Blade Heavy Fighter PL4b
Blade | |
---|---|
Type | Heavy Fighter |
Primary User | Kindred |
General Characteristics | |
Crew | 1 (pilot) |
Performance | |
Maximum Yaw | 95 dps |
Maximum Pitch | 95 dps |
Maximum Roll | 95 dps |
Acceleration | 64 k/s2 |
Velocity | |
Maximum | 480 kps |
Afterburner | |
Maximum Afterburner | 960 kps |
Armament | |
Guns | |
| |
Default Missile Loadout | |
| |
Components | |
Modules | |
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Decoys | Decoy Mk. II (10) |
Jump Drive | Yes |
Defense | |
Shields | |
Fore | 125 cm equivalent |
Aft | 125 cm equivalent |
Right | 125 cm equivalent |
Left | 125 cm equivalent |
Armor | |
Front | 187.5 cm |
Rear | 187.5 cm |
Right | 187.5 cm |
Left | 187.5 cm |
Blade in Kindred colors, Tri-System circa 2790. | |
Source | Privateer 2: The Darkening |
The Blade is the Kindred’s signature fighter. Blades are used for the most important, most dangerous and most illegal missions in the Tri-System. They are particularly common when the Kindred is interested in performing a high level assassination – their extensive weapons array allows them to engage multiple target spheres in a single operation. Because of the threat now faced by the Kindred, the military offers a double bounty for destroying Blades.
Blades are typically armed with a quartet of Mass Ion Cannons, giving them short-range, but significant, firepower.
Origin's Official Guide to Privateer 2: The Darkening
Blades are medium-fast, and you have to get behind them to deal them a serious blow. (Otherwise, you're too busy dodging gunfire to stay on one for very long). Unless you're a wealthy hotshot, they'll likely have significantly better guns, so don't go head to head with one if you can afford it.
Blades don't really have much armor, so they are easy to kill if you can keep from being killed yourself. If you run into multiple Blades, however, you've got problems.