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Pirate Carrier

Page history last edited by RyleyRA 5 years, 11 months ago

Pirate Brigantine (Carrier)

 

The Pirate Carrier, known as the "Brigantine", is based on a TSN Medium Carrier hull, which has been heavily modified. The warp stabilizers in its wings, similar to the pylons on the TSN Carrier, make it easier to retrieve fighters at warp. Similar to the Strongbow, the Pirate's Cruiser class, it is propelled by 8 powerful impulse engines of the latest TSN design, although they are enclosed in the streamlined body of the ship instead of mounted out on pylons like the Strongbow.

 

The additional engines make the Brigantine a fast, nimble combat vessel, much more like the Ximni Carrier than the slow and ponderous TSN design it was derived from. It has moderately strong shielding, (stronger than any other carrier) and 2 rapid fire beams that overlap in the front. It also has 3 torpedo tubes, and a large selection of torpedoes. Unfortunately, like the Strongbow, it does not carry any Nukes. As with all Pirates, it may gain 2 Nukes by running a side mission, or in version 2.7, by raiding an enemy vessel that has surrendered.

 

Like a Dreadnought, the Brigantine also has an aft beam, although it has a very narrow field of fire compared with TSN weaponry. It has a long range, and does the same damage at the same fire rate as a TSN beam. The rear beam is intended primarily as a defensive weapon, to protect Avenger fighters from enemy fighters and drones. With the Brigantine's quick maneuverability, either the forward or aft beams can be brought to bear very quickly.

 

All this firepower comes at a price, however. The Brigantine's energy consumption is as high as a TSN Dreadnought, although it is capable of the same warp speed as a TSN Battleship, and uses around the same amount of energy to travel at Warp. Its jump efficiency is the lowest of any player ship, although it is capable of using Combat Jump. As with any Dreadnought class, the engineer will need to closely monitor the power allocation system in order to get the best performance out of the engines and weapons system.

 

The Brigantine can't match the firepower of a true Dreadnought, though, or a Battleship. Like all Pirate ships it is a hit and run raider, and the official TSN designation characterizes it as a "corvette". The Brigantine also comes with the usual science and communications equipment. In 2.7, the Brigantine also carries a supply of probes, tags and beacons, for non-combat missions. Its supply is (at this time) exactly the same as the Longbow.

 

In Artemis 2.7, Pirates are considered odds with the TSN, and are not officially welcome to dock at TSN or civilian base stations. Destroying any enemy ship will gain the Pirate access to the bases in the sector, but destroying a friendly ship will lose the Pirate that access, for the rest of the game. A Brigantine crew (including its fighters) will have to decide whether they want to ally with the TSN, and only attack the enemy forces, or raid both sides and survive by plundering the enemy for energy and torpedoes. Prior to 2.7, Pirates were not treated any differently than any other player ship, and could dock freely with TSN bases.

 

The Brigantine carries 4 Avenger fighters, as well as an Adventure shuttle. Although the Brigantine appears to have 6 landing bays on its upper deck, like the TSN Carrier, the forward bays have been converted into cargo storage space. The Adventure shuttle can be launched from one of these bays, but it is usually launched from one of the 4 fighter bays instead. The Adventure shuttle is remarkably capable for a shuttle, and can supplement the carrier's fighter wing by drawing fire or picking off drones.

 

Note that neither the Avenger fighters nor the Adventure shuttle are able to raid surrendered enemy ships, as full sized Pirate ships can. This may be due to a bug, as if a fighter is close enough to an enemy ship when it surrenders, the Brigantine will be unable to plunder the enemy ship either. If the Captain orders a surrender, so the enemy ship can be plundered, all fighters should immediately retreat to a position behind the Brigantine. Only then should Comms call for surrender. Hopefully this bug will be fixed soon.

 

Quick Stats
Forward Shields:
130 
Back Shields:
130
Beam damage: 8 (12 rear)
Beam DPS:
2.0 - 6.0 depending on power level
Max beam DPS:
12.0 at full power and in the 30 degree forward arc
Beam Range: 1200 (1500 rear)
Torpedo Tubes: 3
Torpedo Stores: 12 Homing, 4 Mines, 12 ECM, 8 PShock 
Top Speed:
0.6
Maneuverability:
0.005 
Energy Use: 120% of standard, 110% warp, 130% jump
Fighter Complement: 4 fighters
Beam Arcs (at Zoom 1)

 

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