Treasure Planet Wiki
Advertisement
Treasure Planet Wiki
PirateGunboat

The news that this advanced Procyon strike ship was now in the hands of Pirates came as a shock to Naval Intelligence. Unlike most Pirate conversions, there seems to be little difference between it and the original Procyon ship, but given the abilities of this ship, that is not surprising.

Overview[]

Unlike most small ships, the majority of its firepower is from the Heavy Cannon. This means it has very good range, especially compared to other pirate ships. Combined with its speed and tiny size, it is essentially a hit and run harassment ship.

Summary[]

Pros[]

  • Extremely fast.
  • Extremely manoeuvrable.
  • Long range.
  • Extremely hard to hit.

Cons[]

  • Frail hull.
  • Low damage per second.
  • Tiny crew.

Battle at Procyon Statistics[]

Point Cost: 24 VP

  • Minimum Cost: 16 VP

Mass: 1,500

Max Thrust: 15,000

Max Speed: 43 km/h

  • True Speed Value: 11.944445

Manoeuvrability: Very Good

  • Max Angular Acceleration: 8.797351

Crew Size: 5

  • 1 Captain
  • 1 Rigger
  • 3 Gunners

Hull Strength: 520 HP

  • Core Strength: 30 HP

Firepower: Good (3 Banks)

Pirate Gunboat Layout

Heavy Laser Cannon Icon 1 Heavy LaserBall Cannon (non-replaceable)
Harpoon Gun Icon 2 Harpoon Guns

Battle Strategy[]

The main advantages of the Gunboat are their low cost, high speed and good manoeuvrability. The Gunboat's cheap price allows them to be used in great numbers, especially in higher point games, they can also be used for using up excess ship slots when low on Victory Points. The Gunboat's speed and manoeuvrability make them difficult to hit, allowing them to be used as a distraction, or for hit and run tactics. The Pirate Gunboat is armed with a non-selectable Heavy Cannon and two Harpoon Guns by default. However, due to the low crew count of the Pirate Gunboat, it does not make a good boarding ship, making the Harpoons of questionable value, though the high burst damage of the harpoons especially against more armoured ships can be useful in closer ranged hit and run tactics. Normally though, using Light Cannons may be more preferable, due to their greater damage against hulls and lower cost. Alternatively, Laser Gatling Guns or Light Lancers make for a more effective weapon against sails. The Heavy Cannon, being a heavy weapon, has far more range than the Light Cannons that the Sloop would have. This, combined with its mobility, makes it very easy to stay at range, poking at the enemy ships, while dodging everything shot back easily. This makes it very annoying to deal with.

Counter-Tactics[]

Until you take out its sail, or cripple its mobility another way, you're going to have a hard time hitting it. It is advised to avoid Cannons if possible, and use high velocity Lancers instead. If you manage to hit it with an Energy Net, then a Harpoon, it will be a sitting duck, so you should be able to nail it with a good broadside, providing your gunners are skilled enough. Don't try to fight it at long range, even if you can match the range of its Heavy Cannon, you are never going to hit it at that range, so always engage it at close range if possible. Avoid using Carronades as even without its sail, you will probably miss all your shots.

Open Skirmish Names[]

  • Exile
  • Swift
  • Scurvy
  • Calliope
  • Ferret
  • Kalamazoo
  • Minerva
  • Furious
  • Gift
  • Speedy Return
  • Bravo
  • Scowler

Known Ships[]

  • High Calibre (Mission 11)
  • The Punchy Poe (Mission 11)
  • The Ball N Chain (Mission 11)
  • Dead Eye (Mission 11)
  • The Angry Imp (Mission 11)
  • Lok N Load (Mission 11)
  • The Raven (Mission 11)
  • Divine Wind (Mission 11)
Advertisement