|This page may be outdated. It is up-to-date for version 0.99H. The latest version is v.J14.|
In Piratez, you won't find yourself in charge of international team of mixed gender soldiers. Instead, you will be recruiting mutant female pirates that have a different set of natural abilities.
Hands have essentially two major differences, as well as different statistics detailed below. The first major difference is that hands have toughened mutant skin that is much more resilient, giving a slight (20%) resistance to Laser damage, as well as an armor level of 20 in the front, sides, rear and under directions.
The second major difference is that hands have a natural Night Vision (henceforth NV) level of 12, which trumps purebloods NV level of 9. Some armors may hamper or improve this ability, as well as enemies that may be using NV goggles, so beware! Night raids are best utilized by dispersing electro-flares far away and turning off your flashlights (default hotkey L). As long as you keep your troops out of the light, you can try to sneak up on the enemy!
Psionics AKA VooDoo
Psionics is now called VooDoo because it's in the future and pirates aren't very smart and it looks like magic! Anyhow, keep in mind hands are not as resilient as vanilla X-Com soldiers, nor will they ever become capable of walking Psi Gods as Psi-Amps are no longer equipment to carried, but VooDoo-amplifying armor must be worn instead. In addition, VooDoo Skill and Strength are not as high as vanilla X-Com soldier values.
Piratez has a heavy focus on melee action, and in the early career of your piracy campaign, you will find yourself with access only to ancient firearms and/or very weak ballistic guns. However, a hand with a cutlass or hammer can make short work of enemies so as long as she can get within range!
Most of the melee weapons scale in accordance to your hands' statistics, so they will remain viable for quite sometime, even though you will find better melee weapons and research stronger ones! Keep in mind of the various damage types respective to each weapon as some are better suited against armored enemies and others for unarmored targets.
Hand Stat Table
Inventory TU Table
|From ⇒ To||Ground||Left Leg||Right Leg||Belt||Quickdraw||Left Hand||Right Hand||Left Shoulder||Right Shoulder||Backpack|
Yer Escaped Lunatics (Starting Crew)
With the advent of version .99, your starting crew is a small band of six intrepid lunatics from a nearby asylum. They are slightly better in many ways from hands available through the Black Market. Their monthly salary is lower than hired hands (0 vs. 5000) but they start with worse armor: Tribal Outfit rather than Adventurer with the Hired Hands (6/25 inv vs 19/25). Their starting stats are somewhat better than the standard hand, though they cap out at the same levels, except for 10 extra stamina and 4 extra VooDoo Power. Below is a table of the Lunatic Stats and how they compare with the normal hand.
Starting from 99H, you can recruit the little smurfs. They cost $35k to recruit and $7.5k monthly, will never be promoted and do not count towards officer promotions for your gals. While they are pretty weak and are very restricted in outfits, Lokk'Naars have incredible camouflage, have better reactions and slightly better NV than gals, making them very good scouts. They also have very high evasion, making them more survivable than expected.
Hiring hands can be a crapshoot, but you can increase the odds of getting a good recruit by researching "Recruit: Warriors". Warriors cost a lot more, costing $75000 and $10000 a month, but have higher minimum starting values (though their cap values are still the same). They also start with Warrior Armor.
Enjoy gambling? Newly added in 99G2, Freaks have a far greater range in stats than normal hands. In fact, their range is so large that they can start with stats way higher than their cap, which is lower than a normal hand's. They are available as a prize from completing a lot of missions for Jack, cost $100,000 to recruit and $2500 a month. (Due to the nature of their stats, maxovercap compares their max stat to a normal hand's cap)
Better and costlier than Warriors, Veterans cost $400000 and $40000 a month, but have much higher minimum starting values (though their cap values are still the same). They also start with Tactical Armor.
Since 0.99F.1, you can recruit your slaves as soldiers by researching "Slave Soldiers". Recruiting slaves takes 600 hours but actually makes $1900. Slave soldiers have higher VooDoo than gals, but are worse at everything else. They are restricted to some specialty armours, none of which offer much protection. They also cost a mere $2500 monthly, will never be promoted and do not count towards officer promotions for your gals.
|Slave Soldier Stats|
A somewhat rare loot will enable you to research and construct Synthetic Gals. Syns require a Surgery to manufacture and take 5000 hours, $20k, 3 Plastasteel and 50 Medical Supplies ($242,500 total). Due to their synthetic nature, they are immune to Morale Loss and VooDoo, and consequently do not have those stats. This also makes them immune to Sense. Syns have far more TUs and Stamina than gals, but have much lower energy regeneration. Their health is also much lower, but they self-repair. They also have 25 Night Vision and 60% Thermal Vision, and natural resistances to everything.
In version 0.99I2a, the ability to recruit peasants was given as a very early game alternative to hand recruitment. They cost $5000 to recruit and have a monthly salary of $2500. Unfortunately, their base stats are very poor.
In version 0.99J7, Bugeye Advisors were made into a unit, as opposed to auxillary units. They cost $40,000 and have a monthly salary of $15000. They have poor health and bravery, decent reactions and the highest Voodoo Strength and Skill Cap.