Difference between revisions of "Penetrator"
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The Penetrator has a good turn-rate and a fair speed but suffers from a somewhat lacking acceleration. shape, center of gravity and turn-rate can be masterfully combined into a Wrap-Around thrust maneuver, during which the Penetrator circles a planet until it found the direction it wants to use a Gravity-whip maneuver.
Revision as of 06:55, 11 February 2005
The Syreen Penetrator is lightly crewed and not terribly powerful in terms of offensive weaponry, but it is able to use "wiles" strengthen itself while weakening enemy ships. It is unique in its ability to come out of battle stronger than when it went in.
The Penetrator has a good turn-rate and a fair speed but suffers from a somewhat lacking acceleration. Its shape, center of gravity and turn-rate can be masterfully combined into a Wrap-Around thrust maneuver, during which the Penetrator circles a planet until it found the direction it wants to use a Gravity-whip maneuver.
The Penetrator's primary weapon is a weak, forward-firing weapon with a fair range and acceptable firing rate. Normally used for nothing but finishing off a Psi-resistant captain.
To compensate for its lack of offensive power, the Penetrator captain employs the "Syreen Song", a short-range hypnosis field designed to lure enemy crew from their ships via the airlocks. If the Penetrator picks up the crew, they will willingly serve alongside the Syreen as members of the Penetrator's crew; if the enemy ship reclaims their crew, they are able to counteract the effects of the hypnosis field -- at least for a while. During the war, crews on board Syreen ships became a surreal pastiche of alien races, with Ilwrath, VUX, Spathi and others working dutifully side by side with human volunteers under the command of beautiful Syreen officers.
Against most ships, the tactic is pretty straightforward -- close in quickly, evade incoming fire, and use the "Syreen Song" to bolster your ranks and weaken the enemy's. Once you have made the enemy's crew your own, finish them off with a few quick shots. Slow ships are the preffereable targets for Penetrator captains. Ships with good turn rates and/or good firing rates are what Syreen captains fear
Strong Against: Mycon Podship - The Penetrator can outrun a plasmoid but only if already at it's best speed. If the Mycon try to regenerate lost crew, the Penetrator should hold patiently and let the Mycon send more crewmen - or Crew-Fungi - prey for the Syreen Song. Chenjesu Broodhome ships are quite pained, trying to keep the Penetrator off their back. Earthling Cruisers may have a good turning rate but once the initial Dual missile barrage is off, the dismal recharge-rate usually forces the Cruiser captain into a "Scorched Earth" tactic - Point-defense Lasering his own crew rather than seeing them onboard the penetrator. The slick penetrator easily dodges the cumbersome nukes. When mastered, the art of evading the Kohr-Ah spinning blades, can launch a nasty surprise to the over-confident Marauder captain.