This page may be outdated. It is up-to-date for version 0.95A. The latest version is v.N1.
Vessels in Piratez are somewhat different than vanilla X-Com. Vessels now have a mileage rating which explains how efficiently fuel is burned. Armaments are now separated into three hardpoint categories: Light, Missile & Heavy. Lastly, some vessels will have bonuses to dodging (Dodge), armament accuracy (Gun Acc), and/or repair rate (Repair).
In Piratez, you will need to take advantage of being able to intercept enemy shippings with multiple craft, otherwise you will find yourself struggling to splash any ships. Once all vessels are engaged with a target, you can determine the "lead attack craft" by allowing one to engage before the others. This tactic is best utilized against military targets as they typically dish out significant damage, as well as withstanding a lot of punishment.
A good example of this tactic is to deploy a Crab (Lead Interceptor) and 1-3 Predator (Interceptors) and wait until all craft are tailing the enemy target. Engage first with the Crab to allow the enemy craft to begin attacking the Crab, as your Predators engage free of harm. Due to the Crab's high repair rate and toughness, it can be re-deployed quickly for new targets, rather than the Predators resting in the hangar for weeks from repairs. An improvement on this tactic would be to supplement an Interceptor with a Troop Interceptor, so as to allow rapid deployment to the crash site. (Example: 1 Crab, 2 Predators, 1 Thunderhorse)
* This vessel does not require Nuclear Fuel to operate.
** This vessel cannot be purchased and must be manufactured.
*** This vessel is missing a radarRange value; currently has a Radar Range larger than 600.
**** This vessel requires completed research topic "Contacts: The Mercenaries" in order to purchase from the Black Market.
***** This vessel does not expend any fuel if it is patrolling / stationary.
****** This vessel is missing a transferTime value; currently has a transfer time of 9 hours.
AN IDEAL CRAFT FOR THOSE PILOTS WHO LIKE IT UP CLOSE AND PERSONAL. EQUIPPED WITH TWO INTEGRAL MANEUVRING (sic) ENGINES AND ONE CRUISE ENGINE. MILEAGE: 50. RADAR: 600. GUNS: 3xLT. DODGE: 65%
DUAL-CORE OVERCHARGED NUCLEAR ENGINE MOUNTED ON A LARGE FRAME. HIGHLY SENSITIVE SCANNING EQUIPMENT TO KEEP ITS EYES ON ITS PREY. MASSIVE PAYLOAD TO ENSURE A KILL .(sic){NEWLINE} (sic) MILEAGE: 30. RADAR: 900. GUNS: 3xMS. DODGE: 15%
FAST, MEAN AND ROCK-HARD.{NEWLINE} (sic) MERCS RENT THOSE TO ANYONE WHO HAS THE CASH. A LOT OF IT. THE COST BREAKS DOWN INTO THREE EQUAL PARTS: INSURANCE, MONTHLY ADVANCE PAY AND A DEPOSIT YOU WILL BE GIVEN BACK UPON SAFE RETURN. MILEAGE: 35. RADAR: 750. GUNS: 3xLT, 1xMS. DODGE: 30%
Extremely expensive interceptor that is best utilized early as it will be quickly outpaced by your own manufactured interceptors. Purchased through the Black Market once research topic "Contacts: The Mercenaries" has been completed.
LIGHT FIGHTER THAT CAN BE COBBLED TOGETHER AT YER WORKSHOPS. FRAGILE, BUT FAST AND NOT TOO FUEL-DEMANDING. MILEAGE: 60. RADAR: 600. GUNS: 2xLT, 2xMS. DODGE: 35%
Decent interceptor early on as it is generally the first interceptor you can manufacture, but loses usefulness just as quickly. Best paired with vessels that can lead an attack as it is extremely brittle.
Moderate interceptor that can be manufactured rather early if research is focused on vessels. These crafts will generally be in service the longest, as other interceptors aren't immediate upgrades.
IT GOES FASTER THAN SEVEN HELLS AND ITS FORCEFIELD ALLOWS IT TO TAKE EXTREME PUNISHMENT FOR ITS SMALL SIZE WHILE REDUCING DOWNTIME.{NEWLINE} (sic) MILEAGE: 40. RADAR: 900. REPAIR: 300%. GUNS: 2xLT, 2xMS. DODGE: 40%
NOT EVEN A REAL SHIP, THIS AIRBREATHER JET DOESN'T NEED NUCLEAR FUEL AND IS CAPABLE OF TAKING YOUR TROOPS TO BATTLE... BARELY. RADAR: 50.
Fuel type:
Jet Fuel - does not consume Nuclear Fuel (and refuels for free)
Roles:
Troop Transport
Notes:
Poor troop transport with low speeds. The only upside is it does not require Nuclear Fuel to refuel. This vessel is best used as a last resort (or a challenge) if the Bonaventura has been lost and/or expenses are too high to afford/manufacture other ships or Nuclear Fuel.
YER OL' TRUSTY BOAT. REMEMBER TO KEEP IT SUPPLIED WITH NUCLEAR FUEL. IF IT'S DONE FOR, SO YOU ARE.{NEWLINE} (sic) MILEAGE: 20. RADAR: 400.{NEWLINE} (sic) GUNS: 2xLT, 2xHV
Starter vessel; you only get one. Best used as a troop transport but can still manage early interceptions against enemy craft but will be quickly defeated by most military ships.
The ultimate craft and is used to leave Earth. Carries the most hands and can withstand heavy damage against enemy military vessels. Downside is this vessel requires Fuel Capsules.
EQUIPPED WITH THE OUTER, ABLATIVE HULL IT CAN TAKE HEAVY PUNISHMENT, WHILE THE MODULAR DESIGN ENSURES THE EASINESS OF REPAIR. WHAT'S MORE, IT CAN DOUBLE AS A TRANSPORT. IT CAN'T REALLY ENGAGE WARSHIPS ON ITS OWN, BUT HOPEFULLY CAN SOAK ENOUGH DAMAGE FOR OTHER FIGHTERS TO FINISH THE JOB.{NEWLINE} (sic) MILEAGE: 35. RADAR: 750. REPAIR: 300%. GUNS: 1xHV. DODGE: 25%
Poor troop transport but the high speed, improved repair rate and high toughness can allow it to act as the lead attack craft against larger enemy military ships to absorb damage.
THE ULTIMATE ATTACK CRAFT. I DON'T THINK THERE COULD BE A VESSEL TOUGHER THAN THAT WHICH STILL COULD FIT OUR HANGARS.{NEWLINE} (sic) MILEAGE: 10. RADAR: 1250. REPAIR: 200%. {NEWLINE} (sic) GUNS: 4xHV.{NEWLINE} (sic) GUN ACC: +20%
THIS ATTACK CRAFT IS A VERITABLE FLYING FORTRESS, PROTECTED BY MULTIPLE LAYERS OF PLASTASTEEL ARMOR. ON THE DOWNSIDE, THE VESSEL IS NOT VERY FAST AND CONSUMES HUGE AMOUNTS OF FUEL.{NEWLINE} (sic) MILEAGE: 15. RADAR: 1050. REPAIR: 200%. GUNS: 3xHV. GUN ACC: +15%
One of the best lead interceptors, due to its high toughness and bonus repair rate. However, it will struggle to intercept most enemy ships due to its low speed. It can work as a troop transport for six elite pirates, as well.
FINALLY WE HAVE A POWERFUL TRANSPORT VESSEL WITHIN OUR REACH, SPACIOUS ENOUGH TO CARRY HEAVY LOADS AND WITH A CONVERTIBLE ROOF TO BOOT. MILEAGE: 15. RADAR: 750. GUNS: 2xHV, 2xLT
THIS SHIP HELPS TO PAY OUR BILLS BY THE MEANS OF FORCED LABOUR, BUT IN A PINCH IT CAN DOUBLE AS TRANSPORT.{NEWLINE} (sic) MILEAGE: 30.{NEWLINE} (sic) RADAR: 750.{NEWLINE} (sic) GUNS: 1xLT
INNOCUOUS AND HARMLESS, THIS AIR RIG PACKED WITH SCANNING EQUIPMENT CAN FLOAT TO ANY PLACE ON THE GLOBE AND STAY THERE. DOESN'T USE ANY FUEL WHEN STATIONARY. RADAR: 1250.
Best used to provide long-term radar coverage beyond your hideout's radar range and/or when maximum hideouts have been built. Fuel is not consumed when it is patrolling (not moving).