<td>Prime - 50% base TUs<br>Throw - 25% base TUs, 6 Energy</td>
<td>Stun</td><td>40</td>
<td colspan="2">No</td>
<td>Inflicts 100% Acid Damage, 25% Stun Damage, 150% Damage to Items, 100% Damage to Terrain<br> Reduces Armor of Affected by (Damage*(TFTD Damage Formula [50% to 150%]))</td>
<td>Prime - 50% base TUs<br>Throw - 25% base TUs, 6 Energy</td>
<td>Stun</td><td>50</td>
<td colspan="2">No</td>
<td>-50% Reduced Damage against Armor</td>
</tr>
<tr>
<td align="left">[[Willie Pete (Piratez)|Willie Pete]]</td>
<td>Thrown</td>
<td>3</td>
<td>1x1</td>
<td>Prime - 50% base TUs<br>Throw - 25% base TUs, 6 Energy</td>
<td>Incendiary</td><td>60</td>
<td colspan="2">No</td>
<td>Reduces Current Morale of Affected by 20%</td>
</tr>
</tr>
<tr>
<tr>
Revision as of 17:32, 6 November 2018
This page may be outdated. It is up-to-date for version 0.96. The latest version is v.N1.
Equipment takes on the form in three essential types: Thrown (explosives), Restorative, and Utility.
Thrown explosives are very important in Piratez, as they are a major complement to the lack of powerful firearms until your headquarters has established adequate manufacturing capabilities and decent technological understanding of components. Grenades will continue to be very useful throughout your campaign of piracy, so don't neglect your hands from being able to utilize thrown explosives.
Restorative equipment are the items most resembling the vanilla X-Com Medi-Kit and typically come in two types: Medkits and Alcohol. Medkits is similar to the vanilla X-Com Medi-Kit but generally lack Pain Killers or Stimulants and the advanced forms can restore a substantial amount of Health. Alcohol, on the other hand, typically fills the gap of the Medkits and utilizes Pain Killers and Stimulants, although a few have limited Heal capabilities. Either way, plan for all your hands to have a bottle of brew on themselves, and a select few carrying Medkits for the severe trauma.
Lastly, Utility items are the ones that don't really do damage or act as a restorative, instead offering some unique or advantageous ability or capacity to improve your tactical standing. The practicality of each item is on a case-by-case basis, and requires experience to utilize to full effect.
Aimed Shot - 90% base TUs, 20 Energy, 65 Morale Throw - 15% base TUs
Unknown
0
Morale
((Damage*1.0)+(Bravery*2.0))
Restores Current Morale of Affected by ((Damage*1.0)+(Bravery*2.0)) Restores Current TU of Affected by ((Damage*.15)+(Bravery*2.0)) Limited Range (3 tiles)
A type of grenade that sprays everything with highly corrosive acid. Highly damaging to terrain and items, living targets are usually mobile enough to avoid the majority of the splash, but they still will loose extra 2-6 points of armor, and the intense pain may cause them to faint. Special: Extra Damage (Stun: 25%, Items: 50%, Demolition: 100%)
Damage
Weight
Size
Usage
Accuracy Modifier
Type
Amount
Damage Bonus(es)
Blast Radius (tiles)
Additional Effect(s)
3
1x1
Prime - 50% base TUs Throw - 25% base TUs, 6 Energy
None
Stun
40
None
4
Inflicts 100% Acid Damage, 25% Stun Damage, 150% Damage to Items, 100% Damage to Terrain Reduces Armor of Affected by (Damage*(TFTD Damage Formula [50% to 150%]))
Very unwieldy to throw (weight = 10), but still goes a long way. Literally: the shrapnel remains dangerous in a far wider area that you'd think. Special: Extra Fire Damage
Damage
Weight
Size
Usage
Accuracy Modifier
Type
Amount
Damage Bonus(es)
Blast Radius (tiles)
Additional Effect(s)
10
2x2
Prime - 50% base TUs Throw - 25% base TUs, 20 Energy
None
Concussive
99
None
9
Reduces Current Morale of Affected by 5% May Set Target(s) on Fire if Damage Inflicted Greater Than 30
This flask contains what we believe is the soul of a demon. Just don't ask too many questions. The stuff is unspeakably vile so we think throwing it at an enemy will have rather sad consequences to the latter.
Damage
Weight
Size
Usage
Accuracy Modifier
Type
Amount
Damage Bonus(es)
Blast Radius (tiles)
Additional Effect(s)
3
2x2
Aimed Shot - 45% base TUs, 6 Energy Throw - 25% base TUs, 6 Energy
A home-made high explosive, for those special situations where you absolutely, positively need something blown to kingdom come. Can't be thrown as far as a grenade, so make sure you put it into worthy hands.
Damage
Weight
Size
Usage
Accuracy Modifier
Type
Amount
Damage Bonus(es)
Blast Radius (tiles)
Additional Effect(s)
5
1x2
Prime - 50% base TUs Throw - 25% base TUs, 10 Energy
These nuclear grenades are secured by a simple electronic lock. By employing a Slave AI, we were able to break the code quite easily and now we can use these grenades at will - they pack quite a punch for their small size.
Damage
Weight
Size
Usage
Accuracy Modifier
Type
Amount
Damage Bonus(es)
Blast Radius (tiles)
Additional Effect(s)
3
1x1
Prime - 50% base TUs Throw - 25% base TUs, 6 Energy
Light and convenient tool for exploding people. Results not guaranteed when used for demolition or against modern body armor, but it can be thrown pretty far. Provided with a sophisticated, unerring timer that, as research shows, is almost never used.
Damage
Weight
Size
Usage
Accuracy Modifier
Type
Amount
Damage Bonus(es)
Blast Radius (tiles)
Additional Effect(s)
3
1x1
Prime - 50% base TUs Throw - 25% base TUs, 6 Energy
With the power to blow most buildings to kingdom come, occupants included, this handheld problem solver is sometimes named 'a perfect gift for a girl who has everything'. It wasn't designed as a thrown weapon, though, so high Strength is a must if you plan to use it offensively, Cap'n.
Damage
Weight
Size
Usage
Accuracy Modifier
Type
Amount
Damage Bonus(es)
Blast Radius (tiles)
Additional Effect(s)
6
1x2
Prime - 50% base TUs Throw - 25% base TUs, 12 Energy
As the old saying goes, few things can sneak up to someone as good as a landmine. This time-honored and ever-popular device of war has a proximity fuse that will detonate as soon as something enters a 1 meter circle around it (note that it can't detect movement above or below it). The force of the explosion is concentrated upwards, so the blast is contained within a 2-meter radius.
Damage
Weight
Size
Usage
Accuracy Modifier
Type
Amount
Damage Bonus(es)
Blast Radius (tiles)
Additional Effect(s)
6
1x2
Prime - 50% base TUs Throw - 25% base TUs, 12 Energy
None
Concussive
90
None
2
Explodes when Activated by Unit(s) within Range (1 tile)
An explosive pack powerful enough to break the outer hull of a warship. After setting this up, it is generally advisable to get the hell out of there. The blast radius is truly awesome.
Weight
Size
Usage
Accuracy Modifier
Type
Amount
Damage Bonus(es)
Blast Radius (tiles)
Additional Effect(s)
10
1x2
Prime - 50% base TUs Throw - 25% base TUs, 20 Energy
This mine has been laced with Elerium, and a special fuse has been developed to make it explode. Dirty and inefficient, but effective design. The explosion is much more powerful, so the kill radius stretches to 4 tiles.
Damage
Weight
Size
Usage
Accuracy Modifier
Type
Amount
Damage Bonus(es)
Blast Radius (tiles)
Additional Effect(s)
6
1x2
Prime - 50% base TUs Throw - 25% base TUs, 14 Energy
None
Concussive
128
None
4
Explodes when Activated by Unit(s) within Range (1 tile)
Burn baby burn, flames are getting higher! Causes very intense incineration within a limited radius (3); unlike normal fire weapons, WP causes high initial damage to the target. The Mortar WP shells work in a similar fashion.
Weight
Size
Usage
Accuracy Modifier
Type
Amount
Damage Bonus(es)
Blast Radius (tiles)
Additional Effect(s)
3
1x1
Prime - 50% base TUs Throw - 25% base TUs, 6 Energy
Injecting this vile stuff gives you an euphoric feeling of invincibility, instantly restoring 30 Stun & 50 Energy (Stamina). 3 uses per battle. Just remember: winners don't do drugs!
Much more effective than Bandages, yet much less wieldy and takes a lot of time to use. 5 HP healed per Wound, 10 uses per battle. Cannot be used on oneself.
More potent than Grog - this bottle is nothing short of a wonder! 6 uses per battle of each of the following: HEALING> Removes one Fatal Wound per use and restores 4 Health per Wound. STIMULANT> Restores 12 Stun & 25 Energy. PAIN KILLER> Restores Morale lost due to injuries.
A more advanced healing kit than simple bandages, it has 5 uses per battle (2 HP healed per Wound). In addition, holds 2 doses of painkiller (to restore Morale loss caused by Wounds) and 4 shots of Stimulant (20 Stun damage removed per shot). All in a single, neat package. Cannot be used on oneself.
A popular human brand of strong beverage, it allows to quickly kill off the pain caused by injury and disinfect the wound, therefore stopping further health loss. It doesn't replenish your hit points, though; 5 uses per battle.
Restoration
Weight
Size
Usage
Type
Amount
Additional Effect(s)
4
2x1
Use - 10 TUs Throw - 25% base TUs, 8 Energy
Pain Killer (5 Uses) --- Heal (5 Uses)
Restore Morale (100%*Total HP Lost) per Use --- -1 Wound per Use
This device works miracles, instantly knitting flesh and restoring lost health that'd take weeks to return normally. 8 HP healed per Wound, 12 uses per battle. Cannot be used on oneself. Requires Surgery Room to manufacture.
It's crucial to keep high spirits during a battle! Since no pirate will drink alone, this barrel holds enough liqour for the whole crew! 30 uses per battle of EACH of the following applications: HEALING> Removes one Fatal Wound per use and restores 3 HP per Wound. STIMULANT> Restores a lot of Energy (Stamina) and brings Stunned pirates back to vertical position (12 Stun & 25 Energy). PAIN KILLER> Restores Morale lost due to injuries. Does not restore Morale lost due to other causes.
We've discovered a legend that Old Earth people were using this strange fruit to construct their most sophisticated electronics. The story turned out to be a hoax - when we connected the apple to standard superconductive electrodes and engaged high voltage, it exploded and covered the whole room with fine mash. By brilliantly not cleaning it up, we've found out it undergoes fermentation! No it totally wasn't laziness!
Damage
Weight
Size
Usage
Accuracy Modifier
Type
Amount
Damage Bonus(es)
Blast Radius (tiles)
Additional Effect(s)
2
1x1
Aimed Shot - 15% base TUs Throw - 15% base TUs, 4 Energy
1.1*(Throwing*1.0)
Stun
5
Damage+(Strength*0.1)
Target
Boosts Thrower's Energy by +10 Item Destroyed upon Successful Aimed Shot
This tricky device's function is to detect moving enemy units. However, it requires some practice to use effectively. Activate it by clicking 'Aye?'. The display shows an arrow in the center which is the direction your gal is facing (North is at the top). The flashing blobs show units which have moved recently. Large units, or fast moving units, will produce larger blobs. Static units will not be detected.
Use the flag to restore squad morale! And give them some Time Units! Those wearing improper uniforms will benefit less, as will those who are inherently brave. The Flag requires worthy hands. If it's used by a coward, not only the effect will be smaller, but she might lose her nerve as well. Wt: 15. Skill: BRAVERY*2.0 POWER Bonus: BRAVERY*2.0
Damage
Weight
Size
Usage
Accuracy Modifier
Type
Amount
Damage Bonus(es)
Blast Radius (tiles)
Additional Effect(s)
15
3x2
Aimed Shot - 90% base TUs, 20 Energy, 60 Morale Throw - 15% base TUs
1.0*(Bravery*2.0)
Unknown
0
Damage+(Bravery*2.0)
3
Restores Current Morale of Affected by ((Damage*1.0)+(Bravery*2.0)) Limited Range (3 tiles)
Notes:
Expand for Tips on Usage:
Notes from Eddie:
The battleflag is a fantastic item, if used correctly. It's strong point is not that it restores moral but that it restores time units. The effect scales with bravery and is stronger at the center of the "explosion". With high bravery the area of effect is also quite large.
I use the flag for hit and run melee tactics. You can run a distance and then refresh your TU with a well posioned flag user to prevent reaction fire when storming in. Or you can refresh the TUs of a retreating girl. You could also have a flag user with your long range firing squad and give them enough TU for a second shot.
The important point is, use the flag after your gals have used up some TU. You get no extra TU when your TU are already full.
Works like the Battle Flag, but is more powerful - and makes hell of a noise, too. Requires Library to be manufactured - you need to get musical inspiration somewhere! Wt: 10. Skill: BRAVERY*3.0 POWER Bonus: BRAVERY*3.0
Damage
Weight
Size
Usage
Accuracy Modifier
Type
Amount
Damage Bonus(es)
Blast Radius (tiles)
Additional Effect(s)
10
2x2
Aimed Shot - 80% base TUs, 20 Energy, 60 Morale Throw - 15% base TUs
1.0*(Bravery*3.0)
Unknown
0
Damage+(Bravery*3.0)
3
Restores Current Morale of Affected by ((Damage*1.0)+(Bravery*3.0)) Limited Range (6 tiles)
Notes:
User does not seem to benefit from the morale restoration.
This compact device produces a bright flare light when it is thrown. This will highlight enemy units in the vicinity of the electro flare during night time missions.
Works exactly like a Smoke Grenade, with a twist - it's filled with a drugged gas, that delivers about quadruple Stun damage to those who are hit by the initial explosion. No more dangerous than a standard smoke after that. It won't have any effect on enemies who are immune to smoke.
Damage
Weight
Size
Usage
Accuracy Modifier
Type
Amount
Damage Bonus(es)
Blast Radius (tiles)
Additional Effect(s)
3
1x1
Prime - 50% base TUs Throw - 25% base TUs, 6 Energy
This strange device allows you to scan the very soul of your target, and it works even in the hands of magical laymen! Upon using it, you will learn enemy's vital statistics, as well as their rank and health. Scary, isn't it? But there is more to it - like the possibility of using this mind-reading technology to construct weapons and other devices that can be manipulated with a mere thought...
Weight
Size
Usage
Effect(s)
5
2x2
Examine - 50% base TUs Throw - 25% base TUs, 10 Energy
A secret recipe we have learned from an old Mechtoid, brewed from various unspeakable stuff. Drink it and throw the bottle anywhere (including at the enemy). If you're brave enough, that is. It gives you an instant boost of +40 Health, even beyond the maximum, but might cause hallucinations and other predictable side effects.
Damage
Weight
Size
Usage
Accuracy Modifier
Type
Amount
Damage Bonus(es)
Blast Radius (tiles)
Additional Effect(s)
4
2x1
Aimed Shot - 50% base TUs, 40 Energy, 80 Morale Throw - 25% base TUs
0.8*(Throwing*1.0)
Cutting
20
None
Target
Boosts Thrower's Health by +40 Reduces Thrower's Energy by -40 and Morale by -80 Item Destroyed upon Successful Aimed Shot
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.
Damage
Weight
Size
Usage
Accuracy Modifier
Type
Amount
Damage Bonus(es)
Blast Radius (tiles)
Additional Effect(s)
3
1x1
Aimed Shot - 25% base TUs Throw - 25% base TUs
1.5*Firing
Smoke
20
None
2
Reduces Time Units of Affected by (Damage*(RNG Formula*1.0)), Inflicts Stun Dmg by (Damage*(RNG Formula/0.5)) Limited Range (2 tiles); Two Uses
Notes:
Need corrected formula for RNG RandomType:4 Cagey use of the canister by only using it once allows it to be recovered at the end of the battle mitigating the need to replace it.
We have procured this... well, we all know the story. I'm not sure what practical purpose does this serve, but it looks really snappy - if not too comfy.
Weight
Size
Usage
3
2x2
Unusable
Notes:
Material item associated with the Seductress uniform.
A locked briefcase filled with 'top secret' papers. We can read them to learn about Earth's countries and shipping activities, or fence the thing away on the Black Market for some good coin (only unopened briefcases sell, since broken ones are seen as fraudulent; people are so mean and untrusting these days!).
This ancient tome is written in an ancient tongue. We don't really understand it, but we get better at pretending to (e.g., hours of learned dispute about correct declinations). With a few candles, a slave, and more of these books we might be able to summon an arcane being. It will either fight our enemies deliciously or bake delicious cookies for us - depends on whether this blot here is an umlaut mark or just a squashed insect. Oh, right, and we'll need a professional summoning circle, too.
Weight
Size
Usage
8
2x2
Unusable
Notes:
Research item associated with translating the Liber Occultus.
We have taken a closer look at these zines and we found a lot of anatomically very correct and detailed drawings of naked people. This particular issue features multi limbed people. You wouldn't guess, what a lad with three arms can do. Or perhaps you would. Anyways, after exposing this issue to some of the gals, they felt inspired to drag a few three armed persons into our hideout for further anatomical studies. Therefore we reclassify this reading material as educational instead of recreational.
Weight
Size
Usage
3
3x2
Unusable
Notes:
Research item associated with the Swimsuit uniform and Old Earth VooDoo.
The leading newspaper in the whole Solar System. A bull-horn of Star Gods' propaganda, printed by the Traders Guild. But it has news on celebrities! And sports!
Weight
Size
Usage
3
3x2
Unusable
Notes:
Research item associated with various world news articles.
It appears that the humans were once in possession of fabled weapons of mass destruction, able to destroy whole cities. They manufactured these weapons from a rare earth element, called 'Uranium'. Tragically, seems that the technology has been lost forever, and the Star Gods made sure the existing fission weapons stockpiles disappeared. The 'Baby Nukes' we've found are amongst the last of their kind, and their replication seems impossible.
Only those trained in magic and wearing a proper dress (which we need to figure out separately) can touch their VooDoo rods. Wicked things can be done to the enemy, but at a price of taking Energy and Stun damage (16, 8). Also, the range is limited to 13. TERROR> Fills the mind of the hapless victim with images of absolute horror and dread. If the attack is successful it will reduce the target's morale and may cause it to panic. POSSESS> The sorcerer tries to completely dominate target's will, which is a more difficult trick than the previous one. If this is successful then you will gain immediate control of the enemy unit as if it was one of your own.