Skull Light Fighter SKUL: Difference between revisions
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{{infobox | {{infobox Ship | ||
|faction = jincilla | |faction = jincilla | ||
|name = | |name = Skull | ||
|type = [[ | |type = [[fighter type:=Light Fighter|Light]] [[ship type:=Fighter]] | ||
|manufacturer = | |manufacturer = | ||
|image = image:p2skull.png | |image = image:p2skull.png | ||
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|length = | |length = | ||
|mass = | |mass = | ||
|max velocity = 560 | |max velocity = 560 | ||
|cruise velocity = | |cruise velocity = | ||
|max afterburner velocity = 1120 | |max afterburner velocity = 1120 | ||
|acceleration = 56 | |acceleration = 56 | ||
|max afterburner acceleration = | |max afterburner acceleration = | ||
|max | |max yaw = 85 | ||
|max pitch = 85 | |||
|max roll = 85 | |||
|guns = [[Stream Laser]] (2) | |guns = [[Stream Laser]] (2) | ||
|missiles = <br> | |missiles = <br> | ||
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* [[Brute Mk. II]] (1)<BR>[Difficulty 7] | * [[Brute Mk. II]] (1)<BR>[Difficulty 7] | ||
* [[High Explosive Mine]] (10)<BR>[Difficulty 3] | * [[High Explosive Mine]] (10)<BR>[Difficulty 3] | ||
| | |front armor = 85.5 cm | ||
|armor = 85.5 cm | |rear armor = 85.5 cm | ||
| | |left armor = 85.5 cm | ||
| | |right armor = 85.5 cm | ||
|fore shield = 75 cm | |||
|aft shield = 75 cm | |||
|left shield = 75 cm | |||
|right shield = 75 cm | |||
|decoys = [[Decoy Mk. I]] (10) | |decoys = [[Decoy Mk. I]] (10) | ||
|cloak = No | |cloak = No | ||
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|crew = 1 (pilot) | |crew = 1 (pilot) | ||
|devices = | |devices = | ||
|image2 = image:p2skull4view.png | |||
||caption2 = Skull in Jincilla colors, Tri-System circa [[2790]]. | |||
|source = [[source:=Privateer 2: The Darkening]] | |source = [[source:=Privateer 2: The Darkening]] | ||
}} | }} | ||
The '''Skull''' is one of the deadliest pirate fighters in the Tri-System. Though only a light fighter, and weakly armed, it boasts a level of maneuverability feared by merchants and mercenaries alike - it is the finest fighter ship employed by the Jincilla pirate clan. Their speed makes them ideal for harassment, or as commerce raiders. However, the ship is most infamous for its unusual appearance, which the Jincilla are happy to play up whenever possible. | |||
Skull pilots favor long, sweeping in-and-out strafing runs rather than vulnerable turning fights (although it is quite competent in them). A lone Skull is not much of a threat against a well-armed craft, but Skulls rarely operate alone. They can outrun anything short of a military [[ML4x]] extra-heavy fighter, and their tiny profile makes it difficult to hit with guns. Missiles or massed long-range turret fire are the only reliable ways to kill a Skull. | |||
The [[CIS]] also operates a Skull, which it uses for undercover operations. | |||
== ''[[source:=Origin's Official Guide to Privateer 2: The Darkening]]'' == | |||
The Jincilla '''Skulls''' are very hard to kill because they are extremely fast. They aren't particularly aggressive — if you don't shoot at them, they tend to concentrate on everything else at the nav point and ignore you. If you do shoot at them, however, they've got great guns. Because of their speed, you could spend literally half an hour trying to take one out if you don't have a few good missiles. If you're out of afterburner fuel, there's no hope. | |||
If you run across Skulls, your best bet is to wipe them out first thing with a missile, or at least slow them down so that you can finish them off with your guns. They are perhaps the only fighter that's can't be readily killed with guns alone. | |||
== Images == | == Images == |
Latest revision as of 11:43, 19 May 2012
Skull | |
---|---|
Type | Light Fighter |
Primary User | Jincilla |
General Characteristics | |
Crew | 1 (pilot) |
Performance | |
Maximum Yaw | 85 dps |
Maximum Pitch | 85 dps |
Maximum Roll | 85 dps |
Acceleration | 56 k/s2 |
Velocity | |
Maximum | 560 kps |
Afterburner | |
Maximum Afterburner | 1120 kps |
Armament | |
Guns | |
Stream Laser (2) | |
Default Missile Loadout | |
| |
Components | |
Decoys | Decoy Mk. I (10) |
Cloaking Device | No |
Jump Drive | Yes |
Defense | |
Shields | |
Fore | 75 cm cm equivalent |
Aft | 75 cm cm equivalent |
Right | 75 cm cm equivalent |
Left | 75 cm cm equivalent |
Armor | |
Front | 85.5 cm cm |
Rear | 85.5 cm cm |
Right | 85.5 cm cm |
Left | 85.5 cm cm |
Skull in Jincilla colors, Tri-System circa 2790. | |
Source | Privateer 2: The Darkening |
The Skull is one of the deadliest pirate fighters in the Tri-System. Though only a light fighter, and weakly armed, it boasts a level of maneuverability feared by merchants and mercenaries alike - it is the finest fighter ship employed by the Jincilla pirate clan. Their speed makes them ideal for harassment, or as commerce raiders. However, the ship is most infamous for its unusual appearance, which the Jincilla are happy to play up whenever possible.
Skull pilots favor long, sweeping in-and-out strafing runs rather than vulnerable turning fights (although it is quite competent in them). A lone Skull is not much of a threat against a well-armed craft, but Skulls rarely operate alone. They can outrun anything short of a military ML4x extra-heavy fighter, and their tiny profile makes it difficult to hit with guns. Missiles or massed long-range turret fire are the only reliable ways to kill a Skull.
The CIS also operates a Skull, which it uses for undercover operations.
Origin's Official Guide to Privateer 2: The Darkening
The Jincilla Skulls are very hard to kill because they are extremely fast. They aren't particularly aggressive — if you don't shoot at them, they tend to concentrate on everything else at the nav point and ignore you. If you do shoot at them, however, they've got great guns. Because of their speed, you could spend literally half an hour trying to take one out if you don't have a few good missiles. If you're out of afterburner fuel, there's no hope.
If you run across Skulls, your best bet is to wipe them out first thing with a missile, or at least slow them down so that you can finish them off with your guns. They are perhaps the only fighter that's can't be readily killed with guns alone.