As You May Have Guessed, This Is A Penetrator
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Ship Specifications
Syreen Penetrator
Main Weapon: Particle Beam Stilettos
  
Weapon Cost: 1 (0)
  
Weapon Damage: 2
  
Notes: The Fast Flying, moderatly repeating needles the Penetrator fires are impressive - at first.  While the weapions do inflict a sizeable amount of damage for zero fuel (like the Mmrnmhrmm Jet Form, even a Penetrator with no fuel can still scrape together enough to fire at an uninhibited rate and still regenerate fuel), they fire much too slowly to be of much value for picking off any but the slowest of targets.  Also, the range, while good, is insufficient to allow the Penetrator to escape destruction at the turrets of many of these slow ships, such as the Ur-Quan Dreadnought and the like.  Still, few ships can laugh off several hits from the Syreen, and the fast flying guns allow a skilled pilot to tag hits on even the most fleet of opponents. 

Secondary Weapon: Hypnotization Projection Field
  
Weapon Cost: 5
   
Weapon Damage: Highly Variable
   
Notes: The Syreen, seemingly lacking in any close range defenses whatsoever, posses possibly the most destructive of all defenses - stealing crew.  While other ships destroy crew in attacks upon the enemy vessel, the Syreen steal crew and add it to their own ship, making the Penetrator that much harder to destroy as the now undermanned vessel has to kill off it's own traitorous ilk before dealing with the Syreen themselves.  When the two ships close into the detailed combat range, application of the special weapon gives forth what is supposed to be an alluring call, and from 1 to 6 or more crewmen abandon their vessel, braving the danger of the combat field to join the Syreen in battle and for the spoils of victory which ensue.  The amount of crew stolen depends largely on distance from the ship, but the shape of the opposing vessel plays a large factor, as freed crew, in the form of green specks, can be picked up by either vessel that comes in contact with them, although the crew migrate slowly toward the Penetrator.  Large ships, such as the Chenjesu Broodhome, automatically regain some of their crew due to their large form.  These tiny crewmen are highly vulnerable to asteroids and deployed weapons, and can be wiped out by either.

Strengths:
  The Penetrator is strong against any ship it can close with and remain intact.  Unfortunately, this precludes getting blasted into atoms, which happens alot.  A fully crewed penetrator is highly dangerous, however, for the sacrifices they make in crew can be regained by stealing from their new opponent and so on, and so on.  Once the Syreen have added large numbers to their ranks, they can be unstoppable.  Four notable targets for Syreen conscription: The Spathi Eluder, the Melnorme Trader, the Pkunk Fury, and especially the Mycon Podship, whose special weapon is perfect for fully stocking the wily Syreen.

Weaknesses:
  
Besides the poor weaponry available to the Syreen, they cannot steal crew from very far away at all, and this leaves them very vulnerable against fast ships or those with long range weaponry.at the start of the Penetrators deployment, the original twelve crew may be lost before any new recruits are added, or the new recruits do not replace those who have already died in battle, and the Penetrator is less and less competent to continue fighting.  If the Penetrator had more crew to start with, the Syreen might be a stronger force to be dealt with, but as it is, they are more of a hazard then a menace.  Also, most ships are not "crew cows."  Tiny ships with little crew haven't got much to lose to the Syreen, and can wade into battle, lose 3 or 4 crewmen, and blow the Penetrator to bits, often reclaiming their miscreant friends.  Ships stocked with lots of crew often have lots of weapons to defend them with.  There are exceptions, however (see above)

Quirks:
   Dealing with crew has many quirks.  First of all, the last man aboard the opposing ship will not abandon it, and the Syreen will have to pick them off before finishing combat.  Secondly, as noted earlier, Slylandro crew are immune to the effects of the call, as are Ur-Quanian fighters and Orzine Marines.  Third, all collisions with crew destroys them, including that done by the usually uninterposing Chmmr Zap Satellites.
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