Privateer
The need of mercenaries is ever present, even under the icy crust of Europa. Here in Prometheus Shipyards we wont question your morals. We are however going to provide you with a ship worthy of getting the job done. The aptly named ”Privateer” is made for exactly that. This attack submarine is equipped for war without sacrificing the luxury that an enterprising captain like you deserves. The low price for this ship is mostly to compensate for new hires as gunner casualties are somewhat often… Just don’t tell that to the crew!
General information:
Price: 21.400
Class: Attack
Tier: 3
Recommended crew size: 5-10
Recommended crew experience: Intermediate
Length: 46m
Cargo capacity: 8 crates
Items: 2159
And of course 100% vanilla
Armament:
3 Chainguns (Externally operated)
1 Double-Coigun (Externally operated)
1 Double-barreled railgun
1 Depth charge tube (Externally operated)
1 Anti-Submarine torpedo
Notable features:
-Earthshaker broadsides:
Deadly volleys of lead will exterminate any foul xeno caught in the blast.
If you are running low on ammunition make sure to not fire a full barrage, you have the option to disengage the firing mechanism of each cannon individually.
-Periscope controlled heavy suit
Let’s say you are ordered to go and clear a thresher nest. You are likely to die and you know it. But what if you had a heavy suit to back you up when you go in there? That’s what the "Ironman" support suit is for. A brief guide on how to use this cumbersome piece of machinery follows:
1)Get a diving suit and plenty of oxygen, you can’t exit the suit unless docked.
2)Locate the suit, it’s on the left of the command room.
3)To get inside, locate the ladder under it, you can only enter or exit from below.
4)When inside the suit locate the lever that activates it. Pull that lever and the suit will power up.
5)Locate the button on the lower part of the suit, it activates it’s engines. You need to press it.
6)After activating the engines, use the periscope inside the suit to see if they are actually activated.
7)It’s time to undock. Another crewmate must release the suit for you. The lever that releases the suit is on the right of the upper aft gun nest.
8)Pulling the lever gives you a few seconds to leave the docking platform. If you stay there the suit will automatically redock and steps 7) and 8) must be repeated.
9)If everything went fine, you are now freely moving around. By now you might have noticed another button on the suit. Pressing it will allow the chaingun to fire.
10)To redock, just move back to the docking platform, the suit will dock automatically after a few seconds in proximity.
When using the suit keep in mind that you provide lighting, carrying capacity, extra oxygen and fire support to the dive team. Monitor your remaining battery power carefully and remember that you are not a one man army.
All this might seem too much to handle, but after using the suit successfully once it becomes easy.
-Centralized control board
Inside the command room, exists an interactive control board. From there you can control every door and hatch of the ship, monitor the status of critical machinery, see the condition of the power grid, know of alien intruders and use some of the ship’s heavier weapons.
To briefly explain:
Power grid: Every room of the ship is contained on the diagram. The rooms are lit by a blueish light. If that light becomes dim, it means that the junction box that powers said room is in a bad condition. If the light on the board is out, it means that the junction box is at 0%
Intruder alert: If an alien enters the ship, a small bright light will show up inside the corresponding room.
Critical machinery: All engines are displayed, as well as their condition. Reactor fuel is also displayed. Lights will flash when something isn’t right.
Doors and hatches: You can control each individual door/hatch/airlock on the ship. Open and close them as you see fit. You can’t lock the doors however.
Anti-ship torpedo: You can activate the torpedo by pulling a lever on the control board. It will search for human vitals in a straight line in front of it. It can’t distinguish friend from foe, so be careful. The torpedo is not carrying a payload, it inflicts heavy kinetic damage to the enemy submarine. The torpedo can ricochet, so keep the ship stable while aiming and use it on larger vessels.
Docking reports: All docking ports are displayed. Those are the main docking port, the lower docking port (made for towing other submarines), the Ironman suit docking port and finally the torpedo port.
Ballast power: You can cut the power of each ballast pump (A, B or C) individually in case you want to clear ballast flora. The ship can navigate with 2/3 ballasts just fine. While the power is cut, a warning will be issued inside the command room only to remind you that the power is cut. It will stop when power is normal again.
-Chief officer role:
The "chief officer" can be any crewmate that volunteers for the job. The chief officer manages the main control board, activates the emergency power battery and uses the secondary navigation terminal inside the command room. The emergency battery also powers up engine No3.
-Secondary navigation terminal:
This navigation terminal doesn’t have control of the ship’s engines and ballast pumps, it however uses a transducer at the ship’s bow, allowing it to "see" farther from the captain’s terminal.
Besides that, it has access to the bow double railgun. Each trigger pull fires 2 railgun shells. The 2 lines on sonar in front of the ship indicate it’s max firing angles.
Lastly, from this terminal you can dock with submarines below you using the towing port.
-Captain’s navigation terminal:
The captain’s navigation terminal has access to the emergency maneuver engine boost. With this you can change directions in a dime or boost your speed momentarily.
Other than that, there is the option to close all of the submarine doors, in case you have no chief officer to manage it themselves.
As a smaller feature, the decorative screen on the right side of the navigation terminal hides a button that closes a small door, this door is about as tall as the captain’s desk but it provides some cover.
-The lounge:
The ship’s lounge makes each voyage a better affair. Sit on the bar with your crewmates and a free bottle of rum with be automatically served to you after some time. To prevent exploitation of this mechanic, you won’t be served more rum if you already have more than 4 bottles on board. Drink up but place the rest on the lounge’s supply cabinet (invisible cabinet over the library behind the bar).
-Brig with "humane" subject disposal option:
There is always the need for a brig, whether it’s for a prisoner transport mission, a husk infected crewmate, or just a suspected traitor. If they are not cooperative, cut their oxygen. The captain has permission to apply a usually non lethal dose of voltage to the detainees.
-Information terminal:
An information terminal is located inside the electrical room, press 1-10 to choose a chapter to read. It’s recommended for new arrivals to read this once.
-Engineering:
Unending crafting is rather tedious don’t you think? The ship is equipped with 3 fabricators and 3 deconstructors. A large steel cabinet is connected to the fabricators. Another large cabinet contains useful tools.
-Propulsion :
2 Engines
1 Emergency engine
The reactor and engines are externally mounted and as such, maintenance and refueling must be carried out by a diver. Besides that you will find that to use most of the submarine’s weapons you will have to actually be next to them. So go out there and man the guns on the open gun nests littered around the ship… Good luck and keep your head down.