. Proper plasma weapons (non-stun) do armor damage by default&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Laser&#039;&#039;&#039; - Laser from Vanilla.  This ignores 1/3 Armor so it can be useful against armored enemies.  Again, not easy to get a hold of early on.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Burn&#039;&#039;&#039; - Incendiary damage from vanilla. Completely ignores armor and does 5-10 damage, only affected by resistance. If a target is hit Fire will almost always damage the target.  If the target is set on fire from being hit or starting its turn on a tile on fire, it will continue to take damage from the flames for up to 5 turns.  Some units are immune, while others are very vulnerable (Academy Drones). Large units take damage for each square affected.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Special&#039;&#039;&#039; - This is listed and is a rare damage type applied via Voodoo(Psi) weapons.  Has varied effects ie, stun, morale, tu, energy, armor damage, in addition to possible lethal damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Cold&#039;&#039;&#039; -  A weather effect of environmental conditions, causes energy drain on player units wearing little or nothing. (Bikinis are bad in the Arctic). At 200% weakness or higher, deals HP damage&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat&#039;&#039;&#039; - Another weather effect: Causes stun on units that might overheat in Jungles or Desert.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Acid Rain&#039;&#039;&#039; - Damages armor, and morale and causes stun&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Extra Damage (Lethal)&#039;&#039;&#039; - Does that percentage of damage as lethal damage. Eg. Fistycuffs (extra lethal damage 35%) hits for 20 stun, it also does 7 hp damage. &lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Extra Pain&#039;&#039;&#039; - Does damage to Morale. Pain resistance and immunity don&#039;t actually reduce pain damage, but instead increase the amount of stun recovered each turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Reactions Disrupt&#039;&#039;&#039; - Reduces current TU of unit, so reduces chance of reaction fire&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Shock&#039;&#039;&#039; (System Shock)- Weapons do some amount of stun damage as well. The default is 0-50% of the damage dealt. A weapon with Shock x3 would do 0-150% stun damage. eg. If hammer hits for 60 damage, it does 0-90 stun as well&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Cold embrace of death&#039;&#039;&#039; - If a unit has 3x more stun damage than current health, it loses 1 hp a turn. If it has 6x more damage, it loses 2 hp a turn.&lt;br /&gt;
&lt;br /&gt;
Note: you can see out of the windows in your Airbus, you can crouch to avoid enemies seeing or attacking you!&lt;br /&gt;
&lt;br /&gt;
=Tactical Tips from decrypted data discs and the BootyPedia itself:=&lt;br /&gt;
&lt;br /&gt;
==General Tactics==&lt;br /&gt;
005 || The placement of your spare ammo does matter. The TU cost of reloading is increased by the cost of moving ammunition to you hand (as much as 10 if it&#039;s in your backpack). You will avoid paying extra TUs only if the spare ammo is in your free hand.&lt;br /&gt;
&lt;br /&gt;
010 || Diversify your weapons.&lt;br /&gt;
&lt;br /&gt;
014 || Armor is only useful to those who get hit.&lt;br /&gt;
&lt;br /&gt;
019 || Cover saves lives. Ending your move in the open is the surest ticket to the other world. Hide at least 1 tile away from a corner for maximum safety. When going under a low ceiling, kneel to see elevated enemies and be able to throw bombs further away. Standing on corpses brings bad luck.&lt;br /&gt;
&lt;br /&gt;
020 || Don&#039;t panic: any explosive can be unprimed. To do that, drag the bomb over the &#039;unload&#039; button, just like you&#039;d unload a weapon. This operation costs 25% of your TUs.&lt;br /&gt;
&lt;br /&gt;
031 || If you remain unseen, you cannot be killed.&lt;br /&gt;
&lt;br /&gt;
032 || Only the fools rush in. Always check your surroundings and avoid disembarking on Turn 1.&lt;br /&gt;
&lt;br /&gt;
056 || When someone moves, attacks or throws, a reaction check is called. There is no random factor: the Reaction scores of both fighters are multiplied by their current TU&#039;s. If the defender has a higher score, they&#039;re permitted an attack of opportunity, which can be only a Melee attack or a Snap Shot.&lt;br /&gt;
&lt;br /&gt;
070 || Resistances are sometimes far more important than armor values.&lt;br /&gt;
&lt;br /&gt;
106 || Some items, like ammo clips and bandages are consumed when used. After the battle, all charges of all remaining items are tallied up and stacked to fully refill as many items as possible. All excess charges will normally be lost (depending on game options).&lt;br /&gt;
&lt;br /&gt;
==Quality of Life==&lt;br /&gt;
037 || Tired of all the hassle with daily dressing up in all that equipment and agonizing before the mirror? Can&#039;t ever seem to find pieces of the stuff you want to wear?In the equip screen, you can use Quicksave hotkey (F5) to save current soldier&#039;s equipment as a custom template. You can load any of your custom templates by pressing the Quickload key (F9). You can also use [Q]uicksearch button to find things, but you gotta know their names.&lt;br /&gt;
&lt;br /&gt;
==Melee==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MELEE&#039;&#039;&#039; - Summary || Melee weapons are characterized by high and dependable damage (50-150% damage roll), however using them effectively requires skilled Hands. Pay close attention to their stats, as weapons useless for a weakling might be deadly in the hands of a strong warrior; this is especially important considering the wild range of skills presented by newly hired Hands. Muscles, math and bold action are the keys to success; overconfidence and lack of tactical acumen will lead to many a funeral.&lt;br /&gt;
&lt;br /&gt;
003 || Come at them from the back. It will reduce any Melee Dodge they might have by a half (attacks from the flank reduce it by 1/4th).&lt;br /&gt;
&lt;br /&gt;
009 || No matter how good you think your armor is, if you&#039;re presenting your backside to the enemy, you&#039;re asking for it. Even the best armor is usually much more vulnerable from the back, and your melee dodge is the worst there as well.&lt;br /&gt;
&lt;br /&gt;
011 || Strong and skilled melee fighters can destroy anything.&lt;br /&gt;
&lt;br /&gt;
013 || Do not underestimate skilled, but weak melee fighters. Many of the lighter melee weapons inflict damage based rather on Skill than Strenght, and they&#039;re much less tiring to use (melee weapon&#039;s swing Energy cost equals 2/3rds of its Weight, rounded down). High Reactions will allow for a frontal charge without being shot at. Thus, a fast skirmisher will sometimes be more effective than a bulky warrior.&lt;br /&gt;
&lt;br /&gt;
040 || Using a two-handed weapon single-handedly usually incurs a 50% accuracy penalty (33% for melee weapons).However, some weapons (indicated by the red 2-handedness marker) are either too heavy, too intricate or otherwise impossible to use when your off-hand is full.&lt;br /&gt;
&lt;br /&gt;
==Ranged==&lt;br /&gt;
&lt;br /&gt;
016 || Normal autofire range is 11 tiles. The chance to hit drops by 2% per every tile after that.&lt;br /&gt;
&lt;br /&gt;
033 || Kneeling usually increases your hit chance by 20%.&lt;br /&gt;
&lt;br /&gt;
040 || Using a two-handed weapon single-handedly usually incurs a 50% accuracy penalty (33% for melee weapons).However, some weapons (indicated by the red 2-handedness marker) are either too heavy, too intricate or otherwise impossible to use when your off-hand is full.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PISTOLS&#039;&#039;&#039; - Summary || The main advantage of pistols is that they suffer no accuracy penalty when your other hand is occupied. They&#039;re also fairly accurate, shoot very fast and fit the quickdraw (QD) slot. The main disadvantages are: limited accurate range, lowish damage and reduced accuracy bonus from kneeling (just +10%).&lt;br /&gt;
We now understand how cased ammunition works and we&#039;ll be able to reproduce it, once we have a proper Workshop.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHOTGUNS&#039;&#039;&#039; - Summary || &amp;quot;Shotguns have the highest close-range accuracy of all guns, although their accurate range is severely limited. They usually fire pellet munitions which have huge damage potential, but spread very randomly and are completely useless against armored targets.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BOWS&#039;&#039;&#039; - Summary || &amp;quot;Bows shoot with an arcing trajectory, which makes them very useful in dense terrain (but not in the forest, where the tree canopies are a major issue). The Throwing skill commands both accuracy and a large part of bow damage, so don&#039;t expect good results from anyone with Throwing below 50; however, experienced soldiers can inflict fairly heavy damage using bows. High Stamina is also essential for an archer, since the larger bows put a major drain on it. Bows don&#039;t get any accuracy bonus from kneeling, and shooting them costs a fixed amount of TUs, so make use of your mobility. Arrows often inflict less damage to enemy Health than expected, so don&#039;t rely on them in 1 vs 1 situations.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMGS&#039;&#039;&#039; - Summary || &amp;quot;Two-handed SMGs and, partially, Carbines fall under this category. These weapons have higher volume of fire than Rifles, as well as faster aiming, usually allowing them to fire two aimed shots per turn. They often have reduced single-handed use penalty (per gun description). Thus they&#039;re particularly good at delivering high amounts of pain at medium ranges.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RIFLES&#039;&#039;&#039; - Summary || &amp;quot;Rifles are the most average weapons of all, and most dependable, even if they don&#039;t shine in any single aspect. All rifles have two general advantages:&amp;gt; Unlimited Aimed Shot range;&amp;gt; 15% Armor Penetration with Piercing munitions (Firearms only). This does include machineguns and sniper rifles (but not chainguns), as long as they don&#039;t get any bonus damage based on soldier&#039;s stats (Rifles that get such a bonus are excluded as well).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SNIPER&#039;&#039;&#039; - Summary || &amp;quot;The most common characteristics among these weapons are slow firing rates and a serious influence of shooter&#039;s skill on the damage inflicted. This means potential damage far exceeding that of normal rifles. &#039;True&#039; sniper rifles are governed by Firing^2 * 0.01 skill, making them almost useless for warriors of Firing below circa 75.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEAVY WEAPONS&#039;&#039;&#039; - Summary || &amp;quot;Heavy weapons are not simply heavy, but they often require forethought to use properly. When planning to use one, be sure to check if you&#039;re strong enough, if the weapon doesn&#039;t get a major accuracy bonus when used from a kneeling position, if it requires offhand to be free (a red &#039;2&#039; in Inventory) and how punishing are TU costs of its attacks.A study of how these are built seems crucial to making our own heavy weapons.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EXPLOSIVES&#039;&#039;&#039; - Summary || &amp;quot;Explosives never fail to provide fun. If exploded directly on someone, they attack the under armor, which is usually the thinnest; they also do quad damage vs. large units. Blast usually weakens by 10 per tile, but eg. Fire inflicts full damage within the whole area.&lt;br /&gt;
&amp;gt;Launched. These use some kind of a launcher and explode on contact.&amp;gt;Thrown. Much like the former but require no launcher.&lt;br /&gt;
&amp;gt;Fused. They explode after a set number of half-turns (0 is after your current turn, 1 is after the next enemy turn, 2 is after your next turn etc). Prime, then Throw or drop.&amp;gt;Proximity. When primed, they explode when a target enters or leaves a 1-tile radius.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
&lt;br /&gt;
006 || All Piercing weapons of 60+ Power will always cause some armor damage. Even more armor damage is caused by Plasma weapons, regardless of their Power (but electric weapons that cause Plasma damage do not count).&lt;br /&gt;
&lt;br /&gt;
015 || Maximum level of stun damage is four times the max health, so it might be worth it to inflict extra stun on a fallen enemy. On the other hand, it also means everyone can be revived... sooner or later. Stun also causes Energy drain, so don&#039;t be surprised that a freshly woken Gal has little Energy...&lt;br /&gt;
&lt;br /&gt;
021 || Cutting damage, inflicted by weapons like knives and bows, causes very little extra Stun damage (half as much as bullets).However, such weapons sometimes can cause Reactions Disrupt or Extra Pain, which inflict, respectively, TU and Morale damage proportional to HP damage caused.&lt;br /&gt;
&lt;br /&gt;
023 || Chem can melt your opponent right out of their armor. All chem weapons cause armor damage equal to 0-20% of their Power, before armor&#039;s defense is even considered, unless otherwise stated in the Pedia. This makes subsequent shots more effective. The effect stacks with armor damage caused by any penetrating hits, if applicable. Chem also causes moderate Morale damage.&lt;br /&gt;
&lt;br /&gt;
028 || Lethal weapons cause so-called System Shock damage, which is extra stun damage, normally equal to 0-50% of HP damage inflicted. If a weapon description says, eg. &#039;Shock x3&#039; it means 0-150% Stun in addition to Health damage. Some enemies to which normal biology doesn&#039;t apply, mainly robotic ones, are immune to System Shock damage. However, stun weapons, based on electricity or radiation (working against Laser or Plasma resistance), ignore that immunity. Other weapons do that only if their description states so.&lt;br /&gt;
&lt;br /&gt;
039 || Pain Resistance increases the innate Stun recovery by 50%, while Pain Immunity doubles it. This not only helps to withstand more whipping, it also helps to keep fighting when heavily wounded. Normally, when a person drops below 75% Health, they stop recovering Stun damage and start to accumulate it instead. Pain Resistance effectively moves that threshold to 50%, while Immunity - to 37%. Armors and races with special Stun recovery rules override these formulas completely.&lt;br /&gt;
&lt;br /&gt;
045 || Death is your most faithful friend. Anyone whose Stun level is thrice or more their current HP will start to slowly pass into its cold embraces. The rate is 1 HP per turn, but doubles when Stun level is 6x your current health etc. (possible only if you&#039;re wounded). Keep the wounded hydrated and don&#039;t leave them to exposure!&lt;br /&gt;
&lt;br /&gt;
047 || Daze is a type of damage caused by unarmed attacks, as well as clubs, handles, rubber bullets etc. Its&#039; primary effect is Stun, but it often causes extra lethal damage (percentile means how much compared to Stun). Attacks with magical energies often use Daze damage type as well but are sometimes straight deadly. Daze usually doesn&#039;t affect robots or zombies.&lt;br /&gt;
&lt;br /&gt;
062 || Eyes can deceive you. Sometimes you can&#039;t shoot what you see, or can shoot what you don&#039;t see. Ctrl+Click to force fire (doesn&#039;t work for Arcing weapons).&lt;br /&gt;
&lt;br /&gt;
080 || Do not underestimate fire, as it ignores all normal armor, no matter how thick, and causes massive Morale loss. A target hit by fire takes 5-10 damage, modified by its Fire Resistance. 2x2 targets take quadruple damage. Additional fire hit is dealt every turn the target is burning (which can last up to 5 turns). Fire damage never deals Fatal Wounds. Some enemies might be immune to fire, but those who aren&#039;t, will eventually succumb to it - especially since Flamers cause multiple hits.&lt;br /&gt;
&lt;br /&gt;
022 || Certain underhanded monsters (usually the tentacled ones and witches, or, worst case, tentacled witches) will use attacks based on Special damage, that usually also destroy armor. Resistance to Special damage will be the key in dealing with them, which usually means the less clothing, the better. Bringing along stims is also recommended.&lt;br /&gt;
&lt;br /&gt;
==Combat Morale==&lt;br /&gt;
&lt;br /&gt;
041 || Morale influences defense against black magics. One who&#039;s scared becomes an easier prey to evil spells. On the other hand, one with Morale above 70 is more defiant to these sinister powers.&lt;br /&gt;
&lt;br /&gt;
046 || Experiencing comrades&#039; deaths and being subjected to evil magics will instantly decrease Morale. The lower the Bravery, the higher the loss - someone who has Bravery 90 is twice as susceptible as someone with Bravery 100, one with Bravery 80 - thrice etc. Losing one&#039;s nerves can occur if Morale is below 50 - the closer to zero, the higher the chance.&lt;br /&gt;
&lt;br /&gt;
083 || The presence of an officer on a mission reduces all morale losses and boosts all morale increases by 10 to 25%, depending on their rank (only the highest one alive counts). The highest rank modifies these values by 50%. However, the death of an officer also means a more severe morale hit than death of a mere soldier, up to 175% of the normal value. Remember that the enemies are also affected by these rules - so strike right in the heart.&lt;br /&gt;
&lt;br /&gt;
092 || Being nice sometimes mostly benefits the benefactor. Each use of any item capable of healing gives the user +5 Morale, whether or not it actually helps.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
002 || Be wary of your encumbrance, as it could really slow you down. If the carried weight surpasses soldier&#039;s Strength, you will have less TU&#039;s available, and unlike TU penalties incurred by armor, it can even make it impossible to fire weapons. However a soldier can pick up any weight and suffer no ill-effects if the weight is dropped before the end of turn.&lt;br /&gt;
&lt;br /&gt;
024 || Running is faster than walking, but you won&#039;t automatically stop upon seeing an enemy, allowing them an immediate Reactions check.&lt;br /&gt;
&lt;br /&gt;
093 || High Stamina is important in battle, because Energy is used for moving, throwing, melee and magical attacks - eventually you will lose your breath. Sprinting (CTRL+move) will allow you to run faster, but will burn through any amount of Energy rather quickly. You can alleviate the problem a bit by dressing as lightly as possible, but real endurance can be achieved only through training. The Energy recovered per turn is normally equal to 10 + one quarter of the current Health.&lt;br /&gt;
&lt;br /&gt;
==Healing==&lt;br /&gt;
&lt;br /&gt;
026 || The gals will be hurting when wounded, whether you like it or not! Health damage does not only reduce combat skills, it also affects Stun and Energy recovery. When you&#039;re seriously wounded, you will be suffering constant Stun damage. This affects all human-like creatures.&lt;br /&gt;
&lt;br /&gt;
107 || Our mutant bodies are able to quickly regenerate any form of non-lethal injury, so we can be smooth and ready for more adventure again, but it won&#039;t happen overnight. The healing might take anywhere from 0.5 to 1.5 times as many days as the amount of HPs an injured warrior was missing. So be a good sis and don&#039;t forget to heal as much as you can before ending a mission, since early treatment can greatly reduce the duration of the painful recovery process.&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
&lt;br /&gt;
004 || What constitutes beauty is often a complicated matter, but here we simply sum it up as &#039;beefness&#039;. Beefness, or physical ability is broken into stats: Strength, Health, TUs (speed) and Energy (Stamina). To increase beefness (and thus beauty), you need to train; the lower a stat, the faster it&#039;s likely to increase. Working out surely gets you there, but it requires effort. And there is a more fun way: combat. Hitting enemies with ranged and melee weapons or casting magic will not only influence related skills, but also gradually increase your beefness (and thus beauty).&lt;br /&gt;
&lt;br /&gt;
029 || The basic method of training Bravery is to use medikits (alcohol and drugs don&#039;t count). It can also be gained from piloting. However, some gals insist that swagging about without much, or any, apparel on is the best way of building confidence.&lt;br /&gt;
&lt;br /&gt;
030 || The main combat Skills are Firing, Throwing, and Melee. Some unusual weapons use unusual combinations of skills and even flat numbers. Such weapons will have a &#039;SKILL: xxx&#039; entry in their descriptions. To make heads and tails of this, you only need to remember that weapon&#039;s accuracies (Aimed, Snap etc.) are displayed for effective Skill = 100.&lt;br /&gt;
&lt;br /&gt;
055 || To train Reactions, you need either to fire opportunity shots, or hit enemies with fast melee weapons (costing 12 or less TUs to use).&lt;br /&gt;
&lt;br /&gt;
064 || No mastery without training. No discipline without meaning. No real pleasure without any of them.&lt;br /&gt;
&lt;br /&gt;
[https://openxcom.org/forum/index.php/topic,4230.0.html WOULD YOU LIKE TO KNOW MORE?]&lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
&lt;br /&gt;
058 || There is nothing shameful about the human body, yet there&#039;s a time and a place for everything. For example, swimming naked results in taking less Stun damage per turn than in a swimsuit. &lt;br /&gt;
&lt;br /&gt;
060 || Underwater environment modifies resistances to several types of damage. Concussive damage becomes extremely dangerous, being modified x1.5, while Piercing, Fire, Daze and Cutting all deal 20-30% less damage. These values are already accounted for in aquatic armors&#039; descriptions.&lt;br /&gt;
&lt;br /&gt;
==Air Combat==&lt;br /&gt;
&lt;br /&gt;
012 || The approach speed in dogfight is constant and equals 1 km per 4 seconds; when equipped with short-range weapons, you might take as many as 10 enemy blasts before getting into engagement range. Some enemies may flee instead of fighting, as long as the Max Speed of their craft exceeds that of your interceptor.&lt;br /&gt;
&lt;br /&gt;
027 || You can switch craft&#039;s weapons off and on by clicking their icons during an air battle.&lt;br /&gt;
&lt;br /&gt;
038 || Runts will work really hard to get your ships back into shape, but it&#039;s not an easy matter to repair such a large hull in the tight, hot confines of an underground hangar. The normal repair rate is 1 Hit Point per hour, so it might take even 10 days to repair a heavily damaged craft.&lt;br /&gt;
&lt;br /&gt;
048 || The &#039;Ramming Speed&#039; attack setting will increase firing rates of some weapons, most notably guided missiles and, to a lesser extent, big guns.&lt;br /&gt;
&lt;br /&gt;
049 || The &#039;Fuel&#039; rating of a craft corresponds directly with its range. It is calculated differently for crafts that use physical fuel, like Chemicals or Hellerium; they have 20x as much range as battery-powered crafts with the same Fuel rating. Fuel is replenished at a rate of 1 fuel item / hour. 1 fuel item gives a lot of fuel for small craft, but much less for large ones (equal to &#039;Mileage&#039; rating).&lt;br /&gt;
&lt;br /&gt;
050 || Craft&#039;s Acceleration score governs how rapidly it can disengage from dogfight. Score up to 2 means half speed, 6-8: x1.5, and 9+ double speed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
051 || Warships should be attacked by multiple craft. Up to 4 interceptors can be used in a single combat.&lt;br /&gt;
&lt;br /&gt;
052 || An airborne weapon causes 50-100% of its stated damage upon a successful hit.&lt;br /&gt;
&lt;br /&gt;
053 || The chances to hit a target in air combat are influenced by the size of the target. The number provided in the weapon entry is the chance to hit a Medium target.Very Small have a to-hit modifier of 75%, while Small - 87.5%.Large targets have a modifier of 125%. Very Large are trivial to hit with a modifier of 200%.&lt;br /&gt;
&lt;br /&gt;
==VooDoo==&lt;br /&gt;
&lt;br /&gt;
041 || Morale influences defense against black magics. One who&#039;s scared becomes an easier prey to evil spells. On the other hand, one with Morale above 70 is more defiant to these sinister powers.&lt;br /&gt;
&lt;br /&gt;
101 || Even if your VooDoo is weak, keep using it. The progress made in school is steady but very slow.&lt;br /&gt;
&lt;br /&gt;
081 || Witchery Guide. &amp;gt;The base accuracy of a VooDoo attack is equal to 2% of caster&#039;s Mastery (Power*Skill) +25. It drops by 2 per every tile of distance. &amp;gt;Efficiency changes that base accuracy; eg. Efficiency of 50% means that accuracy is halved. &amp;gt;Difficulty of a VooDoo attack ranges from v. hard (+0 Accuracy) to v. easy (+40 Accuracy). &amp;gt;V. Defense (Power + Skill/5) decreases effective accuracy. If they&#039;re equal, the chance to succeed is 0. If accuracy is 200 higher than defense, success is guaranteed.&lt;br /&gt;
&lt;br /&gt;
==General Esoteric Wisdom==&lt;br /&gt;
&lt;br /&gt;
086 || Only Mun Tzu could a Tank and 4 Gals at the same time.&lt;br /&gt;
&lt;br /&gt;
035 || Every paradise has its snake. Read between the verses.&lt;br /&gt;
&lt;br /&gt;
042 || No Pain, No Pleasure. No Train, No Treasure!&lt;br /&gt;
&lt;br /&gt;
007 || If you can&#039;t get enough plundering, make a break every few hours. Savour the anticipation, protect your sanity and let your body regenerate.&lt;br /&gt;
&lt;br /&gt;
008 || Discretion is the better part of valour.&lt;br /&gt;
&lt;br /&gt;
054 || Never do it alone. A pair is much better. Four makes a party.&lt;br /&gt;
&lt;br /&gt;
064 || No mastery without training. No discipline without meaning. No triumph without loss. No real pleasure without any of them.&lt;br /&gt;
&lt;br /&gt;
017 || Dragons might eat you, but they might not.&lt;br /&gt;
&lt;br /&gt;
018 || Greed kills. Don&#039;t stuff your mouth with more than you can swallow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Piratez]]&lt;/div&gt;</summary>
		<author><name>Bloodraven117</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tactics_(Piratez)&amp;diff=90446</id>
		<title>Tactics (Piratez)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tactics_(Piratez)&amp;diff=90446"/>
		<updated>2020-04-23T23:49:23Z</updated>

		<summary type="html">&lt;p&gt;Bloodraven117: /* General Tactics */ Rearranged to numerical order :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Piratez)|0.99F.5}}&lt;br /&gt;
{{tocright}}&lt;br /&gt;
&lt;br /&gt;
=Damage type details from forum=&lt;br /&gt;
Weapons have 2 ways of mitigating Armor &lt;br /&gt;
Armor effectiveness (denoted as Armor ±X%) ignores or adds some percentage of armor&lt;br /&gt;
&amp;lt;br&amp;gt;EG. Fuso sword has armor +40%, so if the target has 50 armor damage is reduced by 70. Spear has armor -20% so the same target would reduce damage by 40.&lt;br /&gt;
&amp;lt;br&amp;gt;Armor damage means that some percentage of the damage dealt will be done to armour first, removing it for all subsequent attacks. &lt;br /&gt;
&amp;lt;br&amp;gt;EG. Hammer has armor damage 10%. If the hammer hits for 60 damage, it also removes up to 6 armor from the target. Armor damage happens before the target takes damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Piercing&#039;&#039;&#039; - Standard Armor Piercing from vanilla.  Basic ballistic rounds you would find in conventional weapons. Rifles have a slight bit of armor negation with this (-15%), and because this is a common early form of damage, many higher tier enemies have in built resistances to it (I&#039;m looking at you, Mercs). All piercing weapons that have a base of 60+ damage deal armor damage&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Cutting&#039;&#039;&#039;. Almost always on melee or thrown weapons: Axes, Swords, Throwing Knives etc.  Usually very solid damage in its Melee form, and often scales up in thrown form with throwing skill (more skilled archers get more damage, etc).  Usually a solid early damage type as most enemies don&#039;t have extra resistances to it.  (This is actually one type Mercs are more responsive to).&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Concussive&#039;&#039;&#039; - High Explosive from Vanilla, but some melee weapons use it as well.  Great for terrain damage. Often useful as bombs that use it hit the under armor of the targetted unit.  Does carry some secondary stun effects, but in practice is more likely to kill targets if it overcomes their armor than stun them. Higher tier enemies are often resistant to this, but as with anything, apply it enough, and you may still get effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Daze&#039;&#039;&#039; - Stun damage. Knocks enemies unconscious.  With OpenXcom Extended, the waters become a bit more muddied here, as weapons can have a primary damage type and secondary damage effects. For example, the Handle is primary Daze/Stun with secondary lethal effects.  This means that as damage scales up with your strong gals, you may sometimes kill a target you were trying to stun with a handle.  Also, some targets are immune to Daze/Stun damage.  Another mechanic in OXCE allows other weapons that are designed for incapacitating enemies.  These are often listed as &amp;quot;Plasma&amp;quot; damage in the Bootypedia, but they have extremely minor lethal damage and 4x stun damage.  These are often later in the game.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Choking&#039;&#039;&#039; - Smoke from Vanilla.  Please note that almost all units that don&#039;t have environmental filters (masked helmets, etc) take 4X damage from smoke as compared to vanilla.  You can see this in your own gal&#039;s base stats.  Does stun damage over time.  Now, throw in OXCE mixes on assorted weapons as mentioned above in Daze, and you can get Smoke type weapons that also do significant Lethal damage (to health) or pain (often to Morale) or even to energy and time units.  Most early Choking stuff is just smoke though.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Chem&#039;&#039;&#039; - Same as Acid from vanilla (ie Celatid spit).  In XPirateZ almost always degrades armor, usually adds pain (Morale damage) and has good Terrain Destruction effects.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Plasma&#039;&#039;&#039; - Plasma from vanilla. &amp;quot; sometimes plasma damage is stun (cattle prod, tazogun?)&amp;quot; - See explanation in Daze above.  Most enemies will respond to doses of plasma as very few are resistant to it.  However, access to good plasma weapons for the player can be fairly limited for sometime. Proper plasma weapons (non-stun) do armor damage by default&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Laser&#039;&#039;&#039; - Laser from Vanilla.  This ignores 1/3 Armor so it can be useful against armored enemies.  Again, not easy to get a hold of early on.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Burn&#039;&#039;&#039; - Incendiary damage from vanilla. Completely ignores armor and does 5-10 damage, only affected by resistance. If a target is hit Fire will almost always damage the target.  If the target is set on fire from being hit or starting its turn on a tile on fire, it will continue to take damage from the flames for up to 5 turns.  Some units are immune, while others are very vulnerable (Academy Drones). Large units take damage for each square affected.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Special&#039;&#039;&#039; - This is listed and is a rare damage type applied via Voodoo(Psi) weapons.  Has varied effects ie, stun, morale, tu, energy, armor damage, in addition to possible lethal damage.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Cold&#039;&#039;&#039; -  A weather effect of environmental conditions, causes energy drain on player units wearing little or nothing. (Bikinis are bad in the Arctic). At 200% weakness or higher, deals HP damage&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Heat&#039;&#039;&#039; - Another weather effect: Causes stun on units that might overheat in Jungles or Desert.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Acid Rain&#039;&#039;&#039; - Damages armor, and morale and causes stun&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Extra Damage (Lethal)&#039;&#039;&#039; - Does that percentage of damage as lethal damage. Eg. Fistycuffs (extra lethal damage 35%) hits for 20 stun, it also does 7 hp damage. &lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Extra Pain&#039;&#039;&#039; - Does damage to Morale. Pain resistance and immunity don&#039;t actually reduce pain damage, but instead increase the amount of stun recovered each turn.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Reactions Disrupt&#039;&#039;&#039; - Reduces current TU of unit, so reduces chance of reaction fire&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Shock&#039;&#039;&#039; (System Shock)- Weapons do some amount of stun damage as well. The default is 0-50% of the damage dealt. A weapon with Shock x3 would do 0-150% stun damage. eg. If hammer hits for 60 damage, it does 0-90 stun as well&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Cold embrace of death&#039;&#039;&#039; - If a unit has 3x more stun damage than current health, it loses 1 hp a turn. If it has 6x more damage, it loses 2 hp a turn.&lt;br /&gt;
&lt;br /&gt;
=Tactical Tips from decrypted data discs and the BootyPedia itself:=&lt;br /&gt;
&lt;br /&gt;
==General Tactics==&lt;br /&gt;
005 || The placement of your spare ammo does matter. The TU cost of reloading is increased by the cost of moving ammunition to you hand (as much as 10 if it&#039;s in your backpack). You will avoid paying extra TUs only if the spare ammo is in your free hand.&lt;br /&gt;
&lt;br /&gt;
010 || Diversify your weapons.&lt;br /&gt;
&lt;br /&gt;
014 || Armor is only useful to those who get hit.&lt;br /&gt;
&lt;br /&gt;
019 || Cover saves lives. Ending your move in the open is the surest ticket to the other world. Hide at least 1 tile away from a corner for maximum safety. When going under a low ceiling, kneel to see elevated enemies and be able to throw bombs further away. Standing on corpses brings bad luck.&lt;br /&gt;
&lt;br /&gt;
020 || Don&#039;t panic: any explosive can be unprimed. To do that, drag the bomb over the &#039;unload&#039; button, just like you&#039;d unload a weapon. This operation costs 25% of your TUs.&lt;br /&gt;
&lt;br /&gt;
031 || If you remain unseen, you cannot be killed.&lt;br /&gt;
&lt;br /&gt;
032 || Only the fools rush in. Always check your surroundings and avoid disembarking on Turn 1.&lt;br /&gt;
&lt;br /&gt;
056 || When someone moves, attacks or throws, a reaction check is called. There is no random factor: the Reaction scores of both fighters are multiplied by their current TU&#039;s. If the defender has a higher score, they&#039;re permitted an attack of opportunity, which can be only a Melee attack or a Snap Shot.&lt;br /&gt;
&lt;br /&gt;
070 || Resistances are sometimes far more important than armor values.&lt;br /&gt;
&lt;br /&gt;
106 || Some items, like ammo clips and bandages are consumed when used. After the battle, all charges of all remaining items are tallied up and stacked to fully refill as many items as possible. All excess charges will normally be lost (depending on game options).&lt;br /&gt;
&lt;br /&gt;
==Quality of Life==&lt;br /&gt;
037 || Tired of all the hassle with daily dressing up in all that equipment and agonizing before the mirror? Can&#039;t ever seem to find pieces of the stuff you want to wear?In the equip screen, you can use Quicksave hotkey (F5) to save current soldier&#039;s equipment as a custom template. You can load any of your custom templates by pressing the Quickload key (F9). You can also use [Q]uicksearch button to find things, but you gotta know their names.&lt;br /&gt;
&lt;br /&gt;
==Melee==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MELEE&#039;&#039;&#039; - Summary || Melee weapons are characterized by high and dependable damage (50-150% damage roll), however using them effectively requires skilled Hands. Pay close attention to their stats, as weapons useless for a weakling might be deadly in the hands of a strong warrior; this is especially important considering the wild range of skills presented by newly hired Hands. Muscles, math and bold action are the keys to success; overconfidence and lack of tactical acumen will lead to many a funeral.&lt;br /&gt;
&lt;br /&gt;
003 || Come at them from the back. It will reduce any Melee Dodge they might have by a half (attacks from the flank reduce it by 1/4th).&lt;br /&gt;
&lt;br /&gt;
009 || No matter how good you think your armor is, if you&#039;re presenting your backside to the enemy, you&#039;re asking for it. Even the best armor is usually much more vulnerable from the back, and your melee dodge is the worst there as well.&lt;br /&gt;
&lt;br /&gt;
011 || Strong and skilled melee fighters can destroy anything.&lt;br /&gt;
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013 || Do not underestimate skilled, but weak melee fighters. Many of the lighter melee weapons inflict damage based rather on Skill than Strenght, and they&#039;re much less tiring to use (melee weapon&#039;s swing Energy cost equals 2/3rds of its Weight, rounded down). High Reactions will allow for a frontal charge without being shot at. Thus, a fast skirmisher will sometimes be more effective than a bulky warrior.&lt;br /&gt;
&lt;br /&gt;
040 || Using a two-handed weapon single-handedly usually incurs a 50% accuracy penalty (33% for melee weapons).However, some weapons (indicated by the red 2-handedness marker) are either too heavy, too intricate or otherwise impossible to use when your off-hand is full.&lt;br /&gt;
&lt;br /&gt;
==Ranged==&lt;br /&gt;
&lt;br /&gt;
016 || Normal autofire range is 11 tiles. The chance to hit drops by 2% per every tile after that.&lt;br /&gt;
&lt;br /&gt;
033 || Kneeling usually increases your hit chance by 20%.&lt;br /&gt;
&lt;br /&gt;
040 || Using a two-handed weapon single-handedly usually incurs a 50% accuracy penalty (33% for melee weapons).However, some weapons (indicated by the red 2-handedness marker) are either too heavy, too intricate or otherwise impossible to use when your off-hand is full.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PISTOLS&#039;&#039;&#039; - Summary || The main advantage of pistols is that they suffer no accuracy penalty when your other hand is occupied. They&#039;re also fairly accurate, shoot very fast and fit the quickdraw (QD) slot. The main disadvantages are: limited accurate range, lowish damage and reduced accuracy bonus from kneeling (just +10%).&lt;br /&gt;
We now understand how cased ammunition works and we&#039;ll be able to reproduce it, once we have a proper Workshop.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHOTGUNS&#039;&#039;&#039; - Summary || &amp;quot;Shotguns have the highest close-range accuracy of all guns, although their accurate range is severely limited. They usually fire pellet munitions which have huge damage potential, but spread very randomly and are completely useless against armored targets.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;BOWS&#039;&#039;&#039; - Summary || &amp;quot;Bows shoot with an arcing trajectory, which makes them very useful in dense terrain (but not in the forest, where the tree canopies are a major issue). The Throwing skill commands both accuracy and a large part of bow damage, so don&#039;t expect good results from anyone with Throwing below 50; however, experienced soldiers can inflict fairly heavy damage using bows. High Stamina is also essential for an archer, since the larger bows put a major drain on it. Bows don&#039;t get any accuracy bonus from kneeling, and shooting them costs a fixed amount of TUs, so make use of your mobility. Arrows often inflict less damage to enemy Health than expected, so don&#039;t rely on them in 1 vs 1 situations.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;SMGS&#039;&#039;&#039; - Summary || &amp;quot;Two-handed SMGs and, partially, Carbines fall under this category. These weapons have higher volume of fire than Rifles, as well as faster aiming, usually allowing them to fire two aimed shots per turn. They often have reduced single-handed use penalty (per gun description). Thus they&#039;re particularly good at delivering high amounts of pain at medium ranges.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;RIFLES&#039;&#039;&#039; - Summary || &amp;quot;Rifles are the most average weapons of all, and most dependable, even if they don&#039;t shine in any single aspect. All rifles have two general advantages:&amp;gt; Unlimited Aimed Shot range;&amp;gt; 15% Armor Penetration with Piercing munitions (Firearms only). This does include machineguns and sniper rifles (but not chainguns), as long as they don&#039;t get any bonus damage based on soldier&#039;s stats (Rifles that get such a bonus are excluded as well).&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;SNIPER&#039;&#039;&#039; - Summary || &amp;quot;The most common characteristics among these weapons are slow firing rates and a serious influence of shooter&#039;s skill on the damage inflicted. This means potential damage far exceeding that of normal rifles. &#039;True&#039; sniper rifles are governed by Firing^2 * 0.01 skill, making them almost useless for warriors of Firing below circa 75.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;HEAVY WEAPONS&#039;&#039;&#039; - Summary || &amp;quot;Heavy weapons are not simply heavy, but they often require forethought to use properly. When planning to use one, be sure to check if you&#039;re strong enough, if the weapon doesn&#039;t get a major accuracy bonus when used from a kneeling position, if it requires offhand to be free (a red &#039;2&#039; in Inventory) and how punishing are TU costs of its attacks.A study of how these are built seems crucial to making our own heavy weapons.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;EXPLOSIVES&#039;&#039;&#039; - Summary || &amp;quot;Explosives never fail to provide fun. If exploded directly on someone, they attack the under armor, which is usually the thinnest; they also do quad damage vs. large units. Blast usually weakens by 10 per tile, but eg. Fire inflicts full damage within the whole area.&lt;br /&gt;
&amp;gt;Launched. These use some kind of a launcher and explode on contact.&amp;gt;Thrown. Much like the former but require no launcher.&lt;br /&gt;
&amp;gt;Fused. They explode after a set number of half-turns (0 is after your current turn, 1 is after the next enemy turn, 2 is after your next turn etc). Prime, then Throw or drop.&amp;gt;Proximity. When primed, they explode when a target enters or leaves a 1-tile radius.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
&lt;br /&gt;
006 || All Piercing weapons of 60+ Power will always cause some armor damage. Even more armor damage is caused by Plasma weapons, regardless of their Power (but electric weapons that cause Plasma damage do not count).&lt;br /&gt;
&lt;br /&gt;
015 || Maximum level of stun damage is four times the max health, so it might be worth it to inflict extra stun on a fallen enemy. On the other hand, it also means everyone can be revived... sooner or later. Stun also causes Energy drain, so don&#039;t be surprised that a freshly woken Gal has little Energy...&lt;br /&gt;
&lt;br /&gt;
021 || Cutting damage, inflicted by weapons like knives and bows, causes very little extra Stun damage (half as much as bullets).However, such weapons sometimes can cause Reactions Disrupt or Extra Pain, which inflict, respectively, TU and Morale damage proportional to HP damage caused.&lt;br /&gt;
&lt;br /&gt;
023 || Chem can melt your opponent right out of their armor. All chem weapons cause armor damage equal to 0-20% of their Power, before armor&#039;s defense is even considered, unless otherwise stated in the Pedia. This makes subsequent shots more effective. The effect stacks with armor damage caused by any penetrating hits, if applicable. Chem also causes moderate Morale damage.&lt;br /&gt;
&lt;br /&gt;
028 || Lethal weapons cause so-called System Shock damage, which is extra stun damage, normally equal to 0-50% of HP damage inflicted. If a weapon description says, eg. &#039;Shock x3&#039; it means 0-150% Stun in addition to Health damage. Some enemies to which normal biology doesn&#039;t apply, mainly robotic ones, are immune to System Shock damage. However, stun weapons, based on electricity or radiation (working against Laser or Plasma resistance), ignore that immunity. Other weapons do that only if their description states so.&lt;br /&gt;
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039 || Pain Resistance increases the innate Stun recovery by 50%, while Pain Immunity doubles it. This not only helps to withstand more whipping, it also helps to keep fighting when heavily wounded. Normally, when a person drops below 75% Health, they stop recovering Stun damage and start to accumulate it instead. Pain Resistance effectively moves that threshold to 50%, while Immunity - to 37%. Armors and races with special Stun recovery rules override these formulas completely.&lt;br /&gt;
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045 || Death is your most faithful friend. Anyone whose Stun level is thrice or more their current HP will start to slowly pass into its cold embraces. The rate is 1 HP per turn, but doubles when Stun level is 6x your current health etc. (possible only if you&#039;re wounded). Keep the wounded hydrated and don&#039;t leave them to exposure!&lt;br /&gt;
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047 || Daze is a type of damage caused by unarmed attacks, as well as clubs, handles, rubber bullets etc. Its&#039; primary effect is Stun, but it often causes extra lethal damage (percentile means how much compared to Stun). Attacks with magical energies often use Daze damage type as well but are sometimes straight deadly. Daze usually doesn&#039;t affect robots or zombies.&lt;br /&gt;
&lt;br /&gt;
062 || Eyes can deceive you. Sometimes you can&#039;t shoot what you see, or can shoot what you don&#039;t see. Ctrl+Click to force fire (doesn&#039;t work for Arcing weapons).&lt;br /&gt;
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080 || Do not underestimate fire, as it ignores all normal armor, no matter how thick, and causes massive Morale loss. A target hit by fire takes 5-10 damage, modified by its Fire Resistance. 2x2 targets take quadruple damage. Additional fire hit is dealt every turn the target is burning (which can last up to 5 turns). Fire damage never deals Fatal Wounds. Some enemies might be immune to fire, but those who aren&#039;t, will eventually succumb to it - especially since Flamers cause multiple hits.&lt;br /&gt;
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022 || Certain underhanded monsters (usually the tentacled ones and witches, or, worst case, tentacled witches) will use attacks based on Special damage, that usually also destroy armor. Resistance to Special damage will be the key in dealing with them, which usually means the less clothing, the better. Bringing along stims is also recommended.&lt;br /&gt;
&lt;br /&gt;
==Combat Morale==&lt;br /&gt;
&lt;br /&gt;
041 || Morale influences defense against black magics. One who&#039;s scared becomes an easier prey to evil spells. On the other hand, one with Morale above 70 is more defiant to these sinister powers.&lt;br /&gt;
&lt;br /&gt;
046 || Experiencing comrades&#039; deaths and being subjected to evil magics will instantly decrease Morale. The lower the Bravery, the higher the loss - someone who has Bravery 90 is twice as susceptible as someone with Bravery 100, one with Bravery 80 - thrice etc. Losing one&#039;s nerves can occur if Morale is below 50 - the closer to zero, the higher the chance.&lt;br /&gt;
&lt;br /&gt;
083 || The presence of an officer on a mission reduces all morale losses and boosts all morale increases by 10 to 25%, depending on their rank (only the highest one alive counts). The highest rank modifies these values by 50%. However, the death of an officer also means a more severe morale hit than death of a mere soldier, up to 175% of the normal value. Remember that the enemies are also affected by these rules - so strike right in the heart.&lt;br /&gt;
&lt;br /&gt;
092 || Being nice sometimes mostly benefits the benefactor. Each use of any item capable of healing gives the user +5 Morale, whether or not it actually helps.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
002 || Be wary of your encumbrance, as it could really slow you down. If the carried weight surpasses soldier&#039;s Strength, you will have less TU&#039;s available, and unlike TU penalties incurred by armor, it can even make it impossible to fire weapons. However a soldier can pick up any weight and suffer no ill-effects if the weight is dropped before the end of turn.&lt;br /&gt;
&lt;br /&gt;
024 || Running is faster than walking, but you won&#039;t automatically stop upon seeing an enemy, allowing them an immediate Reactions check.&lt;br /&gt;
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093 || High Stamina is important in battle, because Energy is used for moving, throwing, melee and magical attacks - eventually you will lose your breath. Sprinting (CTRL+move) will allow you to run faster, but will burn through any amount of Energy rather quickly. You can alleviate the problem a bit by dressing as lightly as possible, but real endurance can be achieved only through training. The Energy recovered per turn is normally equal to 10 + one quarter of the current Health.&lt;br /&gt;
&lt;br /&gt;
==Healing==&lt;br /&gt;
&lt;br /&gt;
026 || The gals will be hurting when wounded, whether you like it or not! Health damage does not only reduce combat skills, it also affects Stun and Energy recovery. When you&#039;re seriously wounded, you will be suffering constant Stun damage. This affects all human-like creatures.&lt;br /&gt;
&lt;br /&gt;
107 || Our mutant bodies are able to quickly regenerate any form of non-lethal injury, so we can be smooth and ready for more adventure again, but it won&#039;t happen overnight. The healing might take anywhere from 0.5 to 1.5 times as many days as the amount of HPs an injured warrior was missing. So be a good sis and don&#039;t forget to heal as much as you can before ending a mission, since early treatment can greatly reduce the duration of the painful recovery process.&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
&lt;br /&gt;
004 || What constitutes beauty is often a complicated matter, but here we simply sum it up as &#039;beefness&#039;. Beefness, or physical ability is broken into stats: Strength, Health, TUs (speed) and Energy (Stamina). To increase beefness (and thus beauty), you need to train; the lower a stat, the faster it&#039;s likely to increase. Working out surely gets you there, but it requires effort. And there is a more fun way: combat. Hitting enemies with ranged and melee weapons or casting magic will not only influence related skills, but also gradually increase your beefness (and thus beauty).&lt;br /&gt;
&lt;br /&gt;
029 || The basic method of training Bravery is to use medikits (alcohol and drugs don&#039;t count). It can also be gained from piloting. However, some gals insist that swagging about without much, or any, apparel on is the best way of building confidence.&lt;br /&gt;
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030 || The main combat Skills are Firing, Throwing, and Melee. Some unusual weapons use unusual combinations of skills and even flat numbers. Such weapons will have a &#039;SKILL: xxx&#039; entry in their descriptions. To make heads and tails of this, you only need to remember that weapon&#039;s accuracies (Aimed, Snap etc.) are displayed for effective Skill = 100.&lt;br /&gt;
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055 || To train Reactions, you need either to fire opportunity shots, or hit enemies with fast melee weapons (costing 12 or less TUs to use).&lt;br /&gt;
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064 || No mastery without training. No discipline without meaning. No real pleasure without any of them.&lt;br /&gt;
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[https://openxcom.org/forum/index.php/topic,4230.0.html WOULD YOU LIKE TO KNOW MORE?]&lt;br /&gt;
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==Environment==&lt;br /&gt;
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058 || There is nothing shameful about the human body, yet there&#039;s a time and a place for everything. For example, swimming naked results in taking less Stun damage per turn than in a swimsuit. &lt;br /&gt;
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060 || Underwater environment modifies resistances to several types of damage. Concussive damage becomes extremely dangerous, being modified x1.5, while Piercing, Fire, Daze and Cutting all deal 20-30% less damage. These values are already accounted for in aquatic armors&#039; descriptions.&lt;br /&gt;
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==Air Combat==&lt;br /&gt;
&lt;br /&gt;
012 || The approach speed in dogfight is constant and equals 1 km per 4 seconds; when equipped with short-range weapons, you might take as many as 10 enemy blasts before getting into engagement range. Some enemies may flee instead of fighting, as long as the Max Speed of their craft exceeds that of your interceptor.&lt;br /&gt;
&lt;br /&gt;
027 || You can switch craft&#039;s weapons off and on by clicking their icons during an air battle.&lt;br /&gt;
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038 || Runts will work really hard to get your ships back into shape, but it&#039;s not an easy matter to repair such a large hull in the tight, hot confines of an underground hangar. The normal repair rate is 1 Hit Point per hour, so it might take even 10 days to repair a heavily damaged craft.&lt;br /&gt;
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048 || The &#039;Ramming Speed&#039; attack setting will increase firing rates of some weapons, most notably guided missiles and, to a lesser extent, big guns.&lt;br /&gt;
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049 || The &#039;Fuel&#039; rating of a craft corresponds directly with its range. It is calculated differently for crafts that use physical fuel, like Chemicals or Hellerium; they have 20x as much range as battery-powered crafts with the same Fuel rating. Fuel is replenished at a rate of 1 fuel item / hour. 1 fuel item gives a lot of fuel for small craft, but much less for large ones (equal to &#039;Mileage&#039; rating).&lt;br /&gt;
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050 || Craft&#039;s Acceleration score governs how rapidly it can disengage from dogfight. Score up to 2 means half speed, 6-8: x1.5, and 9+ double speed.&amp;quot;&lt;br /&gt;
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051 || Warships should be attacked by multiple craft. Up to 4 interceptors can be used in a single combat.&lt;br /&gt;
&lt;br /&gt;
052 || An airborne weapon causes 50-100% of its stated damage upon a successful hit.&lt;br /&gt;
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053 || The chances to hit a target in air combat are influenced by the size of the target. The number provided in the weapon entry is the chance to hit a Medium target.Very Small have a to-hit modifier of 75%, while Small - 87.5%.Large targets have a modifier of 125%. Very Large are trivial to hit with a modifier of 200%.&lt;br /&gt;
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==VooDoo==&lt;br /&gt;
&lt;br /&gt;
041 || Morale influences defense against black magics. One who&#039;s scared becomes an easier prey to evil spells. On the other hand, one with Morale above 70 is more defiant to these sinister powers.&lt;br /&gt;
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101 || Even if your VooDoo is weak, keep using it. The progress made in school is steady but very slow.&lt;br /&gt;
&lt;br /&gt;
081 || Witchery Guide. &amp;gt;The base accuracy of a VooDoo attack is equal to 2% of caster&#039;s Mastery (Power*Skill) +25. It drops by 2 per every tile of distance. &amp;gt;Efficiency changes that base accuracy; eg. Efficiency of 50% means that accuracy is halved. &amp;gt;Difficulty of a VooDoo attack ranges from v. hard (+0 Accuracy) to v. easy (+40 Accuracy). &amp;gt;V. Defense (Power + Skill/5) decreases effective accuracy. If they&#039;re equal, the chance to succeed is 0. If accuracy is 200 higher than defense, success is guaranteed.&lt;br /&gt;
&lt;br /&gt;
==General Esoteric Wisdom==&lt;br /&gt;
&lt;br /&gt;
086 || Only Mun Tzu could a Tank and 4 Gals at the same time.&lt;br /&gt;
&lt;br /&gt;
035 || Every paradise has its snake. Read between the verses.&lt;br /&gt;
&lt;br /&gt;
042 || No Pain, No Pleasure. No Train, No Treasure!&lt;br /&gt;
&lt;br /&gt;
007 || If you can&#039;t get enough plundering, make a break every few hours. Savour the anticipation, protect your sanity and let your body regenerate.&lt;br /&gt;
&lt;br /&gt;
008 || Discretion is the better part of valour.&lt;br /&gt;
&lt;br /&gt;
054 || Never do it alone. A pair is much better. Four makes a party.&lt;br /&gt;
&lt;br /&gt;
064 || No mastery without training. No discipline without meaning. No triumph without loss. No real pleasure without any of them.&lt;br /&gt;
&lt;br /&gt;
017 || Dragons might eat you, but they might not.&lt;br /&gt;
&lt;br /&gt;
018 || Greed kills. Don&#039;t stuff your mouth with more than you can swallow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Piratez]]&lt;/div&gt;</summary>
		<author><name>Bloodraven117</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Strategy_(Piratez)&amp;diff=90445</id>
		<title>Strategy (Piratez)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Strategy_(Piratez)&amp;diff=90445"/>
		<updated>2020-04-23T23:40:37Z</updated>

		<summary type="html">&lt;p&gt;Bloodraven117: /* Early Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Piratez)|0.99G1}}&lt;br /&gt;
{{tocright}}&lt;br /&gt;
==Major Differences==&lt;br /&gt;
There are an incredible number of differences between X-Piratez and Vanilla X-COM. This lists some of the major ones.&lt;br /&gt;
&lt;br /&gt;
1. Melee - Melee is very viable in this game. Weapons are highly dependent on your gals&#039; stats, so take some time to make sure you&#039;re equipping them effectively. Also, every unit has an Evasion stat that reduces the hit chance of melee weapons. This is reduced when attacking from the flank and back.&amp;lt;br&amp;gt;&lt;br /&gt;
2. CQC - Units with an enemy next to them have a larger chance to miss with firearms. Rushing into melee is a viable tactic to keep your gals alive. &amp;lt;br&amp;gt;&lt;br /&gt;
3. Research - The research tree is ludicrously big and interconnected, and you start knowing basically nothing. Make sure to research everything and read every article, as the many new mechanics are explained within. It is also very worthwhile to research captives multiple times. Middle-clicking a research topic will bring up the research tree viewer.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Weather - Some maps have weather conditions. Only you are affected by weather, so taking too much time can result in a surprising loss.&amp;lt;br&amp;gt;&lt;br /&gt;
5. Infamy - You get a monetary bonus at the end of each month equal to 333 x Score. Negative score doesn&#039;t deduct money.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Morale - Gals constantly lose morale in battle, down to their Bravery stat.&amp;lt;br&amp;gt;&lt;br /&gt;
7. QOL - There are lots of minor features added to X-Piratez that will make your life easier.&amp;lt;br&amp;gt;&lt;br /&gt;
   Middle-click on anything, including enemies, to get more information about them.&lt;br /&gt;
   Press Q to bring up the search bar.&lt;br /&gt;
   Scroll-lock toggles Night Vision mode. &lt;br /&gt;
   F5/F9 in inventory to save/load loadouts.&lt;br /&gt;
   Ctrl-H brings up the hit log to see if your weapons are doing damage. It displays 4 outcomes: =&amp;gt;,0,hit,hit!&lt;br /&gt;
   Hold Alt to show direction arrows above enemies. Alt also displays damage range of weapons when you are shooting.&lt;br /&gt;
   Ctrl-clicking lets your gals run. This takes less TUs, more energy,&lt;br /&gt;
   and disables stopping on seeing an enemy or reaction fire, so you can run into your death.&lt;br /&gt;
   Hold Ctrl while shooting to force fire.&lt;br /&gt;
&lt;br /&gt;
==Early Game==&lt;br /&gt;
The general goal of X-Piratez is to lead your crew to riches and glory, while also ensuring they live long enough to partake in such riches. The first thing any player should do is read the in-game bootypedia, and get your base affairs in order.&lt;br /&gt;
&lt;br /&gt;
Go through your combat crew and arm them on the Airbus. The automatically assigned weapons aren&#039;t always appropriate. Try to give each of your gals a weapon that can stun, as captives are quick way to make cash.&lt;br /&gt;
Once finished, assign a research project. It is highly recommended to start with&lt;br /&gt;
&amp;lt;br&amp;gt; &#039;&#039;Visit Nearby Town&#039;&#039;-&amp;gt; &#039;&#039;Call a Meeting&#039;&#039; -&amp;gt; &#039;&#039;Loot Distribution&#039;&#039; -&amp;gt; &#039;&#039;Recruitment&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
From here you will be met with a crossroads research, &#039;&#039;Diverging Paths&#039;&#039;, you are given the options, &#039;&#039;?Gals are Superior?&#039;&#039; or &#039;&#039;?We Need Male Touch?&#039;&#039; For beginning captains, looking for calmer seas, Gals are Superior! For those adventurous skippers looking for a challenge, We need Male Touch gives you a fair challenge in the upcoming adventure. &lt;br /&gt;
&lt;br /&gt;
You can sell the starting Corridor for some extra money or keep it if on higher difficulties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Make sure not to sell the Menacing Hull, the Laboratory, and the Tiny Drill.&#039;&#039;&#039; These are game critical items! Their loss will prevent continuation in the tech tree and story! &lt;br /&gt;
&lt;br /&gt;
Most missions (pink crosses) don&#039;t cost you score if you ignore them. There are 2 exceptions to this - Help the Lokk&#039;Narrs and Mutant Pogroms. You will suffer a -1000 score for ignoring pogroms,and about -500 for Ignoring lokk&#039;nar missions, it&#039;s often best to at least arrive, and if you can&#039;t succeed immediately retreat. While most missions can be ignored, not doing a mission every week or so will degrade your infamy, and can be fatal for a too cautious captain! Pick and chose your battles Capn&#039;!&lt;br /&gt;
&lt;br /&gt;
You only start with 6 gals and need to research to hire more so do everything in your power to keep them alive and healthy. Be sure to bring bandages and heal fatal wounds to reduce healing time. Mutant meat can be devoured to heal a couple hit points to reduce recuperation in their bunk by a day or so. &lt;br /&gt;
&lt;br /&gt;
Your starting weapons have horrible accuracy. Try going on night missions at the start. You have a small vision advantage over most early landlubbers, and it allows you to get close enough for your weapons to be effective. Shotguns are a natural choice of weaponry for this. This only applies for human opponents - Don&#039;t go on monster hunts at night! &lt;br /&gt;
&lt;br /&gt;
There are many different enemies and environments in X-Piratez, which can require a large variety of equipment. There is no 80 item limit on your craft, so stuff everything you could possibly need in, and make use of the inventory save/load function (f5 f9 respectively).&lt;br /&gt;
&lt;br /&gt;
Don&#039;t hesitate to abort a mission if it looks unwinnable. Sometimes it&#039;s better to just kill whoever&#039;s near the LZ, grab their loot and run. OTOH, most weapons can be used without being researched, so use that loot to try and sntatch victory from the jaws of the gar if you feel confident. &lt;br /&gt;
&lt;br /&gt;
Bows and other indirect fire weapons can be really useful early on, don&#039;t be afraid to give gals with good throwin&#039; grenades, throwin&#039; knives, or even rocks, especially on Ratmen Rodeos! It is also wise, regardless of throwin&#039; skil, to keep a couple of Molotovs on each of your gals, as fire causes panic, ignores armor, and is especially deadly to early game bosses, give them a taste of the dragon&#039;s breath! Furthermore on Ratmen Rodeos, and even on most other quests, be sure to bring a gal or two armed with hammers or pickaxes to destroy walls that Enemies may be stuck behind, or to bypass troublesome choke points.&lt;br /&gt;
&lt;br /&gt;
As you develop your pirate crew into a mean lean fighting machine, you will eventually access space missions, one of these missions, &amp;quot;Disruptive Transmissions&amp;quot; is VERY dangerous for the two to five gals you will likely send, so make sure you have space suits and laser weapons for them to fight with. Ignoring Disruptive Transmissions will incur a penalty.&lt;br /&gt;
&lt;br /&gt;
=Guides=&lt;br /&gt;
[[ Air_Strategy_Guide_(Piratez) | ohartenstein23&#039;s Air Strategy Guide ]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Piratez]]&lt;/div&gt;</summary>
		<author><name>Bloodraven117</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Strategy_(Piratez)&amp;diff=90444</id>
		<title>Strategy (Piratez)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Strategy_(Piratez)&amp;diff=90444"/>
		<updated>2020-04-23T23:34:00Z</updated>

		<summary type="html">&lt;p&gt;Bloodraven117: /* Early Game */  Corrected false numbers for terror missions. -100 means its better to ignore pogroms instead of making an appearance and then immediately leaving. Updated research tree to recruitment, added warning without spoilers to the two options. Updated other warnings and tips, added flavor.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Piratez)|0.99G1}}&lt;br /&gt;
{{tocright}}&lt;br /&gt;
==Major Differences==&lt;br /&gt;
There are an incredible number of differences between X-Piratez and Vanilla X-COM. This lists some of the major ones.&lt;br /&gt;
&lt;br /&gt;
1. Melee - Melee is very viable in this game. Weapons are highly dependent on your gals&#039; stats, so take some time to make sure you&#039;re equipping them effectively. Also, every unit has an Evasion stat that reduces the hit chance of melee weapons. This is reduced when attacking from the flank and back.&amp;lt;br&amp;gt;&lt;br /&gt;
2. CQC - Units with an enemy next to them have a larger chance to miss with firearms. Rushing into melee is a viable tactic to keep your gals alive. &amp;lt;br&amp;gt;&lt;br /&gt;
3. Research - The research tree is ludicrously big and interconnected, and you start knowing basically nothing. Make sure to research everything and read every article, as the many new mechanics are explained within. It is also very worthwhile to research captives multiple times. Middle-clicking a research topic will bring up the research tree viewer.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Weather - Some maps have weather conditions. Only you are affected by weather, so taking too much time can result in a surprising loss.&amp;lt;br&amp;gt;&lt;br /&gt;
5. Infamy - You get a monetary bonus at the end of each month equal to 333 x Score. Negative score doesn&#039;t deduct money.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Morale - Gals constantly lose morale in battle, down to their Bravery stat.&amp;lt;br&amp;gt;&lt;br /&gt;
7. QOL - There are lots of minor features added to X-Piratez that will make your life easier.&amp;lt;br&amp;gt;&lt;br /&gt;
   Middle-click on anything, including enemies, to get more information about them.&lt;br /&gt;
   Press Q to bring up the search bar.&lt;br /&gt;
   Scroll-lock toggles Night Vision mode. &lt;br /&gt;
   F5/F9 in inventory to save/load loadouts.&lt;br /&gt;
   Ctrl-H brings up the hit log to see if your weapons are doing damage. It displays 4 outcomes: =&amp;gt;,0,hit,hit!&lt;br /&gt;
   Hold Alt to show direction arrows above enemies. Alt also displays damage range of weapons when you are shooting.&lt;br /&gt;
   Ctrl-clicking lets your gals run. This takes less TUs, more energy,&lt;br /&gt;
   and disables stopping on seeing an enemy or reaction fire, so you can run into your death.&lt;br /&gt;
   Hold Ctrl while shooting to force fire.&lt;br /&gt;
&lt;br /&gt;
==Early Game==&lt;br /&gt;
The general goal of X-Piratez is to lead your crew to riches and glory, while also ensuring they live long enough to partake in such riches. The first thing any player should do is read the in-game bootypedia, and get your base affairs in order.&lt;br /&gt;
&lt;br /&gt;
Go through your combat crew and arm them on the Airbus. The automatically assigned weapons aren&#039;t always appropriate. Try to give each of your gals a weapon that can stun, as captives are quick way to make cash.&lt;br /&gt;
Once finished, assign a research project. It is highly recommended to start with&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
Visit Nearby Town-&amp;gt; Call a Meeting -&amp;gt; Loot Distribution -&amp;gt; Recruitment&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
From here you will be met with a crossroads research, &#039;&#039;Diverging Paths&#039;&#039;, you are given the options, ?Gals are Superior? or ?we need male touch? For beginning captains, looking for calmer seas, Gals are Superior! For those adventurous skippers looking for a challenge, We need Male Touch gives you a fair challenge in the upcoming adventure. &lt;br /&gt;
&lt;br /&gt;
You can sell the starting Corridor for some extra money.&lt;br /&gt;
&#039;&#039;&#039;Make sure not to sell the Menacing Hull, the Laboratory, and the Tiny Drill.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most missions (pink crosses) don&#039;t cost you score if you ignore them. There are 2 exceptions to this - Help the Lokk&#039;Narrs and Mutant Pogroms. You will suffer a -1000 score for ignoring pogroms,and about -500 for Ignoring lokk&#039;nar missions, it&#039;s often best to at least arrive, and if you can&#039;t succeed immediately retreat.&lt;br /&gt;
&lt;br /&gt;
You only start with 6 gals and need to research to hire more so do everything in your power to keep them alive and healthy. Be sure to bring bandages and heal fatal wounds to reduce healing time. Mutant meat can be devoured to heal a couple hit points to reduce recuperation in their bunk by a day or so. &lt;br /&gt;
&lt;br /&gt;
Your starting weapons have horrible accuracy. Try going on night missions at the start. You have a small vision advantage over most early enemies, and it allows you to get close enough for your weapons to be effective. Shotguns are a natural choice of weaponry if you do this. This only applies for human opponents - Don&#039;t go on monster hunts at night! &lt;br /&gt;
&lt;br /&gt;
There are many different enemies and environments in X-Piratez, which require a large variety of equipment. There is no 80 item limit on your craft, so stuff everything you could possibly need in, and make use of the inventory save/load function (f5 f9 respectively).&lt;br /&gt;
&lt;br /&gt;
Don&#039;t hesitate to abort a mission if it looks unwinnable. Sometimes it&#039;s better to just kill whoever&#039;s near the LZ, grab their loot and run. OTOH, most weapons can be used without being researched, so use that loot to try and win the mission if you feel confident. &lt;br /&gt;
&lt;br /&gt;
Bows and other indirect fire weapons can be really useful early on, don&#039;t be afraid to give gals with good throwin&#039; grenades, throwin&#039; knives, or even rocks, especially on Ratmen Rodeos! It is also wise, regardless of throwin&#039; skil, to keep a couple of Molotovs on each of your gals, as fire causes panic, ignores armor and is especially deadly to early game bosses, give them a taste of the dragon&#039;s breath! Furthermore on Ratmen Rodeos, and even on most other quests, be sure to bring a gal or two armed with hammers or pickaxes to destroy walls that Enemies may be stuck behind, or to bypass troublesome choke points.&lt;br /&gt;
&lt;br /&gt;
As you develop your pirate crew into a mean lean fighting machine, you will eventually access space missions, one of these missions, &amp;quot;Disruptive Transmissions&amp;quot; is VERY dangerous for the two to five gals you will likely send, so make sure you have space suits and laser weapons for them to fight with. Ignoring Disruptive Transmissions will incur a penalty.&lt;br /&gt;
&lt;br /&gt;
=Guides=&lt;br /&gt;
[[ Air_Strategy_Guide_(Piratez) | ohartenstein23&#039;s Air Strategy Guide ]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Piratez]]&lt;/div&gt;</summary>
		<author><name>Bloodraven117</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Strategy_(Piratez)&amp;diff=85317</id>
		<title>Strategy (Piratez)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Strategy_(Piratez)&amp;diff=85317"/>
		<updated>2017-11-09T08:33:09Z</updated>

		<summary type="html">&lt;p&gt;Bloodraven117: /* Early Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Piratez)|0.99G1}}&lt;br /&gt;
{{tocright}}&lt;br /&gt;
==Major Differences==&lt;br /&gt;
There are an incredible number of differences between X-Piratez and Vanilla X-COM. This lists some of the major ones.&lt;br /&gt;
&lt;br /&gt;
1. Melee - Melee is very viable in this game. Weapons are highly dependent on your gals&#039; stats, so take some time to make sure you&#039;re equipping them effectively. Also, every unit has an Evasion stat that reduces the hit chance of melee weapons. This is reduced when attacking from the flank and back.&amp;lt;br&amp;gt;&lt;br /&gt;
2. CQC - Units with an enemy next to them have a larger chance to miss with firearms. Rushing into melee is a viable tactic to keep your gals alive. &amp;lt;br&amp;gt;&lt;br /&gt;
3. Research - The research tree is ludicrously big and interconnected, and you start knowing basically nothing. Make sure to research everything and read every article, as the many new mechanics are explained within. It is also very worthwhile to research captives multiple times. Right-clicking a research topic will bring up the research tree viewer.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Weather - Some maps have weather conditions. Only you are affected by weather, so taking too much time can result in a surprising loss.&amp;lt;br&amp;gt;&lt;br /&gt;
5. Infamy - You get a monetary bonus at the end of each month equal to 333 x Score. Negative score doesn&#039;t deduct money.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Morale - Gals constantly lose morale in battle, down to their Bravery stat.&amp;lt;br&amp;gt;&lt;br /&gt;
7. QOL - There are lots of minor features added to X-Piratez that will make your life easier.&amp;lt;br&amp;gt;&lt;br /&gt;
   Middle-click on anything, including enemies, to get more information about them.&lt;br /&gt;
   Press Q to bring up the search bar.&lt;br /&gt;
   Scroll-lock toggles Night Vision mode. &lt;br /&gt;
   F5/F9 in inventory to save/load loadouts.&lt;br /&gt;
   Ctrl-H brings up the hit log to see if your weapons are doing damage. It displays 4 outcomes: =&amp;gt;,0,hit,hit!&lt;br /&gt;
   Hold Alt to show direction arrows above enemies. Alt also displays damage range of weapons when you are shooting.&lt;br /&gt;
   Ctrl-clicking lets your gals run. This takes less TUs, more energy,&lt;br /&gt;
   and disables stopping on seeing an enemy or reaction fire, so you can run into your death.&lt;br /&gt;
   Hold Ctrl while shooting to force fire.&lt;br /&gt;
&lt;br /&gt;
==Early Game==&lt;br /&gt;
The general goal of X-Piratez is to lead your crew to riches and glory, while also ensuring they live long enough to partake in such riches. The first thing any player should do is read the in-game bootypedia, and get your base affairs in order.&lt;br /&gt;
&lt;br /&gt;
Go through your combat crew and arm them on the Airbus. The automatically assigned weapons aren&#039;t always appropriate. Try to give each of your gals a weapon that can stun, as captives are quick way to make cash.&lt;br /&gt;
Once finished, assign a research project. It is highly recommended to start with&amp;lt;br&amp;gt; &lt;br /&gt;
Visit Nearby Town-&amp;gt; Call a Meeting -&amp;gt; Loot Distribution -&amp;gt; Recruitment&amp;lt;br&amp;gt;&lt;br /&gt;
You can sell the starting Corridor for some extra money.&lt;br /&gt;
&#039;&#039;&#039;Make sure not to sell the Menacing Hull, the Laboratory, and the Tiny Drill.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most missions (pink crosses) don&#039;t cost you score if you ignore them. There are 2 exceptions to this - Help the Lokk&#039;Narrs and Mutant Pogroms. You will suffer a -1000 score for ignoring pogroms, it&#039;s often best to at least arrive, and if you can&#039;t succeed immediately retreat.&lt;br /&gt;
&lt;br /&gt;
You only start with 6 gals and need to research to hire more so do everything in your power to keep them alive and healthy. Be sure to bring bandages and heal fatal wounds to reduce healing time.&lt;br /&gt;
&lt;br /&gt;
Your starting weapons have horrible accuracy. Try going on night missions at the start. You have a small vision advantage over most early enemies, and it allows you to get close enough for your weapons to be effective. Shotguns are a natural choice of weaponry if you do this. This only applies for human opponents - Don&#039;t go on monster hunts at night! &lt;br /&gt;
&lt;br /&gt;
There are many different enemies and environments in X-Piratez, which require a large variety of equipment. There is no 80 item limit on your craft, so stuff everything you could possibly need in, and make use of the inventory save/load function.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t hesitate to abort a mission if it looks unwinnable. Sometimes it&#039;s better to just kill whoever&#039;s near the LZ, grab their loot and run. OTOH, most weapons can be used without being researched, so use that loot to try and win the mission. &lt;br /&gt;
&lt;br /&gt;
Bows and other indirect fire weapons can be really useful early on, especially on Ratmen Rodeos. Also, keep a couple of Molotovs on your gals, as they are the quickest way to kill drones and cause panic. Furthermore on Ratmen Rodeo missions be sure to bring a gal or two armed with hammers or pickaxes to destroy walls that Enemies may be stuck behind.&lt;br /&gt;
&lt;br /&gt;
Furthermore you will eventually access space missions, one of these missions, &amp;quot;Disruptive Transmissions&amp;quot; is VERY dangerous for the two gals you will likely send, so make sure you have space suits and laser weapons for them to fight with. Ignoring Disruptive Transmissions will incur a penalty.&lt;br /&gt;
&lt;br /&gt;
=Guides=&lt;br /&gt;
[[ Air_Strategy_Guide_(Piratez) | ohartenstein23&#039;s Air Strategy Guide ]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Piratez]]&lt;/div&gt;</summary>
		<author><name>Bloodraven117</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Piratez&amp;diff=85316</id>
		<title>Piratez</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Piratez&amp;diff=85316"/>
		<updated>2017-11-09T08:22:28Z</updated>

		<summary type="html">&lt;p&gt;Bloodraven117: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Bpedia.png|250px|link=Piratez|Header by ivandogovich]]&lt;br /&gt;
&lt;br /&gt;
Welcome to the Bootypedia, a part of UFOPaedia.org. [http://www.openxcom.com/mod/x-piratez Piratez] (or X-Piratez for Extended version) is a total conversion mod designed for [[OpenXcom|OpenXcom]], a free open-source reimplementation of [[X-COM|X-Com: Enemy Unknown (1994)]] and [[TFTD|Terror From The Deep]]. There are major gameplay differences, as well as many additions to research, manufacture, base facilities, and so on. Piratez is designed for the veteran X-Com player seeking a much longer and challenging campaign.&lt;br /&gt;
&lt;br /&gt;
The Bootypedia is introduced to assist with the main changes with Piratez and continually a work in progress - anyone and everyone can contribute by creating an account and editing the pages. Utilize the Discussion tab on any page to discuss any aspects of the wiki or use the [http://openxcom.org/forum/index.php/topic,3626.0.html OpenXcom forums] if you wish to discuss the mod with the creator, Dioxine.&lt;br /&gt;
&lt;br /&gt;
If you would like to contribute and are looking for what to do, please consult the [[To Do List (Piratez)| To Do List]].&lt;br /&gt;
&lt;br /&gt;
All information on this wiki attempts to relate to the latest version of Piratez, which is currently X-Piratez 0.99G. Current version can be found [http://www.openxcom.com/mod/x-piratez here] or on the Forums [http://openxcom.org/forum/index.php/topic,4465.0.html Latest Download Link Here.]&lt;br /&gt;
&lt;br /&gt;
X-Piratez (previously Piratez) is currently in development by Dioxine, utilizing OpenXcom Extended (Plus) that allows for more features. Any bugs or issues should be recorded and reported to Dioxine for fixing.&lt;br /&gt;
&lt;br /&gt;
You may ask, &amp;quot;What is X-Piratez&amp;quot; X-Piratez is a roleplaying strategy game where you lead a band of mutant pirates in their run of glory and victory on the ravaged planet of earth.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notice&#039;&#039;&#039;: By default, most information is hidden to hide spoilers and/or preserve page length due to the massive amount of listings in Piratez compared to vanilla X-Com. Click the &amp;quot;Expand&amp;quot; links in order to display any hidden information.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{:Piratez Table}}&lt;br /&gt;
&lt;br /&gt;
[[Category: OpenXcom]]&lt;br /&gt;
[[Category: Piratez]]&lt;/div&gt;</summary>
		<author><name>Bloodraven117</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Melee_Weapons_(Piratez)&amp;diff=85315</id>
		<title>Melee Weapons (Piratez)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Melee_Weapons_(Piratez)&amp;diff=85315"/>
		<updated>2017-11-09T08:17:29Z</updated>

		<summary type="html">&lt;p&gt;Bloodraven117: /* Individual Weapon Entries */ Added some notes to weapons.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Piratez)|0.99E}}&lt;br /&gt;
{{tocright}}&lt;br /&gt;
&lt;br /&gt;
Melee weapons are a crucial part of swashbuckling for your hands, especially during the early part of your piracy career. You&#039;ll find yourself lacking any real firearms that pack a decent punch or constantly low on ammunition. Your hands can utilize most firearms found on incapacitated or dead enemies, you&#039;ll quickly discover a lack of clips or magazines.&lt;br /&gt;
&lt;br /&gt;
This is where melee weapons come in, and they can pack a whollop of pain at the cost of closing range with the opposing forces. Most melee weapons scale with your hands&#039; statistics, so once you find a good fit for a pirate, they can stick with it until you have access to upgraded forms. Most melee weapons can inflict wounds, so keep this in mind if you are trying to stun enemies because they may bleed out while incapacitated.&lt;br /&gt;
&lt;br /&gt;
Notable mentions regarding close combat is some enemies may be capable of dodging a portion of melee, so accuracy % may not always be completely accurate. Lastly, striking a foe is highly dependent on armor and direction; hitting an enemy in power armor right in the chest is not wise, whereas charging them from behind is much more successful.&lt;br /&gt;
&lt;br /&gt;
= Quick Reference Guide =&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;5&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weapon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 18%;&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width: 20%;&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| [[Fistycuffs_(Piratez) | Fistycuffs]]&lt;br /&gt;
| 3&lt;br /&gt;
| 1x1&lt;br /&gt;
| Melee - 8 TUs, 2 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 6 Energy&lt;br /&gt;
| Melee - 0.65*(1*Melee)&lt;br /&gt;
| Stun&lt;br /&gt;
| 0&lt;br /&gt;
| Damage+0.6*Strength+0.2*Melee&lt;br /&gt;
| Uses [0% to 200%] Damage Formula, Inflicts 0.35*Dmg to Health&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Shock&#039;a&#039;Fist_(Piratez) | Shock&#039;a&#039;Fist]]&lt;br /&gt;
| 3&lt;br /&gt;
| 1x1&lt;br /&gt;
| Melee - 8 TUs, 2 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 6 Energy&lt;br /&gt;
| Melee - 0.8*(1*Melee)&lt;br /&gt;
| Plasma&lt;br /&gt;
| 50&lt;br /&gt;
| Damage+0.1*Strength+0.1*Melee&lt;br /&gt;
| Inflicts 0.5*Dmg to Stun, 0.075*Dmg to Armor&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Handle_(Piratez) | Handle]]&lt;br /&gt;
| 4&lt;br /&gt;
| 2x1&lt;br /&gt;
| Melee - 9 TUs, 3 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 8 Energy&lt;br /&gt;
| Melee - 0.7*(50+0.5*Melee)&lt;br /&gt;
| Stun&lt;br /&gt;
| 10&lt;br /&gt;
| Damage+0.2*Strength+0.35*Bravery&lt;br /&gt;
| Inflicts 0.15*Dmg to Health, -1.0*Dmg to Morale&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stun_Baton_(Piratez) | Stun Baton]]&lt;br /&gt;
| 3&lt;br /&gt;
| 2x1&lt;br /&gt;
| Melee - 7 TUs, 2 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 8 Energy&lt;br /&gt;
| Melee - 0.8*(50+0.5*Melee)&lt;br /&gt;
| Plasma&lt;br /&gt;
| 20&lt;br /&gt;
| Damage+0.2*Reactions&lt;br /&gt;
| Inflicts 0.0*Dmg to Health, 1.0*Dmg to Stun&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Shiv_(Piratez) | Shiv]]&lt;br /&gt;
| 2&lt;br /&gt;
| 1x1&lt;br /&gt;
| Melee - 5 TUs, 2 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 4 Energy&lt;br /&gt;
| Melee - 0.85*(0.5*Melee+0.5*Reactions)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 15&lt;br /&gt;
| Damage+0.1*Bravery+0.1*Reactions&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Machete_(Piratez) | Machete]]&lt;br /&gt;
| 3&lt;br /&gt;
| 2x1&lt;br /&gt;
| Melee - 6 TUs, 2 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 6 Energy&lt;br /&gt;
| Melee - 0.8*(50+0.5*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 20&lt;br /&gt;
| Damage+0.2*Strength+0.1*Melee&lt;br /&gt;
| Target&#039;s Armor is 30% More Effective&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Dagger_(Piratez) | Dagger]]&lt;br /&gt;
| 3&lt;br /&gt;
| 2x1&lt;br /&gt;
| Melee - 7 TUs, 2 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 6 Energy&lt;br /&gt;
| Melee - 0.9*(0.5*Melee+0.5*Reactions)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 20&lt;br /&gt;
| Damage+0.2*Reactions+0.1*Melee&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Barbed_Dagger_(Piratez) | Barbed Dagger]]&lt;br /&gt;
| 4&lt;br /&gt;
| 2x1&lt;br /&gt;
| Melee - 8 TUs, 3 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 8 Energy&lt;br /&gt;
| Melee - 0.85*(0.5*Melee+0.5*Reactions)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 20&lt;br /&gt;
| Damage+0.4*Strength+0.1*Melee&lt;br /&gt;
| Ignores 10% of Target&#039;s Armor, Inflicts 10.0*Dmg to Morale&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Poisoned_Dagger_(Piratez) | Poisoned Dagger]]&lt;br /&gt;
| 4&lt;br /&gt;
| 2x1&lt;br /&gt;
| Melee - 8 TUs, 3 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 8 Energy&lt;br /&gt;
| Melee - 0.8*(0.5*Melee+0.5*Reactions)&lt;br /&gt;
| Chem&lt;br /&gt;
| 20&lt;br /&gt;
| Damage+0.2*Reactions&lt;br /&gt;
| Uses [0% to 200%] Damage Formula, Inflicts 2.0*Dmg to Health, 10.0*Dmg to Energy&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Vibro_Blade_(Piratez) | Vibro Blade]]&lt;br /&gt;
| 3&lt;br /&gt;
| 2x1&lt;br /&gt;
| Melee - 7 TUs, 2 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 6 Energy&lt;br /&gt;
| Melee - 0.95*(0.5*Melee+0.5*Reactions)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 20&lt;br /&gt;
| Damage+0.2*Reactions+0.2*Melee&lt;br /&gt;
| Ignores 20% of Target&#039;s Armor&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ghost_Dagger_(Piratez) | Ghost Dagger]]&lt;br /&gt;
| 2&lt;br /&gt;
| 2x1&lt;br /&gt;
| Melee - 7 TUs, 7 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 4 Energy&lt;br /&gt;
| Melee - 0.9*(1*Melee)&lt;br /&gt;
| Plasma&lt;br /&gt;
| 0&lt;br /&gt;
| Damage+0.25*PsiStrength+0.2*PsiSkill+0.2*Reactions&lt;br /&gt;
| Uses Stun Resistance, Ignores 90% of Target&#039;s Armor, Inflicts 7.0*Dmg to Morale&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Mono-Claws_(Piratez) | Mono-Claws]]&lt;br /&gt;
| 7&lt;br /&gt;
| 2x1&lt;br /&gt;
| Melee - 7 TUs, 5 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 14 Energy&lt;br /&gt;
| Melee - 0.8*(1*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 25&lt;br /&gt;
| Damage+0.3*Strength+0.3*Melee&lt;br /&gt;
| Ignores 30% of Target&#039;s Armor&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Pipe_(Piratez) | Pipe]]&lt;br /&gt;
| 5&lt;br /&gt;
| 2x1&lt;br /&gt;
| Melee - 10 TUs, 3 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 10 Energy&lt;br /&gt;
| Melee - 0.7*(65+0.34*Melee)&lt;br /&gt;
| Concussive&lt;br /&gt;
| 15&lt;br /&gt;
| Damage+0.6*Strength&lt;br /&gt;
| Inflicts 1.25*Dmg to Stun&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ripper_(Piratez) | Ripper]]&lt;br /&gt;
| 6&lt;br /&gt;
| 2x1&lt;br /&gt;
| Snap - 10% base TUs, 2 Energy&amp;lt;br /&amp;gt;Auto - 18% base TUs, 3 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 12 Energy&lt;br /&gt;
| Snap - 0.6*(1*Melee)&amp;lt;br /&amp;gt;Auto - 0.6*(1*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 30&lt;br /&gt;
| None&lt;br /&gt;
| Maximum Range (1)&lt;br /&gt;
|-&lt;br /&gt;
| [[Cutlass_(Piratez) | Cutlass]]&lt;br /&gt;
| 5&lt;br /&gt;
| 2x2&lt;br /&gt;
| Melee - 8 TUs, 3 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 12 Energy&lt;br /&gt;
| Melee - 0.85*(1*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 30&lt;br /&gt;
| Damage+0.25*Reactions+0.15*Melee&lt;br /&gt;
| Target&#039;s Armor is 20% More Effective&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Wakizashi_(Piratez) | Wakizashi]]&lt;br /&gt;
| 5&lt;br /&gt;
| 2x2&lt;br /&gt;
| Melee - 8 TUs, 3 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 12 Energy&lt;br /&gt;
| Melee - 0.85*(1*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 25&lt;br /&gt;
| Damage+0.15*Reactions+0.25*Melee&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Rapier_(Piratez) | Rapier]]&lt;br /&gt;
| 6&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 9 TUs, 4 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 12 Energy&lt;br /&gt;
| Melee - 0.9*(1*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 20&lt;br /&gt;
| Damage+0.4*Melee&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Vibro_Sword_(Piratez) | Vibro Sword]]&lt;br /&gt;
| 7&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 9 TUs, 5 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 14 Energy&lt;br /&gt;
| Melee - 0.9*(1*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 30&lt;br /&gt;
| Damage+0.1*Strength+0.4*Melee&lt;br /&gt;
| Ignores 30% of Target&#039;s Armor&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Saber_(Piratez) | Saber]]&lt;br /&gt;
| 7&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 10 TUs, 5 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 14 Energy&lt;br /&gt;
| Melee - 1*(1*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 35&lt;br /&gt;
| Damage+0.4*Strength+0.2*Melee&lt;br /&gt;
| Target&#039;s Armor is 20% More Effective&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Longsword_(Piratez) | Longsword]]&lt;br /&gt;
| 8&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 12 TUs, 5 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 16 Energy&lt;br /&gt;
| Melee - 0.9*(1*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 35&lt;br /&gt;
| Damage+0.5*Strength+0.2*Melee&lt;br /&gt;
| Target&#039;s Armor is 30% More Effective&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Tech_Blade_(Piratez) | Tech Blade]]&lt;br /&gt;
| 10&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 12 TUs, 7 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 20 Energy&lt;br /&gt;
| Melee - 0.95*(1*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 45&lt;br /&gt;
| Damage+0.5*Strength+0.2*Melee&lt;br /&gt;
| Target&#039;s Armor is 15% More Effective&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Electro-Sword_(Piratez) | Electro-Sword]]&lt;br /&gt;
| 9&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 10 TUs, 6 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 18 Energy&lt;br /&gt;
| Melee - 0.95*(1*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 60&lt;br /&gt;
| Damage+0.6*Strength+0.2*Melee&lt;br /&gt;
| Inflicts 1.0*Dmg to Stun&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ball_Bat_(Piratez) | Ball Bat]]&lt;br /&gt;
| 7&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 12 TUs, 4 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 14 Energy&lt;br /&gt;
| Melee - 0.8*(65+0.34*Melee)&lt;br /&gt;
| Stun&lt;br /&gt;
| 25&lt;br /&gt;
| Damage+0.3*Strength&lt;br /&gt;
| Inflicts 0.75*Dmg to Health&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone_Club_(Piratez) | Bone Club]]&lt;br /&gt;
| 6&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 11 TUs, 4 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 12 Energy&lt;br /&gt;
| Melee - 0.7*(50+0.5*Melee)&lt;br /&gt;
| Stun&lt;br /&gt;
| 20&lt;br /&gt;
| Damage+0.2*Strength+0.3*Bravery&lt;br /&gt;
| Inflicts 1.0*Dmg to Health&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Spiked_Mace_(Piratez) | Spiked Mace]]&lt;br /&gt;
| 15&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 15 TUs, 10 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 20 Energy&lt;br /&gt;
| Melee - 0.7*(50+0.5*Melee)&lt;br /&gt;
| Concussive&lt;br /&gt;
| 30&lt;br /&gt;
| Damage+0.7*Strength&lt;br /&gt;
| Ignores 25% of Target&#039;s Armor, Inflicts 1.25*Dmg to Stun, 0.1*Dmg to Armor&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Billhook_(Piratez) | Billhook]]&lt;br /&gt;
| 8&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 15 TUs, 5 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 16 Energy&lt;br /&gt;
| Melee - 0.75*(50+0.5*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 40&lt;br /&gt;
| Damage+0.3*Strength+0.3*Bravery&lt;br /&gt;
| Inflicts 10.0*Dmg to Morale&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone_Hatchet_(Piratez) | Stone Hatchet]]&lt;br /&gt;
| 10&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 12 TUs, 7 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 20 Energy&lt;br /&gt;
| Melee - 1.25*(0.5*Melee+0.5*Throwing)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 40&lt;br /&gt;
| Damage+0.6*Strength+0.1*Melee&lt;br /&gt;
| Target&#039;s Armor is 40% More Effective&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Aqua_Hatchet_(Piratez) | Aqua Hatchet]]&lt;br /&gt;
| 9&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 11 TUs, 6 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 20 Energy&lt;br /&gt;
| Melee - 1.25*(0.5*Melee+0.5*Throwing)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 40&lt;br /&gt;
| Damage+0.6*Strength+0.1*Melee&lt;br /&gt;
| Target&#039;s Armor is 10% More Effective&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ax_(Piratez) | Ax]]&lt;br /&gt;
| 12&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 14 TUs, 8 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 20 Energy&lt;br /&gt;
| Melee - 0.85*(1*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 50&lt;br /&gt;
| Damage+0.7*Strength+0.1*Melee&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Vibro-Ax_(Piratez) | Vibro-Ax]]&lt;br /&gt;
| 16&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 14 TUs, 10 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 20 Energy&lt;br /&gt;
| Melee - 0.85*(1*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 70&lt;br /&gt;
| Damage+0.7*Strength+0.1*Melee&lt;br /&gt;
| Ignores 20% of Target&#039;s Armor&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Electro-Claw_(Piratez) | Electro-Claw]]&lt;br /&gt;
| 15&lt;br /&gt;
| 2x2&lt;br /&gt;
| Melee - 14 TUs, 10 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 20 Energy&lt;br /&gt;
| Melee - 0.9*(1*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 75&lt;br /&gt;
| Damage+0.7*Strength+0.3*Melee&lt;br /&gt;
| Target&#039;s Armor is 30% More Effective, Inflicts 10.0*Dmg to Morale, 0.1*Dmg to Armor&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Blood_Ax_(Piratez) | Blood Ax]]&lt;br /&gt;
| 16&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 12 TUs, -4 Energy, -4 Morale&amp;lt;br /&amp;gt;Throw - 25% base TUs, 20 Energy&lt;br /&gt;
| Melee - 0.9*(1*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 88&lt;br /&gt;
| Damage+0.7*Strength+0.1*Melee&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Force_Blade_(Piratez) | Force Blade]]&lt;br /&gt;
| 4&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 8 TUs, 2 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 8 Energy&lt;br /&gt;
| Melee - 1.1*(1*Melee)&lt;br /&gt;
| Laser&lt;br /&gt;
| 50&lt;br /&gt;
| Damage+0.4*Melee&lt;br /&gt;
| Ignores 30% of Target&#039;s Armor&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Power_Mace_(Piratez) | Power Mace]]&lt;br /&gt;
| 16&lt;br /&gt;
| 3x1&lt;br /&gt;
| Snap - 20 TUs, 10 Energy&amp;lt;br /&amp;gt;Melee - 20 TUs, 10 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 20 Energy&lt;br /&gt;
| Snap - 0.9*(0.5*Melee+0.5*Strength)&amp;lt;br /&amp;gt;Melee - 0.9*(0.5*Melee+0.5*Strength)&lt;br /&gt;
| Shot - Plasma&amp;lt;br /&amp;gt;Melee - Stun&lt;br /&gt;
| Shot - 80&amp;lt;br /&amp;gt;Melee - 80&lt;br /&gt;
| Shot - Damage+0.3*Strength+0.3*Melee&amp;lt;br /&amp;gt;Melee - Damage+0.3*Strength+0.3*Melee&lt;br /&gt;
| Shot - Inflicts 1.5*Dmg to Stun, 0.1*Dmg to Armor&amp;lt;br /&amp;gt;Maximum Range (1), &amp;lt;br /&amp;gt;Melee - Inflicts 0.2*Dmg to Health, 0.1*Dmg to Armor&lt;br /&gt;
|-&lt;br /&gt;
| [[Short_Bamboo_Combat_Stick_(Piratez) | Short Bamboo Combat Stick]]&lt;br /&gt;
| 5&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 14 TUs, 4 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 14 Energy&lt;br /&gt;
| Melee - 1.3*(0.5*Melee+0.5*Throwing)&lt;br /&gt;
| Piercing&lt;br /&gt;
| 25&lt;br /&gt;
| Damage+0.6*Throwing&lt;br /&gt;
| Target&#039;s Armor is 50% More Effective&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Aqua_Trident_(Piratez) | Aqua Trident]]&lt;br /&gt;
| 13&lt;br /&gt;
| 3x2&lt;br /&gt;
| Melee - 15 TUs, 9 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 14 Energy&lt;br /&gt;
| Melee - 1.4*(0.5*Melee+0.5*Throwing)&lt;br /&gt;
| Piercing&lt;br /&gt;
| 40&lt;br /&gt;
| Damage+0.3*Strength+0.4*Throwing&lt;br /&gt;
| Inflicts 2.0*Dmg to TUs, 0.07*Dmg to Armor&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Cattle_Prod_(Piratez) | Cattle Prod]]&lt;br /&gt;
| 6&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 20 TUs, 4 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 12 Energy&lt;br /&gt;
| Melee - 1.1*(50+0.5*Melee)&lt;br /&gt;
| Plasma&lt;br /&gt;
| 70&lt;br /&gt;
| None&lt;br /&gt;
| Inflicts 0.0*Dmg to Health, 1.0*Dmg to Stun&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Impaler_(Piratez) | Impaler]]&lt;br /&gt;
| 7&lt;br /&gt;
| 3x1&lt;br /&gt;
| Snap - 30% base TUs, 10 Energy&amp;lt;br /&amp;gt;Melee - 16% base TUs, 6 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 14 Energy&lt;br /&gt;
| Snap - 1*(1*Firing+1*PsiStrength+1*PsiSkill)&amp;lt;br /&amp;gt;Melee - 1.4*(0.5*Melee+0.5*Throwing)&lt;br /&gt;
| Shot - Plasma&amp;lt;br /&amp;gt;Melee - Piercing&lt;br /&gt;
| Shot - 0&amp;lt;br /&amp;gt;Melee - 40&lt;br /&gt;
| Shot - Damage+0.03*PsiStrength^2&amp;lt;br /&amp;gt;Melee - Damage+0.2*Strength+0.6*Throwing&lt;br /&gt;
| Shot - Ignores 30% of Target&#039;s Armor, Inflicts 0.0*Dmg to Health, 1.0*Dmg to Stun, 1.0*Dmg to TUs, 20.0*Dmg to Morale&amp;lt;br /&amp;gt;Melee - Ignores 50% of Target&#039;s Armor, Inflicts 1.0*Dmg to Stun, 4.0*Dmg to TUs, 20.0*Dmg to Morale&lt;br /&gt;
|-&lt;br /&gt;
| [[Cat_Paws_(Piratez) | Cat Paws]]&lt;br /&gt;
| 4&lt;br /&gt;
| 1x2&lt;br /&gt;
| Melee - 5 TUs, 3 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 8 Energy&lt;br /&gt;
| Melee - 0.9*(0.5*Melee+0.5*Reactions)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 15&lt;br /&gt;
| Damage+0.15*Bravery+0.15*Reactions&lt;br /&gt;
| Target&#039;s Armor is 50% More Effective, Inflicts 0.05*Dmg to Armor&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Shovel_(Piratez) | Shovel]]&lt;br /&gt;
| 8&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 15 TUs, 5 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 16 Energy&lt;br /&gt;
| Melee - 0.65*(65+0.34*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 35&lt;br /&gt;
| Damage+0.5*Strength&lt;br /&gt;
| Target&#039;s Armor is 30% More Effective, Inflicts 2.0*Dmg to Stun&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Spear_(Piratez) | Spear]]&lt;br /&gt;
| 7&lt;br /&gt;
| 3x2&lt;br /&gt;
| Melee - 16 TUs, 5 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 14 Energy&lt;br /&gt;
| Melee - 1.6*(0.5*Melee+0.5*Throwing)&lt;br /&gt;
| Piercing&lt;br /&gt;
| 30&lt;br /&gt;
| Damage+0.2*Strength+0.4*Throwing&lt;br /&gt;
| Ignores 20% of Target&#039;s Armor, Inflicts 4.0*Dmg to TUs&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Barbaric_Sword_(Piratez) | Barbaric Sword]]&lt;br /&gt;
| 20&lt;br /&gt;
| 3x2&lt;br /&gt;
| Melee - 13 TUs, 13 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 20 Energy&lt;br /&gt;
| Melee - 0.9*(1*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 50&lt;br /&gt;
| Damage+0.65*Strength+0.2*Melee&lt;br /&gt;
| Target&#039;s Armor is 25% More Effective&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Fuso_Sword_(Piratez) | Fuso Sword]]&lt;br /&gt;
| 11&lt;br /&gt;
| 3x2&lt;br /&gt;
| Melee - 12 TUs, 7 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 20 Energy&lt;br /&gt;
| Melee - 1*(1*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 50&lt;br /&gt;
| Damage+0.5*Melee&lt;br /&gt;
| Target&#039;s Armor is 40% More Effective&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Bardiche_(Piratez) | Bardiche]]&lt;br /&gt;
| 18&lt;br /&gt;
| 3x2&lt;br /&gt;
| Melee - 18 TUs, 12 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 20 Energy&lt;br /&gt;
| Melee - 0.8*(1*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 75&lt;br /&gt;
| Damage+0.9*Strength+0.1*Melee&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[Hellblade_(Piratez) | Hellblade]]&lt;br /&gt;
| 15&lt;br /&gt;
| 3x2&lt;br /&gt;
| Aimed - 75% base TUs, 60 Energy, 60 Morale&amp;lt;br /&amp;gt;Melee - 12% base TUs, 10 Energy, 10 Morale&amp;lt;br /&amp;gt;Throw - 25% base TUs, 20 Energy&lt;br /&gt;
| Aimed - 1.05*(0.65*PsiStrength+0.65*PsiSkill)&amp;lt;br /&amp;gt;Melee - 1.05*(50+1*Melee)&lt;br /&gt;
| Shot - Cutting&amp;lt;br /&amp;gt;Melee - Cutting&lt;br /&gt;
| Shot - 0&amp;lt;br /&amp;gt;Melee - 60&lt;br /&gt;
| Shot - Damage+0.7*Strength+0.2*Melee+1*PsiStrength&amp;lt;br /&amp;gt;Melee - Damage+0.7*Strength+0.2*Melee+1*PsiStrength&lt;br /&gt;
| Reduced Accurate Aimed Range (20)&lt;br /&gt;
|-&lt;br /&gt;
| [[Hammer_(Piratez) | Hammer]]&lt;br /&gt;
| 24&lt;br /&gt;
| 3x1&lt;br /&gt;
| Snap - 28 TUs, 16 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 20 Energy&lt;br /&gt;
| Snap - 0.6*(50+0.5*Melee)&lt;br /&gt;
| Concussive&lt;br /&gt;
| 60&lt;br /&gt;
| Damage+0.5*Strength+0.3*Melee&lt;br /&gt;
| Inflicts 1.5*Dmg to Stun, 0.1*Dmg to Armor&amp;lt;br /&amp;gt;Maximum Range (1)&lt;br /&gt;
|-&lt;br /&gt;
| [[Pickaxe_(Piratez) | Pickaxe]]&lt;br /&gt;
| 15&lt;br /&gt;
| 2x2&lt;br /&gt;
| Snap - 26 TUs, 10 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 20 Energy&lt;br /&gt;
| Snap - 0.4*(75+0.25*Melee)&lt;br /&gt;
| Piercing&lt;br /&gt;
| 30&lt;br /&gt;
| Damage+0.4*Strength&lt;br /&gt;
| Ignores 30% of Target&#039;s Armor, Inflicts 0.1*Dmg to Armor, 1.0*Dmg to Terrain&amp;lt;br /&amp;gt;Maximum Range (1)&lt;br /&gt;
|-&lt;br /&gt;
| [[Chainsaw_(Piratez) | Chainsaw]]&lt;br /&gt;
| 9&lt;br /&gt;
| 3x1&lt;br /&gt;
| Auto - 30% base TUs, 6 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 18 Energy&lt;br /&gt;
| Auto - 0.4*(75+0.25*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 35&lt;br /&gt;
| None&lt;br /&gt;
| On Auto: Confers 5 Attacks, Maximum Range (1)&lt;br /&gt;
|-&lt;br /&gt;
| [[Auto-Ax_(Piratez) | Auto-Ax]]&lt;br /&gt;
| 16&lt;br /&gt;
| 3x2&lt;br /&gt;
| Auto - 30% base TUs, 8 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 20 Energy&lt;br /&gt;
| Auto - 0.5*(75+0.25*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 65&lt;br /&gt;
| None&lt;br /&gt;
| Inflicts 0.05*Dmg to Armor&amp;lt;br /&amp;gt;On Auto: Confers 4 Attacks, Maximum Range (1)&lt;br /&gt;
|-&lt;br /&gt;
| [[Heavy_Chainsaw_(Piratez) | Heavy Chainsaw]]&lt;br /&gt;
| 24&lt;br /&gt;
| 3x2&lt;br /&gt;
| Auto - 30% base TUs, 10 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 20 Energy&lt;br /&gt;
| Auto - 0.5*(75+0.25*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 100&lt;br /&gt;
| None&lt;br /&gt;
| Inflicts 0.05*Dmg to Armor&amp;lt;br /&amp;gt;On Auto: Confers 5 Attacks, Maximum Range (1)&lt;br /&gt;
|-&lt;br /&gt;
| [[Rope_(Piratez) | Rope]]&lt;br /&gt;
| 4&lt;br /&gt;
| 2x1&lt;br /&gt;
| Melee - 55% base TUs, 16 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 8 Energy&lt;br /&gt;
| Melee - 2*(0.25*Melee+0.75*Strength)&lt;br /&gt;
| Stun&lt;br /&gt;
| 5&lt;br /&gt;
| Damage+0.3*Strength+0.2*Bravery&lt;br /&gt;
| Uses Choking Resistance, Ignores 100% of Target&#039;s Armor, Inflicts 0.2*Dmg to Health, 2.0*Dmg to Energy&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather_Whip_(Piratez) | Leather Whip]]&lt;br /&gt;
| 3&lt;br /&gt;
| 2x1&lt;br /&gt;
| Snap - 14 TUs, 4 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 8 Energy&lt;br /&gt;
| Snap - 1.25*(0.5*Throwing+0.5*Melee)&lt;br /&gt;
| Stun&lt;br /&gt;
| 5&lt;br /&gt;
| Damage+0.3*Throwing&lt;br /&gt;
| Uses Gaussian Damage Formula, Target&#039;s Armor is 25% More Effective, Inflicts 0.1*Dmg to Health, 3.0*Dmg to TUs, 15.0*Dmg to Morale&amp;lt;br /&amp;gt;Maximum Range (3)&lt;br /&gt;
|-&lt;br /&gt;
| [[Electro-Whip_(Piratez) | Electro-Whip]]&lt;br /&gt;
| 4&lt;br /&gt;
| 2x1&lt;br /&gt;
| Snap - 15 TUs, 6 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 8 Energy&lt;br /&gt;
| Snap - 1*(0.5*Throwing+0.5*Melee)&lt;br /&gt;
| Plasma&lt;br /&gt;
| 70&lt;br /&gt;
| None&lt;br /&gt;
| Uses Gaussian Damage Formula, Inflicts 0.0*Dmg to Health, 1.0*Dmg to Stun&amp;lt;br /&amp;gt;Maximum Range (3)&lt;br /&gt;
|-&lt;br /&gt;
| [[Tesla_Coil_(Piratez) | Tesla Coil]]&lt;br /&gt;
| 12&lt;br /&gt;
| 3x1&lt;br /&gt;
| Snap - 16% base TUs&amp;lt;br /&amp;gt;Auto - 32% base TUs&amp;lt;br /&amp;gt;Throw - 25% base TUs, 20 Energy&lt;br /&gt;
| Snap - 1.25*Firing&amp;lt;br /&amp;gt;Auto - 1.25*Firing&lt;br /&gt;
| Plasma&lt;br /&gt;
| 62&lt;br /&gt;
| None&lt;br /&gt;
| Uses Gaussian Damage Formula, Inflicts 3.0*Dmg to Stun&amp;lt;br /&amp;gt;Maximum Range (4)&lt;br /&gt;
|-&lt;br /&gt;
| [[Tear_Gas_Can_(Piratez) | Tear Gas Can]]&lt;br /&gt;
| 3&lt;br /&gt;
| 1x1&lt;br /&gt;
| Aimed - 25% base TUs&lt;br /&gt;
| Aimed - 1.5*Firing&lt;br /&gt;
| Choking&lt;br /&gt;
| 20&lt;br /&gt;
| None&lt;br /&gt;
| Inflicts 5-10 Damage * Target&#039;s Resistance, Inflicts 0.6*Dmg to Stun, 1.2*Dmg to TUs&amp;lt;br /&amp;gt;Maximum Range (2)&lt;br /&gt;
|-&lt;br /&gt;
| [[Torch_(Piratez) | Torch]]&lt;br /&gt;
| 5&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 12 TUs, 4 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 10 Energy&lt;br /&gt;
| Melee - 0.8*(0.5*Melee+50)&lt;br /&gt;
| Incendiary&lt;br /&gt;
| 10&lt;br /&gt;
| None&lt;br /&gt;
| Inflicts 2.0*Dmg to TUs, 15.0*Dmg to Morale&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower_Shield_(Piratez) | Tower Shield]]&lt;br /&gt;
| 12&lt;br /&gt;
| 3x2&lt;br /&gt;
| Melee - 14 TUs, 12 Energy&lt;br /&gt;
| Melee - 0.9*Firing&lt;br /&gt;
| Stun&lt;br /&gt;
| 20&lt;br /&gt;
| Damage+0.8*Strength&lt;br /&gt;
| Inflicts 0.25*Dmg to Health&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;span&amp;gt;*Unless otherwise noted, melee weapons use the TFTD [50% to 150%] damage formula.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Individual Weapon Entries =&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Fistycuffs_(Piratez) | Fistycuffs]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_Melee_Fistycuffs_Floorob_Piratez.gif|left|link=Fistycuffs_(Piratez)|Fistycuffs]]&lt;br /&gt;
While not being a particularly potent weapon, these can fit almost anywhere. Most fitting would be some ugly face, naturally. Causes highly random damage.&amp;lt;br /&amp;gt;Skill: MELEE&amp;lt;br /&amp;gt;POWER Bonus: STRENGTH*0.6 + MELEE*0.2&amp;lt;br /&amp;gt;Special: Extra Damage (Lethal): 35%&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 1x1&lt;br /&gt;
| Melee - 8 TUs, 2 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 6 Energy&lt;br /&gt;
| Melee - 0.65*(1*Melee)&lt;br /&gt;
| Stun&lt;br /&gt;
| 0&lt;br /&gt;
| Damage+0.6*Strength+0.2*Melee&lt;br /&gt;
| Uses [0% to 200%] Damage Formula, Inflicts 0.35*Dmg to Health&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Can be used for stealth missions. Small, cheap, and lightweight, they go great with strong hands.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Shock&#039;a&#039;Fist_(Piratez) | Shock&#039;a&#039;Fist]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_Melee_ShockaFist_Floorob_Piratez.gif|left|link=Shock&#039;a&#039;Fist_(Piratez)|Shock&#039;a&#039;Fist]]&lt;br /&gt;
A dagger is so un-posh in this time and age! This cute little thing improves the ancient art of pugilism with the added excitement of delivering a plasma strike straight to your opponent&#039;s jawbone.&amp;lt;br /&amp;gt;Skill: MELEE&amp;lt;br /&amp;gt;POWER Bonus: STRENGTH*0.1 + MELEE*0.1&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 1x1&lt;br /&gt;
| Melee - 8 TUs, 2 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 6 Energy&lt;br /&gt;
| Melee - 0.8*(1*Melee)&lt;br /&gt;
| Plasma&lt;br /&gt;
| 50&lt;br /&gt;
| Damage+0.1*Strength+0.1*Melee&lt;br /&gt;
| Inflicts 0.5*Dmg to Stun, 0.075*Dmg to Armor&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Handle_(Piratez) | Handle]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_melee_Handle_BigOb_PirateZ.gif|left|link=Handle_(Piratez)|Handle]]&lt;br /&gt;
As the name implies, its purpose is to handle people.&amp;lt;br /&amp;gt;Skill: MELEE/2 + 50&amp;lt;br /&amp;gt;POWER Bonus: STRENGTH*0.2 + BRAVERY*0.35&amp;lt;br /&amp;gt;Special: Extra Damage (Lethal): 15%; Targets receive Morale on Hit&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 2x1&lt;br /&gt;
| Melee - 9 TUs, 3 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 8 Energy&lt;br /&gt;
| Melee - 0.7*(50+0.5*Melee)&lt;br /&gt;
| Stun&lt;br /&gt;
| 10&lt;br /&gt;
| Damage+0.2*Strength+0.35*Bravery&lt;br /&gt;
| Inflicts 0.15*Dmg to Health, -1.0*Dmg to Morale&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Stun_Baton_(Piratez) | Stun Baton]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: |left|link=Stun_Baton_(Piratez)|Stun Baton]]&lt;br /&gt;
Shock people with electric voltage. Usage against armored enemies is not advised. Stun damage, no Health damage.&amp;lt;br /&amp;gt;Skill: MELEE/2 + REACTIONS/2&amp;lt;br /&amp;gt;POWER Bonus: REACTIONS*0.2&amp;lt;br /&amp;gt;Special: highly random damage.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 2x1&lt;br /&gt;
| Melee - 7 TUs, 2 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 8 Energy&lt;br /&gt;
| Melee - 0.8*(50+0.5*Melee)&lt;br /&gt;
| Plasma&lt;br /&gt;
| 20&lt;br /&gt;
| Damage+0.2*Reactions&lt;br /&gt;
| Inflicts 0.0*Dmg to Health, 1.0*Dmg to Stun&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Will not kill your target, great for very strong hands who can kill unarmored purebloods with handles. Cheap and easy to acquire.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Shiv_(Piratez) | Shiv]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: |left|link=Shiv_(Piratez)|Shiv]]&lt;br /&gt;
This makeshift weapon is easily concealable and fast to attack with, but the quality of its blade is rather unimpressive.&amp;lt;br /&amp;gt;Skill: MELEE/2 + 50&amp;lt;br /&amp;gt;POWER Bonus: BRAVERY*0.1 + REACTIONS*0.1&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 1x1&lt;br /&gt;
| Melee - 5 TUs, 2 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 4 Energy&lt;br /&gt;
| Melee - 0.85*(0.5*Melee+0.5*Reactions)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 15&lt;br /&gt;
| Damage+0.1*Bravery+0.1*Reactions&lt;br /&gt;
| &amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Light and basically free to make. Conversely, worthless to sell. Use only for roleplaying purposes.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Machete_(Piratez) | Machete]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_Machete_Floorob_Piratez.gif|left|link=Machete_(Piratez)|Machete]]&lt;br /&gt;
Fast and easy to use, but not very effective against heavy armor. Your choice, Cap&#039;n.&amp;lt;br /&amp;gt;Skill: MELEE/2 + 50&amp;lt;br /&amp;gt;POWER Bonus: STRENGTH*0.2 + MELEE*0.1&amp;lt;br /&amp;gt;Special: Armor +30%&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 2x1&lt;br /&gt;
| Melee - 6 TUs, 2 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 6 Energy&lt;br /&gt;
| Melee - 0.8*(50+0.5*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 20&lt;br /&gt;
| Damage+0.2*Strength+0.1*Melee&lt;br /&gt;
| Target&#039;s Armor is 30% More Effective&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Dagger_(Piratez) | Dagger]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_Dagger_Floorob_Piratez.gif|left|link=Dagger_(Piratez)|Dagger]]&lt;br /&gt;
If everything else fails, you can use a dagger. Actually pretty effective even against armored enemies... if you manage to get close enough.&amp;lt;br /&amp;gt;Skill: MELEE/2 + REACTIONS/2&amp;lt;br /&amp;gt;POWER Bonus: REACTIONS*0.2 + MELEE*0.1&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 2x1&lt;br /&gt;
| Melee - 7 TUs, 2 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 6 Energy&lt;br /&gt;
| Melee - 0.9*(0.5*Melee+0.5*Reactions)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 20&lt;br /&gt;
| Damage+0.2*Reactions+0.1*Melee&lt;br /&gt;
| &amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Good backup, is needed to make bayoneted weapons.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Barbed_Dagger_(Piratez) | Barbed Dagger]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_Barbed_Dagger_Floorob_Piratez.gif|left|link=Barbed_Dagger_(Piratez)|Barbed Dagger]]&lt;br /&gt;
A heavy, vicious dagger which a strong warrior can use to inflict really nasty wounds. Weak warriors will have trouble handling it properly, though.&amp;lt;br /&amp;gt;Skill: MELEE/2 + REACTIONS/2&amp;lt;br /&amp;gt;POWER Bonus: STRENGTH*0.4 + MELEE*0.1&amp;lt;br /&amp;gt;Special: Extra Pain (10), Armor -10%&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 2x1&lt;br /&gt;
| Melee - 8 TUs, 3 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 8 Energy&lt;br /&gt;
| Melee - 0.85*(0.5*Melee+0.5*Reactions)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 20&lt;br /&gt;
| Damage+0.4*Strength+0.1*Melee&lt;br /&gt;
| Ignores 10% of Target&#039;s Armor, Inflicts 10.0*Dmg to Morale&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Poisoned_Dagger_(Piratez) | Poisoned Dagger]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_Poisoned_Dagger_Floorob_Piratez.png|left|link=Poisoned_Dagger_(Piratez)|Poisoned Dagger]]&lt;br /&gt;
A heavy dagger, coated with vile poison. Very deadly, but takes a lot of skill to use effectively. Causes highly random damage.&amp;lt;br /&amp;gt;Skill: MELEE/2 + REACTIONS/2&amp;lt;br /&amp;gt;POWER Bonus: REACTIONS*0.2&amp;lt;br /&amp;gt;Special: Double Health Damage, Energy Drain (x10)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 2x1&lt;br /&gt;
| Melee - 8 TUs, 3 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 8 Energy&lt;br /&gt;
| Melee - 0.8*(0.5*Melee+0.5*Reactions)&lt;br /&gt;
| Chem&lt;br /&gt;
| 20&lt;br /&gt;
| Damage+0.2*Reactions&lt;br /&gt;
| Uses [0% to 200%] Damage Formula, Inflicts 2.0*Dmg to Health, 10.0*Dmg to Energy&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Vibro_Blade_(Piratez) | Vibro Blade]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_Vibro_Blade_Floorob_Piratez.gif|left|link=Vibro_Blade_(Piratez)|Vibro Blade]]&lt;br /&gt;
This weapon sports a thin vibrating blade, cast out of rare-element enhanced plastasteel to better carry its deadly harmonics. With better reach and higher damage potential, it is a clear improvement over a dagger, if costly to make.&amp;lt;br /&amp;gt;Skill: MELEE/2 + REACTIONS/2&amp;lt;br /&amp;gt;POWER Bonus: REACTIONS*0.2 + MELEE*0.2&amp;lt;br /&amp;gt;Special: Armor -20%&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 2x1&lt;br /&gt;
| Melee - 7 TUs, 2 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 6 Energy&lt;br /&gt;
| Melee - 0.95*(0.5*Melee+0.5*Reactions)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 20&lt;br /&gt;
| Damage+0.2*Reactions+0.2*Melee&lt;br /&gt;
| Ignores 20% of Target&#039;s Armor&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Ghost_Dagger_(Piratez) | Ghost Dagger]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: |left|link=Ghost_Dagger_(Piratez)|Ghost Dagger]]&lt;br /&gt;
This ghastly blade is destined for those who trust mages. Perfect for backstabbing, it ignores 90% of armor and causes the target to panic, even if he survives: yes, it deals LETHAL damage.&amp;lt;br /&amp;gt;Skill: MELEE&amp;lt;br /&amp;gt;POWER Bonus: REACTIONS*0.2 + V.POWER*0.25 + V.SKILL*0.2&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 2x1&lt;br /&gt;
| Melee - 7 TUs, 7 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 4 Energy&lt;br /&gt;
| Melee - 0.9*(1*Melee)&lt;br /&gt;
| Plasma&lt;br /&gt;
| 0&lt;br /&gt;
| Damage+0.25*PsiStrength+0.2*PsiSkill+0.2*Reactions&lt;br /&gt;
| Uses Stun Resistance, Ignores 90% of Target&#039;s Armor, Inflicts 7.0*Dmg to Morale&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Mono-Claws_(Piratez) | Mono-Claws]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_melee_SClaws_BigOb_PirateZ.gif|left|link=Mono-Claws_(Piratez)|Mono-Claws]]&lt;br /&gt;
They look like just some fancy, serrated claws, but the self-sharpening electromagnetic circuitry woven into superconductive plastasteel blades proves their decadent and super-expensive nature. These claws won&#039;t simply stay sharp; they&#039;re getting ever sharper.&amp;lt;br /&amp;gt;Skill: MELEE&amp;lt;br /&amp;gt;POWER Bonus: STRENGTH*0.3 + MELEE*0.3&amp;lt;br /&amp;gt;Special: Armor -30%&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 2x1&lt;br /&gt;
| Melee - 7 TUs, 5 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 14 Energy&lt;br /&gt;
| Melee - 0.8*(1*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 25&lt;br /&gt;
| Damage+0.3*Strength+0.3*Melee&lt;br /&gt;
| Ignores 30% of Target&#039;s Armor&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Pipe_(Piratez) | Pipe]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_melee_Pipe_BigOb_PirateZ.gif|left|link=Pipe_(Piratez)|Pipe]]&lt;br /&gt;
A solid piece of Plastasteel pipe, virtually indestructible hence the stronger the soldier, the harder it hits, with no practical limit.&amp;lt;br /&amp;gt;Skill: MELEE/3 + 65&amp;lt;br /&amp;gt;POWER Bonus: STRENGTH*0.6&amp;lt;br /&amp;gt;Special: Stun x2.5&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 2x1&lt;br /&gt;
| Melee - 10 TUs, 3 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 10 Energy&lt;br /&gt;
| Melee - 0.7*(65+0.34*Melee)&lt;br /&gt;
| Concussive&lt;br /&gt;
| 15&lt;br /&gt;
| Damage+0.6*Strength&lt;br /&gt;
| Inflicts 1.25*Dmg to Stun&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Ripper_(Piratez) | Ripper]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_melee_Ripper_BigOb_PirateZ.png|left|link=Ripper_(Piratez)|Ripper]]&lt;br /&gt;
The whirring, plastasteel teeth of this pocket-sized chainsaw inflict surrealistic wounds.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 2x1&lt;br /&gt;
| Snap - 10% base TUs, 2 Energy&amp;lt;br /&amp;gt;Auto - 18% base TUs, 3 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 12 Energy&lt;br /&gt;
| Snap - 0.6*(1*Melee)&amp;lt;br /&amp;gt;Auto - 0.6*(1*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 30&lt;br /&gt;
| None&lt;br /&gt;
| &amp;lt;br /&amp;gt;Maximum Range (1)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Great for interrogations!&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Cutlass_(Piratez) | Cutlass]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: |left|link=Cutlass_(Piratez)|Cutlass]]&lt;br /&gt;
A smaller, nimble blade that can be carried on your belt. Well-liked amongst the Lokk&#039;Narrs, hence the local name of &#039;Goblin Sword&#039;. As the damage is more dependant on skill than raw power, it is best suited for weaker Hands.&amp;lt;br /&amp;gt;Skill: MELEE&amp;lt;br /&amp;gt;POWER Bonus: REACTIONS*0.25 + MELEE*0.15&amp;lt;br /&amp;gt;Special: Armor +20%&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 2x2&lt;br /&gt;
| Melee - 8 TUs, 3 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 12 Energy&lt;br /&gt;
| Melee - 0.85*(1*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 30&lt;br /&gt;
| Damage+0.25*Reactions+0.15*Melee&lt;br /&gt;
| Target&#039;s Armor is 20% More Effective&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Can be placed on most belts&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Wakizashi_(Piratez) | Wakizashi]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: |left|link=Wakizashi_(Piratez)|Wakizashi]]&lt;br /&gt;
A short blade of Fuso origin, a little on the weak side as far as such blades go, but useable against armored foes.&amp;lt;br /&amp;gt;Skill: MELEE&amp;lt;br /&amp;gt;POWER Bonus: REACTIONS*0.15 + MELEE*0.25&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 2x2&lt;br /&gt;
| Melee - 8 TUs, 3 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 12 Energy&lt;br /&gt;
| Melee - 0.85*(1*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 25&lt;br /&gt;
| Damage+0.15*Reactions+0.25*Melee&lt;br /&gt;
| &amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Rapier_(Piratez) | Rapier]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_Melee_Rapier_Bigob_Piratez.gif|left|link=Rapier_(Piratez)|Rapier]]&lt;br /&gt;
A swift, swashbuckling melee weapon, great for weaker hands since the damage does not depend on Strength.&amp;lt;br /&amp;gt;Skill: MELEE&amp;lt;br /&amp;gt;POWER Bonus: MELEE*0.4&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 9 TUs, 4 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 12 Energy&lt;br /&gt;
| Melee - 0.9*(1*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 20&lt;br /&gt;
| Damage+0.4*Melee&lt;br /&gt;
| &amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Vibro_Sword_(Piratez) | Vibro Sword]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: |left|link=Vibro_Sword_(Piratez)|Vibro Sword]]&lt;br /&gt;
A blade which employs harmonic vibrations to defeat armor.&amp;lt;br /&amp;gt;Skill: MELEE&amp;lt;br /&amp;gt;POWER Bonus: STRENGTH*0.1 + MELEE*0.4&amp;lt;br /&amp;gt;Special: Armor -30%&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 9 TUs, 5 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 14 Energy&lt;br /&gt;
| Melee - 0.9*(1*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 30&lt;br /&gt;
| Damage+0.1*Strength+0.4*Melee&lt;br /&gt;
| Ignores 30% of Target&#039;s Armor&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Saber_(Piratez) | Saber]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_Melee_Cutlass_Bigob_Piratez.gif|left|link=Saber_(Piratez)|Saber]]&lt;br /&gt;
This well-made melee weapon provides an almost-perfect-balance between accuracy, speed and power.&amp;lt;br /&amp;gt;Skill: MELEE&amp;lt;br /&amp;gt;POWER Bonus: STRENGTH*0.4 + MELEE*0.2&amp;lt;br /&amp;gt;Special: Armor +20%&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 10 TUs, 5 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 14 Energy&lt;br /&gt;
| Melee - 1*(1*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 35&lt;br /&gt;
| Damage+0.4*Strength+0.2*Melee&lt;br /&gt;
| Target&#039;s Armor is 20% More Effective&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Longsword_(Piratez) | Longsword]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_Melee_Sword_Basic_Bigob_Piratez.png|left|link=Longsword_(Piratez)|Longsword]]&lt;br /&gt;
Stronger than a Cutlass, but also slower.&amp;lt;br /&amp;gt;Skill: MELEE&amp;lt;br /&amp;gt;POWER Bonus: STRENGTH*0.5 + MELEE*0.2&amp;lt;br /&amp;gt;Special: Armor +30%&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 12 TUs, 5 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 16 Energy&lt;br /&gt;
| Melee - 0.9*(1*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 35&lt;br /&gt;
| Damage+0.5*Strength+0.2*Melee&lt;br /&gt;
| Target&#039;s Armor is 30% More Effective&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Tech_Blade_(Piratez) | Tech Blade]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_Melee_PS_Blade_Bigob_Piratez.gif|left|link=Tech_Blade_(Piratez)|Tech Blade]]&lt;br /&gt;
This plastasteel weapon strikes as hard as an ax, while being faster and far more accurate.&amp;lt;br /&amp;gt;Skill: MELEE&amp;lt;br /&amp;gt;POWER Bonus: STRENGTH*0.5 + MELEE*0.2&amp;lt;br /&amp;gt;Special: Armor +15%&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 12 TUs, 7 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 20 Energy&lt;br /&gt;
| Melee - 0.95*(1*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 45&lt;br /&gt;
| Damage+0.5*Strength+0.2*Melee&lt;br /&gt;
| Target&#039;s Armor is 15% More Effective&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Electro-Sword_(Piratez) | Electro-Sword]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_Melee_Tesla_Sword_Bigob_Piratez.gif|left|link=Electro-Sword_(Piratez)|Electro-Sword]]&lt;br /&gt;
An elegant weapon, accurate and powerful.&amp;lt;br /&amp;gt;Skill: MELEE&amp;lt;br /&amp;gt;POWER Bonus: STRENGTH*0.6 + MELEE*0.2&amp;lt;br /&amp;gt;Special: Stun x2&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 10 TUs, 6 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 18 Energy&lt;br /&gt;
| Melee - 0.95*(1*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 60&lt;br /&gt;
| Damage+0.6*Strength+0.2*Melee&lt;br /&gt;
| Inflicts 1.0*Dmg to Stun&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Ball_Bat_(Piratez) | Ball Bat]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_Melee_Baseball_Bat_BigOb_PirateZ.gif|left|link=Ball_Bat_(Piratez)|Ball Bat]]&lt;br /&gt;
The origins of this weapon are lost to antiquity, but the name seems pretty self-explanatory.&amp;lt;br /&amp;gt;Skill: MELEE/3 + 65&amp;lt;br /&amp;gt;POWER Bonus: STRENGTH*0.3&amp;lt;br /&amp;gt;Special: Extra Damage (Lethal): 75%&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 12 TUs, 4 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 14 Energy&lt;br /&gt;
| Melee - 0.8*(65+0.34*Melee)&lt;br /&gt;
| Stun&lt;br /&gt;
| 25&lt;br /&gt;
| Damage+0.3*Strength&lt;br /&gt;
| Inflicts 0.75*Dmg to Health&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| A better handle, be careful, it can easily kill purebloods in strong hands. Beware the Alter Boys.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Bone_Club_(Piratez) | Bone Club]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: |left|link=Bone_Club_(Piratez)|Bone Club]]&lt;br /&gt;
Probably the most primitive weapon ever manufactured.&amp;lt;br /&amp;gt;Skill: MELEE/2 + 50&amp;lt;br /&amp;gt;POWER Bonus: STRENGTH*0.2 + BRAVERY *0.3&amp;lt;br /&amp;gt;Special: Extra Damage (Lethal): 100%&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 11 TUs, 4 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 12 Energy&lt;br /&gt;
| Melee - 0.7*(50+0.5*Melee)&lt;br /&gt;
| Stun&lt;br /&gt;
| 20&lt;br /&gt;
| Damage+0.2*Strength+0.3*Bravery&lt;br /&gt;
| Inflicts 1.0*Dmg to Health&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Spiked_Mace_(Piratez) | Spiked Mace]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: |left|link=Spiked_Mace_(Piratez)|Spiked Mace]]&lt;br /&gt;
A brutal weapon forged to break armor.&amp;lt;br /&amp;gt;Skill: MELEE/2 + 50&amp;lt;br /&amp;gt;POWER Bonus: STRENGTH*0.7&amp;lt;br /&amp;gt;Special: Stun x2.5, Armor -25%, Armor Damage (10%)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 15 TUs, 10 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 20 Energy&lt;br /&gt;
| Melee - 0.7*(50+0.5*Melee)&lt;br /&gt;
| Concussive&lt;br /&gt;
| 30&lt;br /&gt;
| Damage+0.7*Strength&lt;br /&gt;
| Ignores 25% of Target&#039;s Armor, Inflicts 1.25*Dmg to Stun, 0.1*Dmg to Armor&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Billhook_(Piratez) | Billhook]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_Melee_Billhook_Bigob_Piratez.png|left|link=Billhook_(Piratez)|Billhook]]&lt;br /&gt;
For all your psycho needs, cutting, slashing, disemboweling, you name it.&amp;lt;br /&amp;gt;Skill: MELEE/2 + 50&amp;lt;br /&amp;gt;POWER Bonus: STRENGTH*0.3 + BRAVERY*0.3&amp;lt;br /&amp;gt;Special: Extra Pain (10)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 15 TUs, 5 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 16 Energy&lt;br /&gt;
| Melee - 0.75*(50+0.5*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 40&lt;br /&gt;
| Damage+0.3*Strength+0.3*Bravery&lt;br /&gt;
| Inflicts 10.0*Dmg to Morale&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Stone_Hatchet_(Piratez) | Stone Hatchet]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_Stone_Hatchet_Floorob_Piratez.png|left|link=Stone_Hatchet_(Piratez)|Stone Hatchet]]&lt;br /&gt;
Lighter and faster than a standard metal axe, however the primitive material handicaps its combat qualities.&amp;lt;br /&amp;gt;Skill: MELEE/2 + THROWING/2&amp;lt;br /&amp;gt;POWER Bonus: STRENGTH*0.6 + MELEE*0.1&amp;lt;br /&amp;gt;Special: Armor +40%&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 12 TUs, 7 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 20 Energy&lt;br /&gt;
| Melee - 1.25*(0.5*Melee+0.5*Throwing)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 40&lt;br /&gt;
| Damage+0.6*Strength+0.1*Melee&lt;br /&gt;
| Target&#039;s Armor is 40% More Effective&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Aqua_Hatchet_(Piratez) | Aqua Hatchet]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: |left|link=Aqua_Hatchet_(Piratez)|Aqua Hatchet]]&lt;br /&gt;
This ax is made of aqua plastic, which makes it very light and swift.&amp;lt;br /&amp;gt;Skill: MELEE/2 + THROWING/2&amp;lt;br /&amp;gt;POWER Bonus: STRENGTH*0.6 + MELEE*0.1&amp;lt;br /&amp;gt;Special: Armor +10%&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 11 TUs, 6 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 20 Energy&lt;br /&gt;
| Melee - 1.25*(0.5*Melee+0.5*Throwing)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 40&lt;br /&gt;
| Damage+0.6*Strength+0.1*Melee&lt;br /&gt;
| Target&#039;s Armor is 10% More Effective&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Ax_(Piratez) | Ax]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_Ax_Floorob_Piratez.gif|left|link=Ax_(Piratez)|Ax]]&lt;br /&gt;
Simple and brutal. May lack precision and swiftness, but when you&#039;ll hit, they&#039;ll feel it.&amp;lt;br /&amp;gt;Skill: MELEE&amp;lt;br /&amp;gt;POWER Bonus: STRENGTH*0.7 + MELEE*0.1&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 14 TUs, 8 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 20 Energy&lt;br /&gt;
| Melee - 0.85*(1*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 50&lt;br /&gt;
| Damage+0.7*Strength+0.1*Melee&lt;br /&gt;
| &amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Vibro-Ax_(Piratez) | Vibro-Ax]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: |left|link=Vibro-Ax_(Piratez)|Vibro-Ax]]&lt;br /&gt;
Massive, hi-tech axe that easily cleaves through armor.&amp;lt;br /&amp;gt;Skill: MELEE&amp;lt;br /&amp;gt;POWER Bonus: STRENGTH*0.7 + MELEE*0.1&amp;lt;br /&amp;gt;Special: Armor -20%&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 14 TUs, 10 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 20 Energy&lt;br /&gt;
| Melee - 0.85*(1*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 70&lt;br /&gt;
| Damage+0.7*Strength+0.1*Melee&lt;br /&gt;
| Ignores 20% of Target&#039;s Armor&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Electro-Claw_(Piratez) | Electro-Claw]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_Melee_Claw_BigOb_PirateZ.gif|left|link=Electro-Claw_(Piratez)|Electro-Claw]]&lt;br /&gt;
Cumbersome but deadly, perfect for gutting your enemies alive and ripping tanks to shreds.&amp;lt;br /&amp;gt;Skill: MELEE&amp;lt;br /&amp;gt;POWER Bonus: STRENGTH*0.7 + MELEE*0.2&amp;lt;br /&amp;gt;Special: Extra Pain (10), Armor +30%, Armor Damage (10%)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 2x2&lt;br /&gt;
| Melee - 14 TUs, 10 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 20 Energy&lt;br /&gt;
| Melee - 0.9*(1*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 75&lt;br /&gt;
| Damage+0.7*Strength+0.3*Melee&lt;br /&gt;
| Target&#039;s Armor is 30% More Effective, Inflicts 10.0*Dmg to Morale, 0.1*Dmg to Armor&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Blood_Ax_(Piratez) | Blood Ax]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_Blood_Ax_Floorob_Piratez.gif|left|link=Blood_Ax_(Piratez)|Blood Ax]]&lt;br /&gt;
An ax imbued with an essence of a Demon, yearning for blood and fitted with whirly bits. Hits way harder and faster than your ordinary ax, but is heavier as well. Builds up your stamina and rage per every attack. Requires Summoning Circle.&amp;lt;br /&amp;gt;Skill: MELEE&amp;lt;br /&amp;gt;POWER Bonus: STRENGTH*0.7 + MELEE*0.1&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 12 TUs, -4 Energy, -4 Morale&amp;lt;br /&amp;gt;Throw - 25% base TUs, 20 Energy&lt;br /&gt;
| Melee - 0.9*(1*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 88&lt;br /&gt;
| Damage+0.7*Strength+0.1*Melee&lt;br /&gt;
| &amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Force_Blade_(Piratez) | Force Blade]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_Melee_Force_Blade_Bigob_Piratez.gif|left|link=Force_Blade_(Piratez)|Force Blade]]&lt;br /&gt;
A blade shaped from forcefields, instead of solid matter. Light, fast and lethal. Causes highly random damage. Requires Power Plant.&amp;lt;br /&amp;gt;Skill: MELEE&amp;lt;br /&amp;gt;POWER Bonus: MELEE*0.4&amp;lt;br /&amp;gt;Special: Armor -30%&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 8 TUs, 2 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 8 Energy&lt;br /&gt;
| Melee - 1.1*(1*Melee)&lt;br /&gt;
| Laser&lt;br /&gt;
| 50&lt;br /&gt;
| Damage+0.4*Melee&lt;br /&gt;
| Ignores 30% of Target&#039;s Armor&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Power_Mace_(Piratez) | Power Mace]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_melee_PowerMace_BigOb_PirateZ.gif|left|link=Power_Mace_(Piratez)|Power Mace]]&lt;br /&gt;
This heavy mace devised by Church&#039;s technomagery smites the offenders with baleful plasma energies. The alternate setting is used for stunning, but it may miss. Rq. Ind. Printer.&amp;lt;br /&amp;gt;POWER Bonus: STRENGTH*0.3 + MELEE*0.3&amp;lt;br /&amp;gt;Special: Stun x3, Armor Damage (10%)&amp;lt;br /&amp;gt;Swing (Stun dmg = as above, Skill = MA/2+STR/2, Acc = 90%, 20 TUs)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| 3x1&lt;br /&gt;
| Snap - 20 TUs, 10 Energy&amp;lt;br /&amp;gt;Melee - 20 TUs, 10 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 20 Energy&lt;br /&gt;
| Snap - 0.9*(0.5*Melee+0.5*Strength)&amp;lt;br /&amp;gt;Melee - 0.9*(0.5*Melee+0.5*Strength)&lt;br /&gt;
| Shot - Plasma&amp;lt;br /&amp;gt;Melee - Stun&lt;br /&gt;
| Shot - 80&amp;lt;br /&amp;gt;Melee - 80&lt;br /&gt;
| Shot - Damage+0.3*Strength+0.3*Melee&amp;lt;br /&amp;gt;Melee - Damage+0.3*Strength+0.3*Melee&lt;br /&gt;
| Shot - Inflicts 1.5*Dmg to Stun, 0.1*Dmg to Armor&amp;lt;br /&amp;gt;Maximum Range (1), &amp;lt;br /&amp;gt;Melee - Inflicts 0.2*Dmg to Health, 0.1*Dmg to Armor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Short_Bamboo_Combat_Stick_(Piratez) | Short Bamboo Combat Stick]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: |left|link=Short_Bamboo_Combat_Stick_(Piratez)|Short Bamboo Combat Stick]]&lt;br /&gt;
One-handed, light spear, useful to handily impale someone, as long as they&#039;re not wearing armor. Breaks pretty quickly, though.&amp;lt;br /&amp;gt;Skill: MELEE/2 + THROWING/2&amp;lt;br /&amp;gt;POWER Bonus: THROWING*0.6&amp;lt;br /&amp;gt;Special: Armor +50%&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 14 TUs, 4 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 14 Energy&lt;br /&gt;
| Melee - 1.3*(0.5*Melee+0.5*Throwing)&lt;br /&gt;
| Piercing&lt;br /&gt;
| 25&lt;br /&gt;
| Damage+0.6*Throwing&lt;br /&gt;
| Target&#039;s Armor is 50% More Effective&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Aqua_Trident_(Piratez) | Aqua Trident]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: |left|link=Aqua_Trident_(Piratez)|Aqua Trident]]&lt;br /&gt;
One-handed pointy weapon, normally used to catch fish by some mutants. This one, though, could kill a white whale. Very accurate for a melee weapon.&amp;lt;br /&amp;gt;Skill: MELEE/2 + THROWING/2&amp;lt;br /&amp;gt;POWER Bonus: STRENGTH*0.3 + THROWING*0.4&amp;lt;br /&amp;gt;Special: Armor Damage (7%), Reaction Disrupt (x2)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| 3x2&lt;br /&gt;
| Melee - 15 TUs, 9 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 14 Energy&lt;br /&gt;
| Melee - 1.4*(0.5*Melee+0.5*Throwing)&lt;br /&gt;
| Piercing&lt;br /&gt;
| 40&lt;br /&gt;
| Damage+0.3*Strength+0.4*Throwing&lt;br /&gt;
| Inflicts 2.0*Dmg to TUs, 0.07*Dmg to Armor&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Cattle_Prod_(Piratez) | Cattle Prod]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_Melee_Cattle_Prod_Bigob_Piratez.png|left|link=Cattle_Prod_(Piratez)|Cattle Prod]]&lt;br /&gt;
Prod the scurvy land-lubbers like cattle they are!&amp;lt;br /&amp;gt;Causes Stun instead of Health damage.&amp;lt;br /&amp;gt;Skill: MELEE/2 + 50&amp;lt;br /&amp;gt;Special: highly random damage.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 20 TUs, 4 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 12 Energy&lt;br /&gt;
| Melee - 1.1*(50+0.5*Melee)&lt;br /&gt;
| Plasma&lt;br /&gt;
| 70&lt;br /&gt;
| None&lt;br /&gt;
| Inflicts 0.0*Dmg to Health, 1.0*Dmg to Stun&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Them Smugglers knows some things. &amp;lt;BR&amp;gt; Like a cattle prod up the jacksie drops just about anyone if you keep pulling the trigger enough..... &amp;lt;BR&amp;gt; Being a better stun rod it can be more useful against more armored foes! Keep a few on hand for those very valuable canned purebloods.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Impaler_(Piratez) | Impaler]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: |left|link=Impaler_(Piratez)|Impaler]]&lt;br /&gt;
A strange spear which fires bolts of Stun energy, which ignore 30% of enemy armor. It would be very accurate and effective in the hands of a trained witch, although it gets 250% long range acc. penalties past its nominal range of 14.&amp;lt;br /&amp;gt;Skill: FIRING + V.POWER + V.SKILL&amp;lt;br /&amp;gt;POWER Bonus: VooDoo POWER^2 * 0.03&amp;lt;br /&amp;gt;When used like a melee weapon, it&#039;s basically a better Spear (Piercing = 40+STR*0.2+THR*0.6, Skill = MA/2+TA/2, Acc = 140%, 16 TUs), but ignores 50% of enemy armor and inflicts double extra Stun damage. Both attacks devastate enemy&#039;s morale and disrupt their reactions.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 3x1&lt;br /&gt;
| Snap - 30% base TUs, 10 Energy&amp;lt;br /&amp;gt;Melee - 16% base TUs, 6 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 14 Energy&lt;br /&gt;
| Snap - 1*(1*Firing+1*PsiStrength+1*PsiSkill)&amp;lt;br /&amp;gt;Melee - 1.4*(0.5*Melee+0.5*Throwing)&lt;br /&gt;
| Shot - Plasma&amp;lt;br /&amp;gt;Melee - Piercing&lt;br /&gt;
| Shot - 0&amp;lt;br /&amp;gt;Melee - 40&lt;br /&gt;
| Shot - Damage+0.03*PsiStrength^2&amp;lt;br /&amp;gt;Melee - Damage+0.2*Strength+0.6*Throwing&lt;br /&gt;
| Shot - Ignores 30% of Target&#039;s Armor, Inflicts 0.0*Dmg to Health, 1.0*Dmg to Stun, 1.0*Dmg to TUs, 20.0*Dmg to Morale&amp;lt;br /&amp;gt;Melee - Ignores 50% of Target&#039;s Armor, Inflicts 1.0*Dmg to Stun, 4.0*Dmg to TUs, 20.0*Dmg to Morale&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Cat_Paws_(Piratez) | Cat Paws]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_Melee_Claws_BigOb_PirateZ.gif|left|link=Cat_Paws_(Piratez)|Cat Paws]]&lt;br /&gt;
These beauties deliver extremely fast attacks, but when used against armored enemies, scratching, so to speak, is all they can achieve.&amp;lt;br /&amp;gt;Skill: MELEE/2 + REACTIONS/2&amp;lt;br /&amp;gt;POWER Bonus: REACTIONS*0.15 + BRAVERY*0.15&amp;lt;br /&amp;gt;Special: Armor +50%; damages armor&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 1x2&lt;br /&gt;
| Melee - 5 TUs, 3 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 8 Energy&lt;br /&gt;
| Melee - 0.9*(0.5*Melee+0.5*Reactions)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 15&lt;br /&gt;
| Damage+0.15*Bravery+0.15*Reactions&lt;br /&gt;
| Target&#039;s Armor is 50% More Effective, Inflicts 0.05*Dmg to Armor&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Shovel_(Piratez) | Shovel]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_Melee_Shovel_Bigob_Piratez.gif|left|link=Shovel_(Piratez)|Shovel]]&lt;br /&gt;
The ancient masters of the killing art were known to use this unassuming tool to great effect. Don&#039;t laugh, it&#039;s true.&amp;lt;br /&amp;gt;Skill: MELEE/3 + 65&amp;lt;br /&amp;gt;POWER Bonus: STRENGTH*0.5&amp;lt;br /&amp;gt;Special: Stun x4, Armor +30%&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 15 TUs, 5 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 16 Energy&lt;br /&gt;
| Melee - 0.65*(65+0.34*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 35&lt;br /&gt;
| Damage+0.5*Strength&lt;br /&gt;
| Target&#039;s Armor is 30% More Effective, Inflicts 2.0*Dmg to Stun&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Spear_(Piratez) | Spear]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_Melee_Spear_Bigob_Piratez.png|left|link=Spear_(Piratez)|Spear]]&lt;br /&gt;
Lightweight two-handed melee weapon. Not good for prolonged fights, as the attack is concentrated in a single, powerful and accurate thrust.&amp;lt;br /&amp;gt;Skill: MELEE/2 + THROWING/2&amp;lt;br /&amp;gt;POWER Bonus: STRENGTH*0.2 + THROWING*0.4&amp;lt;br /&amp;gt;Special: Armor -20%, Reaction Disrupt (x4)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 3x2&lt;br /&gt;
| Melee - 16 TUs, 5 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 14 Energy&lt;br /&gt;
| Melee - 1.6*(0.5*Melee+0.5*Throwing)&lt;br /&gt;
| Piercing&lt;br /&gt;
| 30&lt;br /&gt;
| Damage+0.2*Strength+0.4*Throwing&lt;br /&gt;
| Ignores 20% of Target&#039;s Armor, Inflicts 4.0*Dmg to TUs&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Barbaric_Sword_(Piratez) | Barbaric Sword]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: |left|link=Barbaric_Sword_(Piratez)|Barbaric Sword]]&lt;br /&gt;
A big feisty sword. Takes a strong warrior to handle it.&amp;lt;br /&amp;gt;Skill: MELEE&amp;lt;br /&amp;gt;POWER Bonus: STRENGTH*0.65 + MELEE*0.2&amp;lt;br /&amp;gt;Special: Armor +25%&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 3x2&lt;br /&gt;
| Melee - 13 TUs, 13 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 20 Energy&lt;br /&gt;
| Melee - 0.9*(1*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 50&lt;br /&gt;
| Damage+0.65*Strength+0.2*Melee&lt;br /&gt;
| Target&#039;s Armor is 25% More Effective&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Fuso_Sword_(Piratez) | Fuso Sword]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_Melee_Katana_Bigob_Piratez.gif|left|link=Fuso_Sword_(Piratez)|Fuso Sword]]&lt;br /&gt;
[PRM] A deadly blade, if unwieldy to carry. Requires two hands. Can break if used haphazardly, hence soldier&#039;s Strength is irrelevant.&amp;lt;br /&amp;gt;Skill: MELEE&amp;lt;br /&amp;gt;POWER Bonus: MELEE*0.5&amp;lt;br /&amp;gt;Special: Armor +40%&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| 3x2&lt;br /&gt;
| Melee - 12 TUs, 7 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 20 Energy&lt;br /&gt;
| Melee - 1*(1*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 50&lt;br /&gt;
| Damage+0.5*Melee&lt;br /&gt;
| Target&#039;s Armor is 40% More Effective&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Bardiche_(Piratez) | Bardiche]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_Melee_Bardiche_Bigob_Piratez.png|left|link=Bardiche_(Piratez)|Bardiche]]&lt;br /&gt;
If your opponent is a far better speaker than yourself, ax him a question.&amp;lt;br /&amp;gt;                     - Mun Tzu&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Skill: MELEE&amp;lt;br /&amp;gt;POWER Bonus: STRENGTH*0.9 + MELEE*0.1&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| 3x2&lt;br /&gt;
| Melee - 18 TUs, 12 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 20 Energy&lt;br /&gt;
| Melee - 0.8*(1*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 75&lt;br /&gt;
| Damage+0.9*Strength+0.1*Melee&lt;br /&gt;
| &amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Hellblade_(Piratez) | Hellblade]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_Melee_Deathblade_Bigob_Piratez.gif|left|link=Hellblade_(Piratez)|Hellblade]]&lt;br /&gt;
It&#039;s a blade that sends you straight to hell. Can shoot blastwaves too. Requires VooDoo training, Summoning Circle, costs a lot of Energy and Morale to use. Melee attacks get +60 extra Power.&amp;lt;br /&amp;gt;POWER Bonus: STRENGTH*0.7 + MELEE*0.2 + VPWR*1.0&amp;lt;br /&amp;gt;Skill/Melee: MELEE; Skill/Ranged: VPWR*0.65 + VSKL*0.65&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 3x2&lt;br /&gt;
| Aimed - 75% base TUs, 60 Energy, 60 Morale&amp;lt;br /&amp;gt;Melee - 12% base TUs, 10 Energy, 10 Morale&amp;lt;br /&amp;gt;Throw - 25% base TUs, 20 Energy&lt;br /&gt;
| Aimed - 1.05*(0.65*PsiStrength+0.65*PsiSkill)&amp;lt;br /&amp;gt;Melee - 1.05*(50+1*Melee)&lt;br /&gt;
| Shot - Cutting&amp;lt;br /&amp;gt;Melee - Cutting&lt;br /&gt;
| Shot - 0&amp;lt;br /&amp;gt;Melee - 60&lt;br /&gt;
| Shot - Damage+0.7*Strength+0.2*Melee+1*PsiStrength&amp;lt;br /&amp;gt;Melee - Damage+0.7*Strength+0.2*Melee+1*PsiStrength&lt;br /&gt;
| &amp;lt;br /&amp;gt;Reduced Accurate Aimed Range (20)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Hammer_(Piratez) | Hammer]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_melee_Hammer_BigOb_PirateZ.gif|left|link=Hammer_(Piratez)|Hammer]]&lt;br /&gt;
A two handed weapon useful for cracking open walls and skulls alike through the direct application of massive blunt trauma.&amp;lt;br /&amp;gt;POWER Bonus: STRENGTH*0.5 + MELEE*0.3&amp;lt;br /&amp;gt;Special: Stun x3, Armor Damage (10%)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| 3x1&lt;br /&gt;
| Snap - 28 TUs, 16 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 20 Energy&lt;br /&gt;
| Snap - 0.6*(50+0.5*Melee)&lt;br /&gt;
| Concussive&lt;br /&gt;
| 60&lt;br /&gt;
| Damage+0.5*Strength+0.3*Melee&lt;br /&gt;
| Inflicts 1.5*Dmg to Stun, 0.1*Dmg to Armor&amp;lt;br /&amp;gt;Maximum Range (1)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| The Hammer boasts concussive damage (explosive) and as such is capable of destroying terrain.  Its a great way to bust in a wall and surprise the enemy.  Its range of one means that it can only strike in the cardinal directions and not on the diagonals.  Its heavy hitting power makes it a decent counter to armored enemies if you bash them from behind. The hammer is also unique among melee weapons in that it allows you to clear out enemies in elevators as you can target the tile above your gal with this beauty.  Its also useful for targeting stunned enemies on the ground at your feet. One good whack may put them away for good if you aren&#039;t interested in taking them captive.  Be aware that the heavy weight of this awesome implement can tire gals quickly when they are swinging it in battle.  A good stock of Atom Beer or other stimulants may just keep you in the fight. Can be considered a necessary weapon as enemies can hide behind impassible feature and be stuck there, use the hammer to free them for your gals to handle.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Pickaxe_(Piratez) | Pickaxe]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_Melee_Pickaxe_Bigob_Piratez.png|left|link=Pickaxe_(Piratez)|Pickaxe]]&lt;br /&gt;
Not as mighty in combat as a Hammer but not as cumbersome either. Much more efficient in hacking apart walls and other terrain features.&amp;lt;br /&amp;gt;POWER Bonus: STRENGTH*0.4&amp;lt;br /&amp;gt;Special: Armor -30%, Armor Damage (10%), Demolition +100%&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 2x2&lt;br /&gt;
| Snap - 26 TUs, 10 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 20 Energy&lt;br /&gt;
| Snap - 0.4*(75+0.25*Melee)&lt;br /&gt;
| Piercing&lt;br /&gt;
| 30&lt;br /&gt;
| Damage+0.4*Strength&lt;br /&gt;
| Ignores 30% of Target&#039;s Armor, Inflicts 0.1*Dmg to Armor, 1.0*Dmg to Terrain&amp;lt;br /&amp;gt;Maximum Range (1)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Better at destroying terrain and walls then the hammer, and like the hammer, is actually necessary in the built up Ratman Warrens. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Chainsaw_(Piratez) | Chainsaw]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_Melee_Chainsaw_BigOb_.gif|left|link=Chainsaw_(Piratez)|Chainsaw]]&lt;br /&gt;
Groovie.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 3x1&lt;br /&gt;
| Auto - 30% base TUs, 6 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 18 Energy&lt;br /&gt;
| Auto - 0.4*(75+0.25*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 35&lt;br /&gt;
| None&lt;br /&gt;
| On Auto: Confers 5 Attacks, Maximum Range (1)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Its high &amp;quot;rate of fire&amp;quot; makes this weapon more viable for combat than the hammer, can also destroy light terrain like wood walls and leaves. Its also necessary to make yeoman.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Auto-Ax_(Piratez) | Auto-Ax]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_Auto_Axe_Floorob_Piratez.png|left|link=Auto-Ax_(Piratez)|Auto-Ax]]&lt;br /&gt;
Perfectly capable of going through brick walls. Yet another proof that anything can be weaponized... as if any was needed.&amp;lt;br /&amp;gt;Special: Armor Damage (5%)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| 3x2&lt;br /&gt;
| Auto - 30% base TUs, 8 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 20 Energy&lt;br /&gt;
| Auto - 0.5*(75+0.25*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 65&lt;br /&gt;
| None&lt;br /&gt;
| Inflicts 0.05*Dmg to Armor&amp;lt;br /&amp;gt;On Auto: Confers 4 Attacks, Maximum Range (1)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Heavy_Chainsaw_(Piratez) | Heavy Chainsaw]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_melee_Heavy_Chainsaw_BigOb_PirateZ.png|left|link=Heavy_Chainsaw_(Piratez)|Heavy Chainsaw]]&lt;br /&gt;
A nuclear-powered industrial-grade chainsaw. It will persuade anyone to cease blocking your way. Unless that someone is made of several-inches thick plastasteel, that is.&amp;lt;br /&amp;gt;Special: Armor Damage (5%)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| 3x2&lt;br /&gt;
| Auto - 30% base TUs, 10 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 20 Energy&lt;br /&gt;
| Auto - 0.5*(75+0.25*Melee)&lt;br /&gt;
| Cutting&lt;br /&gt;
| 100&lt;br /&gt;
| None&lt;br /&gt;
| Inflicts 0.05*Dmg to Armor&amp;lt;br /&amp;gt;On Auto: Confers 5 Attacks, Maximum Range (1)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Rope_(Piratez) | Rope]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_Melee_Noose_Bigob_Piratez.png|left|link=Rope_(Piratez)|Rope]]&lt;br /&gt;
Some say it brings bad luck, some say they want to be extra sure the captive is properly pacified. Just don&#039;t squeeze too much... if ye want &#039;em alive that is!&amp;lt;br /&amp;gt;Skill: MELEE/4 + STRENGTH*3/4&amp;lt;br /&amp;gt;POWER Bonus: STRENGTH*0.3 + BRAVERY*0.2&amp;lt;br /&amp;gt;Special: Extra Damage (Lethal: 20%, Stamina: 200%)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 2x1&lt;br /&gt;
| Melee - 55% base TUs, 16 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 8 Energy&lt;br /&gt;
| Melee - 2*(0.25*Melee+0.75*Strength)&lt;br /&gt;
| Stun&lt;br /&gt;
| 5&lt;br /&gt;
| Damage+0.3*Strength+0.2*Bravery&lt;br /&gt;
| Uses Choking Resistance, Ignores 100% of Target&#039;s Armor, Inflicts 0.2*Dmg to Health, 2.0*Dmg to Energy&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Leather_Whip_(Piratez) | Leather Whip]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: |left|link=Leather_Whip_(Piratez)|Leather Whip]]&lt;br /&gt;
While the damage seems unimpressive, if the target takes any, they will lose Morale and Time Units, preventing them from fighting back. The whip has a maximum range of 3.&amp;lt;br /&amp;gt;Skill: MELEE/2 + THROWING/2&amp;lt;br /&amp;gt;POWER Bonus: THROWING*0.3&amp;lt;br /&amp;gt;Special: Reaction Disrupt (x3), Extra Pain (15), Extra Damage (Lethal): 10%, Armor +25%; 4 Energy/Shot&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 2x1&lt;br /&gt;
| Snap - 14 TUs, 4 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 8 Energy&lt;br /&gt;
| Snap - 1.25*(0.5*Throwing+0.5*Melee)&lt;br /&gt;
| Stun&lt;br /&gt;
| 5&lt;br /&gt;
| Damage+0.3*Throwing&lt;br /&gt;
| Uses Gaussian Damage Formula, Target&#039;s Armor is 25% More Effective, Inflicts 0.1*Dmg to Health, 3.0*Dmg to TUs, 15.0*Dmg to Morale&amp;lt;br /&amp;gt;Maximum Range (3)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Neccessary for some slaves to be made. Keep some on hand.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Electro-Whip_(Piratez) | Electro-Whip]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_Melee_Whip_Bigob_Piratez.gif|left|link=Electro-Whip_(Piratez)|Electro-Whip]]&lt;br /&gt;
Lash those unwashed brutes into submission! Max range: 3.&amp;lt;br /&amp;gt;Skill: MELEE/2 + THROWING/2&amp;lt;br /&amp;gt;Special: 6 Energy/Shot&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 2x1&lt;br /&gt;
| Snap - 15 TUs, 6 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 8 Energy&lt;br /&gt;
| Snap - 1*(0.5*Throwing+0.5*Melee)&lt;br /&gt;
| Plasma&lt;br /&gt;
| 70&lt;br /&gt;
| None&lt;br /&gt;
| Uses Gaussian Damage Formula, Inflicts 0.0*Dmg to Health, 1.0*Dmg to Stun&amp;lt;br /&amp;gt;Maximum Range (3)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Tesla_Coil_(Piratez) | Tesla Coil]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: |left|link=Tesla_Coil_(Piratez)|Tesla Coil]]&lt;br /&gt;
Fries your enemies with powerful electric discharges, how cool is that? Doesn&#039;t really require aiming, but the maximum range is very limited (4).&amp;lt;br /&amp;gt;Special: Stun x6&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| 3x1&lt;br /&gt;
| Snap - 16% base TUs&amp;lt;br /&amp;gt;Auto - 32% base TUs&amp;lt;br /&amp;gt;Throw - 25% base TUs, 20 Energy&lt;br /&gt;
| Snap - 1.25*Firing&amp;lt;br /&amp;gt;Auto - 1.25*Firing&lt;br /&gt;
| Plasma&lt;br /&gt;
| 62&lt;br /&gt;
| None&lt;br /&gt;
| Uses Gaussian Damage Formula, Inflicts 3.0*Dmg to Stun&amp;lt;br /&amp;gt;Maximum Range (4)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Tear_Gas_Can_(Piratez) | Tear Gas Can]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: |left|link=Tear_Gas_Can_(Piratez)|Tear Gas Can]]&lt;br /&gt;
Go for their eyes! An amazing solution for boarding actions! Any target caught in the attack zone has their TUs reduced by 24-48 (assuming standard 400% smoke vulnerability), and suffers half as much Stun damage. The can is good for 2 attacks, and has an effective attack range of 2.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 1x1&lt;br /&gt;
| Aimed - 25% base TUs&lt;br /&gt;
| Aimed - 1.5*Firing&lt;br /&gt;
| Choking&lt;br /&gt;
| 20&lt;br /&gt;
| None&lt;br /&gt;
| Inflicts 5-10 Damage * Target&#039;s Resistance, Inflicts 0.6*Dmg to Stun, 1.2*Dmg to TUs&amp;lt;br /&amp;gt;Maximum Range (2)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Pureblood with a laser facing the door? Roll a can in.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Torch_(Piratez) | Torch]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: |left|link=Torch_(Piratez)|Torch]]&lt;br /&gt;
Throw it on the ground to provide night-time lighting. Alternatively, smash nasty types with it to set them on fire (deals 5-10 Fire damage and incurs Morale and TU losses). The terrain won&#039;t catch fire from it. I&#039;m sure there is a scientific explanation to this phenomenon.&amp;lt;br /&amp;gt;Melee Attack: Skill = MA/2+50, Acc = 80%, 12 TUs)&amp;lt;br /&amp;gt;&amp;gt;WARNING: Torches last only for a single mission, so don&#039;t load your craft up with more than you intend to use.&amp;lt;br /&amp;gt;Throwing Accuracy: 60%&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 3x1&lt;br /&gt;
| Melee - 12 TUs, 4 Energy&amp;lt;br /&amp;gt;Throw - 25% base TUs, 10 Energy&lt;br /&gt;
| Melee - 0.8*(0.5*Melee+50)&lt;br /&gt;
| Incendiary&lt;br /&gt;
| 10&lt;br /&gt;
| None&lt;br /&gt;
| Inflicts 2.0*Dmg to TUs, 15.0*Dmg to Morale&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Lorem ipsum&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Ref Open | title = [[Tower_Shield_(Piratez) | Tower Shield]] }}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
[[Image: Weapon_Melee_Shield_Bigob_Piratez.png|left|link=Tower_Shield_(Piratez)|Tower Shield]]&lt;br /&gt;
This shield is a part of the Plate Mail armor, and can be used as a very effective stun weapon.&amp;lt;br /&amp;gt;Skill: MELEE&amp;lt;br /&amp;gt;POWER Bonus: STRENGTH*0.8&amp;lt;br /&amp;gt;Special: Extra Damage (Lethal): 25%.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| {{StdCenterTable}} class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;4&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; class=&amp;quot;unsortable&amp;quot; | &lt;br /&gt;
|- {{StdDescTable_Heading}} style=&amp;quot;background: #c0c0c0;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Accuracy Modifier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Amount&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Damage Bonus(es)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Additional Effects(s)&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| 3x2&lt;br /&gt;
| Melee - 14 TUs, 12 Energy&lt;br /&gt;
| Melee - 0.9*Firing&lt;br /&gt;
| Stun&lt;br /&gt;
| 20&lt;br /&gt;
| Damage+0.8*Strength&lt;br /&gt;
| Inflicts 0.25*Dmg to Health&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;| &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
| Melee item exclusive to the [[Armor (Piratez)#Plate Mail S|Plate Mail S]] uniform.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Ref Close | source = Piratez Bootypedia}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:MeleeWeaponsNavBar (Piratez)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Piratez]]&lt;/div&gt;</summary>
		<author><name>Bloodraven117</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Strategy_(Piratez)&amp;diff=84769</id>
		<title>Strategy (Piratez)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Strategy_(Piratez)&amp;diff=84769"/>
		<updated>2017-05-01T21:31:13Z</updated>

		<summary type="html">&lt;p&gt;Bloodraven117: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Piratez)|0.99C.1}}&lt;br /&gt;
{{tocright}}&lt;br /&gt;
&lt;br /&gt;
The general goal of Xpiratez is to lead your crew to riches and glory, while also ensuring they live long enough to partake in such riches. The first thing any player should do is read the in-game bootypedia, and get your base affairs in order.&lt;br /&gt;
&lt;br /&gt;
Base affairs, for the uninitiated, is matters pertaining to your hideout, first one should go through their combat crew and arm them on the Airbus. Once finished, assign a research project, any will do to start with. Finally the next most important is to get money flowing in immediately, your biggest source of cash will be in manufacturing, particularly making alcohol.&lt;br /&gt;
&lt;br /&gt;
The life of a pirate is hardly disciplined but if your gals are to grow big and beefness then it is best to equip them appropriately. &lt;br /&gt;
&lt;br /&gt;
Arming you&#039;re gals with real guns is your first priority, and always keep a handle on them to take the opportunity to render unconscious an unfortunate for for some quick cash.&lt;br /&gt;
&lt;br /&gt;
You only start with 6 gals and need to research to hire more so do everything in your power to keep them alive!&lt;br /&gt;
&lt;br /&gt;
Next is your brainers, you can&#039;t have many, and they&#039;re very expensive, but if you&#039;re to keep your head above water you&#039;ll need to have these gals do their job and learn all about the world. &lt;br /&gt;
&lt;br /&gt;
Next is Runts, these gals refuse to engage in a good ol&#039; scrap, but they do engage in the manual labor in producing your various goods, merchandise, and weaponry. &lt;br /&gt;
&lt;br /&gt;
=Guides=&lt;br /&gt;
[[ Air_Strategy_Guide_(Piratez) | ohartenstein23&#039;s Air Strategy Guide ]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Piratez]]&lt;/div&gt;</summary>
		<author><name>Bloodraven117</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Strategy_(Piratez)&amp;diff=84713</id>
		<title>Strategy (Piratez)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Strategy_(Piratez)&amp;diff=84713"/>
		<updated>2017-04-25T19:26:23Z</updated>

		<summary type="html">&lt;p&gt;Bloodraven117: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Piratez)|0.99C.1}}&lt;br /&gt;
{{tocright}}&lt;br /&gt;
&lt;br /&gt;
The general goal of Xpiratez is to lead your crew to riches and gkory, while also ensuring they live long enough to partake in such riches. The first thing any player should do is read the in-game bootypedia, and get your base affairs in order.&lt;br /&gt;
&lt;br /&gt;
The life of a pirate is hardly disciplined but if your gals are to grow big and beefness then it is best to equip them appropriately. &lt;br /&gt;
&lt;br /&gt;
Arming you&#039;re gals with real guns is your first priority, and always keep a handle on them to take the opportunity to render unconscious an unfortunate for for some quick cash.&lt;br /&gt;
&lt;br /&gt;
You only start with 6 gals and need to research to hire more so do everythinf in your power to keep them alive!&lt;br /&gt;
&lt;br /&gt;
=Guides=&lt;br /&gt;
[[ Air_Strategy_Guide_(Piratez) | ohartenstein23&#039;s Air Strategy Guide ]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Piratez]]&lt;/div&gt;</summary>
		<author><name>Bloodraven117</name></author>
	</entry>
</feed>