
A direct conversion of the civilian design, the Pirate Schooner is the classic image of skulduggery on the High Etherium. The narrow profile of this ship makes it difficult to hit and a skilled Schooner captain can manoeuvre close while almost entirely evading return fire.
Overview[]
The Schooner is one of the most cost efficient ships the Pirates have access to. It has huge broadside damage per second at close range, with a large number of Light Cannons (which have a lower cooldown but less range), a very high HP count compared to its competition (Warsloop) and good speed and manoeuvrability. It is essentially the Sloop's big brother, configured in a similar way with similar strengths.
Summary[]
Pros[]
- Very fast and manoeuvrable.
- Small target.
- Durable.
- Good firepower.
- Large crew.
- Cost efficient.
Cons[]
- Short range due to having mostly light guns.
- Awkward harpoon position.
- No point defence.
Battle at Procyon Statistics[]
Point Cost: 40 VP
- Minimum Cost: 31 VP
Mass: 4,000
Max Thrust: 16,000
Max Speed: 29 km/h
- True Speed Value: 8.055555
Manoeuvrability: Good
- Max Angular Acceleration: 2.948697
Crew Size: 12
- 1 Captain
- 1 First Mate
- 1 Spotter
- 1 Helmsman
- 2 Riggers
- 2 fighters
- 4 Gunners
Hull Strength: 1,010 HP
- Core Strength: 100 HP
Firepower: Average (4 Banks)

1 Medium LaserBall Cannon
8 Light LaserBall Cannons
1 Harpoon Gun
Battle Strategy[]
Due to having so many light guns on the broadside (four), it has extremely high damage per second at close range, and can blow away other small ships and deal good damage to larger ones. The medium gun at the front makes a great place for an Energy Net, and this combines well with Carronades to maximise close range firepower. Normal Laser Cannons are better against smaller ships as they hit more reliably, but Carronades are better against larger ones that are easy to hit, especially with an Energy Net. Boarding with this ship is effective due to its crew size, but it's hard to line your ship up next to theirs due to the odd position of the Harpoon, although it's in a good spot for manipulating the enemy's mobility while grappling.
Counter-Tactics[]
If you are having trouble hitting it, consider taking out the sails first. This also allows you to maintain distance, and outrange its light guns. The best counter to this ship is probably Torpedoes fired at long range, due to its lack of point defence.
Open Skirmish Names[]
- Argentum
- Deception
- Backstab
- Sanctuary
- Cutty Shark
- Flying Cloud
- Hydra
- Magenta
- Fortune
- Maurice
- Happy Delivery
- Stiletto
Known Ships[]
- Warrior (Mission 1)
- Ravage (Mission 2)
- Sea Sparrow (Mission 3)
- Wylie (Mission 3)
- Mace (Mission 3)
- The Plague (Mission 3*/Mission 7)
- Dead Eye (Mission 3*)
- Hunter (Mission 3*)
- Nemesis (Mission 5)
- The Dischord (Mission 6)
- Crooked Keel (Mission 6)
- The Claw (Mission 7)
- Skrop (Mission 10)
- The Avenger (Mission 11)
- The Scourge (Mission 11)
- Deception (The Ambush, called Thug in the game files)
- Gift (The Ambush, called Bandit in the game files)
- Bravo (The Ambush, called Anger in the game files)
- Cobra (The Ambush, called Greed in the game files)
- Mongoose (Storm Front, called Bad Debt in the game files)
- Scorn (Locusts game files)
- Toredor (Locusts game files)
- Deliverance (Locusts game files)
- Wharf Rat (Locusts game files)
- Scorpion's Sting (Locusts game files)
- The Plague, Hunter, and Dead Eye only appear if the player makes a run for Port Ivy immediately instead of waiting in the asteroids, as punishment. Therefore, it is entirely possible that The Plague is the same ship that appears in Mission 7.
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