WEAPONS And EQUIPMENT


ANIMATION GUN LINE

He who hath the best stuff wins. This is the best way to describe the importance of having top of the line guns, missiles, and other equipment in Privateer 2. The more credits you have, the better you can equip your fighters.

Guns!
GUN PRICE DAMAGE ENERGY CONSUMPTION FIRING RATE(shots per second)
Stream Laser 600 22 72 4
Stream Laser Mk II 7000 30 120 6
Volt Laser 3000 25 110 5
Flux Beam 5000 30 140 6
Flux Beam Mk II 8000 35 160 5
Mass Ion Cannon 10000 25 none 12
Kraven Mk II 16000 40 200 7

Gun Notes:


Missiles and Torpedoes

Note: The Disrupter Missile does not do structural damage. Instead this missile disables a ship for a short period of time.
Note: The Banshee Missile does not do structural damage. Instead it knocks down an enemy ship's shields for a short period of time.
Projectile Price Damage
Snipe Missile 100 450
Brute Missile 150 650
Brute Mk II Missile 200 800
Python Missile 225 1000
Disrupter Missile 250 ----
Banshee Missile 205 ----
Proximity Missile 210 2000
Stingray Torpedo 500 8000
Hellraiser Torpedo 1000 16000


Module Enhancements

Once you purchase a ship, you need to load it with different components to increase that ship's ability. A ship with only guns and missiles doesn't cut the mustard for very long in the Tri-System area.

AFTERBURNER ENHANCERS
Model Price (%) Increase in speed
Mk I 4000 +10 percent
Mk II 8000 +20 percent
Mk III 14000 +30 percent

Afterburner enhancers increase your speed and acceleration. The Mk III model is not available for purchase until you read the news bulletin with the title "Improved afterburner available."

REPAIR DROIDS
Model Price 1 unit repaired in
Mk I 8000 5 or 6 seconds
Mk II 16000 3 seconds

Repair Droid enhancers make repairs to your ship while in flight. They activate as soon as there is damage to repair. (Note: Repair droids do not repair armour.) They deactivate when they are finished repairing. To see a repair droid work, press "D" to access the damage control meter VDW. Units are the small rectangle boxes stacked side by side. From left to right you can see the unit meter increase to show the repair droid working. Note: It is very important to have a repair droid!

GUN COOLANT ENHANCERS
Model Price Cooling rate (%)
Mk I 6000 +30 percent
Mk II 12000 +50 percent
Mk III 24000 +110 percent
Mk IV 48000 +150 percent

Using guns increases the heat they give off. If they overheat they work improperly, sporadically, or not at all. Your coolant enhancers can help cool the guns during and after use. The more guns you add to your ship, the more important it is to have a good coolant enhancer. Note: When in flight, the gun heat meter is near the bottom. When you fire your guns the meter will "jump up" or increase. When the meter is at full, your guns have overheated and it is time to let them cool. Also, your ship's computer will tell you "Guns overheating" in a audible message.

SHIELD REGENERATION ENHANCERS
Model Price Regeneration %(Time)
Mk I 7000 65 percent
Mk II 14000 55 percent
Mk III 25000 50 percent

The shield regeneration enhancers decrease the time it takes to recover your shields. The Mk III is not available until later in the game.

WARP SHIELD ENHANCEMENT
Warp Shield 25000 credits Makes you invincible for about 20 seconds.

This module is not available until you see the news bulletin with the title "Energize, Captain."
This module works great against larger, multiple turreted ships.

BSE units and the Nuke 'em Bomb

BSE Modules send out viruses through signals towards enemy ships. If successful, the enemy ship's flight controls will shut down for a small period of time. Mk I and Mk II models are available.
Signal Filters Can block viral mines and BSE signals.
The Nuke 'em bomb is loaded as a module, not a missile or weapons mount. This a fun and devastating weapon. All ships with in the blast radius of the Nuke 'em are damaged severely, except yours, if not destroyed. This module is expensive, however, 4,000 credits.

Mines and Decoys

Each mine package includes 10 mines.

Brand Price Possible Damage Notes
Hi-Ex mines 150 900 Basic space mine.
Proximity mines 200 700 Is more sensitive than the Hi-Ex.
Viral mines 350 Control damage Releases virus towards trigger vessel.

Decoys deflect missiles originally targeted at your ship.

Model Price Approx. Success rate range
Mk I 400 60 to 75 percent
Mk II 800 70 to 90 percent

ANIMATION GUN LINE




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