Captains, welcome to the official T13 Skirmish Strategy Guide. This guide aims to give you some insights on target mechanics for the new Skirmish hull, the Pathfinder. Learn about your enemies, and find general target info to help you in battle. Good luck! 



Tier 13 Skirmish Hull: Pathfinder



The Pathfinder is equipped with 10 weapon slots, 4 armor slots, 6 special slots and 1 Heavy Weapon slot which is unlocked at U1. Countermeasures can be equipped to 8 of the weapon slots.

 

The Pathfinder’s main weapon, the Departure Depth Charge, fires at medium range, dealing Concussive damage. The depth charges are splash based and also have piercing capabilities built into them.

Weapons that have Pierce have the ability to hit multiple enemies, for every pierced hit the projectile experiences Pierce Decay that results in a reduction of damage. 

The Pathfinder’s strength is its piercing capabilities when encountering NPCs that are spaced out from each other. Be aware of mines that are scattered throughout each target when navigating, these mines are capable of detonating if pierced from incoming projectiles.

The Pathfinder’s built-in weapon, the MicroSonic Depth Charge, shoots a large spray of charges that leaves a small damaging aura at impact location.



Enemy Info


Devout Zealot - Torpedo Brawler

  • Type: Torpedo Hull
  • Health: Low
  • Damage: Medium
  • Damage Type: Concussive
  • Splash: N/A
  • Accuracy: High
  • Range: High
  • Countermeasure Vulnerability: Yes
  • Kingkiller: Yes

Note: Found in groups of 3 in combination of Rocket/Torpedo Brawlers. Vulnerable to Anti-Torp type CMs. Cormorants are recommended.

Subjugator - Rocket Brawler

  • Type: Rocket Hull
  • Health: Low
  • Damage: Medium
  • Damage Type: Explosive
  • Splash: Med
  • Accuracy: N/A
  • Range: High
  • Countermeasure Vulnerability: No
  • Kingkiller: N/A

Note: Found in groups of 3 in combination of Rocket/Torpedo Brawlers.

Ronin - Guard - For Parked Lurker
Type: Gatling Gun Hull

  • Health: Medium
  • Damage: Medium
  • Damage Type: Concussive
  • Splash: Med
  • Accuracy: N/A
  • Range: High
  • Countermeasure Vulnerability: No
  • Kingkiller: N/A

Note: Surrounds parked lurkers, may be found in groups of 2 or more. 


Parked Lurker
Type: Mortar Hull

  • Health: Medium-High
  • Damage: Medium
  • Damage Type: Explosive 
  • Splash: Med
  • Accuracy: N/A
  • Range: Low
  • Countermeasure Vulnerability: No
  • Kingkiller: N/A

Note: Can be found parked by more than one Lurker and a guard, try staying at your maximum weapon range to avoid its slightly shorter range.

Vengeful Ronin - Guard - For Boss
Type: Mortar Hull

  • Health: Medium
  • Damage: Medium
  • Damage Type: Explosive 
  • Splash: Med
  • Accuracy: N/A
  • Range: Low
  • Countermeasure Vulnerability: Yes
  • Kingkiller: N/A

Note: Surrounds boss hull, may be found in groups. Vulnerable to Anti-Explosive type CMs. Gale Defense System Recommended



Abomination - Boss Hull
Type: Rocket and Gatling Gun Hull

  • Health: High
  • Damage: Medium
  • Damage Type: Explosive Concussive
  • Splash: Med
  • Accuracy: N/A
  • Range: Very High
  • Countermeasure Vulnerability: No
  • Kingkiller: N/A

Note: Found in the core of the target following a designated path, may be found accompanied by more than one guard. The hull is equipped with a large range rocket weapon that has a min range, as well a short ranged telegraphed gatling gun that can be out-ranged if kept at distance. 

Rocket Weapon in Auto Friendly Targets:

Rocket Weapon in Non-Auto Targets:



Explosive Mine 

  • Health: Low
  • Damage: Medium
  • Damage Type: Explosive
  • Splash: High

Note: Avoid contact to avoid detonation! Can be destroyed if pierced by projectiles passing through nearby enemies.



Cryo Mine 

  • Health: Low
  • Damage: N/A
  • Damage Type: N/A
  • Splash: High

Note: Avoid contact to avoid detonation! Can be destroyed if pierced by projectiles passing through nearby enemies.

Glossary

Range definitions are relative to the primary season hull. Thus what is short for one hull might be considered medium for another, the goal is to convey easily to players which turrets/ships they can outrange and which turrets/ships may be firing on you from a considerable distance away.

  • Very Short = Easily out-ranged.
  • Short = Out-rangeable.
  • Medium = At least the same range as the player but generally not much more.
  • High = Will easily outrange the player hull.
  • Very High = Will cover a significant portion of the target.

 

If the arc is not specified then it has a 360 degree arc.