SHIPS |
![]() |
Weapon Damage: None Weapon Cost: None Notes: The Pkunk, when forced to do so, are capable of whipping themselves into a frenzy for battle. Their chosen method is to insult their opponent. Although silly, this is the only way the Fury can regail fuel after firing, and each insult made gives the Fury two points of fuel, up to a maximum of 10. When fuel stores are full, the Pkunk can stop taunting. It is of some merit to the Pkunk that they never dwell on the same insult twice in a row. |
Weapons |
Main Weapon: Bird Shot |
Special Weapon: Taunting |
Weapon Cost: 1 Weapon Damage: 1/3 of a point Notes: The Pkunk Fury is one of the best ships of all to perform a strafing run. Blessed by the spirits with lightning speed and turning abilities, a Fury can zip up, unleash a terrible hail of their thick bullets, then dart off before their target can even bring to bear whatever terrible energies they would unleash. Their rapid fire guns have a short range, but even an impatient Captain needn't wait long until the speedy Fury is within range to inflict extreme amounts of damage. Also, it should be stated that the Fury does not fire in only one direction, but three, one in front, and two on the sides. In fact, if turned right and fighting a long ship, the Fury can carve two trails into the hull of their opponents; and if the Fury spins, an impenetrable barrage of bullets encircles the ship for the scant few seconds it takes to escape. Pkunk bullets are large, and easily stop other weapons. |
Strengths |
Self explanatory once the ship has been seen. The Pkunk have everything valued in an attack ship. They are small, fast, agile, and powerful. Slow turning ships, of which there are many, will have a visitor blasting at their rear and nipping at their sides throughout the entire battle. Slow thrusting ships cannot evade the Fury's deadly charge. Simply put, only through practice and practice can the Pkunk Fury be defeated by any ship. |
Weaknesses |
Poor crew. The Pkunk also have no defense against lasers and are succeptable to fast shots. The VUX Interceptor is choice against the Pkunk due to the crippling action of their Limpet Mines.* |
Quirks |
The Pkunk have two main quirks, one of them being extremely vital to the value of the ship. The lesser quirk is that a Pkunk that has been stunned, can still taunt for fuel. The Major quirk is that the Pkunk are sometimes blessed with reincarnation of their spirits. While this is nice on a philosophical level, the High Karma of the Pkunk manifests itself immediately upon the battlefield, for as an enemy ship dusts off fragments of the Fury from it's hull, the ship and crew may return from the dead with a Chorus of Angels, ready and fully armed to do battle once again. Several theories exist of how it is possible to reincarnate the Pkunk on the battlefield. 1)The amount of fuel at the time of destruction, or it's use for damaging opponents declares whether the Pkunk return or not. 2) The ramming of an astral body allows the return. 3) It is a factor of the Captains' Karma and Enlightenment. A Pkunk Captain named Fuzzy has returned to do battle Eleven times, while Awwky has returned Fourteen times. Such overloads of Mana are not common, but those are the chances taken when fighting the Pkunk. * Affixed Limpets do not return upon subsequent incarnations of a Pkunk vessel. |
![]() |
![]() |
The Source of All SC2 Wisdom. |
The Portal to RPG Enlightenment |
E-mail me |
Pkunk Origins |
Game Status |
Recent History |
Maps |
Ship Specs |
News |
Home |
Ouija |
Ouija Board |