Pirates on the solar winds and among the asteroid archipellagos

jedion357's picture
jedion357
September 18, 2009 - 7:24am
I've been spending some time thinking about what it would take for a pirate to catch a frieghter in both the classic KH and in the KH vector movement systems.

1. with the target speed of 1% of light speed for void jumping ships coming in system under either system would be cooking along way too fast for a pirate waiting in a general area- he'd have to be coasting in system a high speed and hope that a ships jumps into his vincinity to have a chance to catch it. with the limitations of radar and energy sensors I think it would be very hard for a pirate to intercept ships inbound. But with good intel, like regular travel times for starliners and freightlines a pirate could do just this. Possibly a spotter craft in the departure system uses subspace radio to warn the raider in the arrival system so he is placed at the right speed and/or vector.

2. shadowing a ship on its way out system would be easier but more obvious. Militias dispatching a ship to a patrol zone would have it keep its speed down and allow any number of ships to tag along as  that patrol zone would just happen to be along a major jump route. though 1 assault scout and 6 freighters would be a tempting target.

3. poking around the asteroids would be simpler and easing pickings to prey on the mining operations which would give rise to paying protection money to said pirates- say 2 hull units worth of mined/refined ore per month to be left alone. Mined ore sells with no questions asked while credit transfers leave a trail. Even though the militia would conduct sweeps of the asteroids the miners would keep their mouths shut as the militia cant stay around all the time and the pirates will come back.

4. system ships would be natural prey.

5. Ag ships (i would think these need ion engines to maintain some gravity to throughout the 1 month growth cycle) an ag ship that delivers food every month to an outpost on some non habitable planet keeps that outpost fed but it has a regular monthly schedule and is moving slow close into the planet- very easy pickings for a pirate.

just a few thought; comments?


I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!
Comments:

Ascent's picture
Ascent
September 18, 2009 - 8:54am
6. Sensor net. Pirates set up a sensor net that detects incoming ships and signals the pirates through subspace.

7. Illusory Obstacle. Pirates set up a device that fools ship sensors into detecting a massive obstacle, such as a rogue planet, asteroid field, or gas cloud, forcing the vessel to drop speed to navegate.

8. Auto-disabler. An automatic weapon platform is set up in middle of a commercial route, that targets the engines of an approaching/passing vessel to disable it.

9. Infiltrator. A pirate, or group of pirates get passage on a ship as either crew or passengers (perhaps even a trojan horse through cargo) and then striking when at a designated point in space, disabling the ship so that pirate ships can catch up.

10. Tracker. A tracker is planted on a vessel. The tracker remains dormant (to escape detection) until the ship approaches a designated point, in which the tracker activates and informs pirates of its approach through subspace.

11. Sabotaged Part. A pirate mechanic sells a part that is set to fail within a certain period of time, in which the pirates only have to locate the disabled ship.
View my profile for a list of articles I have written, am writing, will write.
"It's yo' mama!" —Wicket W. Warrick, Star Wars Ep. VI: Return of the Jedi
"That guy's wise." —Logray, Star Wars Ep.VI: Return of the Jedi
Do You Wanna Date My Avatar? - Felicia Day (The Guild)

Anonymous's picture
w00t (not verified)
September 18, 2009 - 10:14am
#7 - Or have the device transmit F&F as-if it were the ships destination such as the local space station or moon base.

#9 Hijack would be another name.

#10 Outbound as well. I believe a common strategy for freighters leaving systems with multiple routes would be to "head towards" one destination then WNB or just turn the ship and change course (in case someone following).

12. Ship Launcher - Device that propels ship from dead stop to the tolerance level of the ships crew (8G's?) and hurls the ship in a trajectory to intersect where freighter poped out of the Void. Ships with robots could ignore G's...




Will's picture
Will
September 18, 2009 - 1:24pm
Intercept the fat freighter as it's on the last leg of its deceleration burn.

Accelerate ahead of the freighter and scatter whatever random bits of junk he has handy...instant kinetic-kill projectiles.

"You're everything that's base in humanity," Cochrane continued. "Drawing up strict, senseless rules for the sole reason of putting you at the top and excluding anyone you say doesn't belong or fit in, for no other reason than just because you say so."


—Judith and Garfield Reeves-Stephens, Federation

Georgie's picture
Georgie
September 18, 2009 - 6:02pm
13. Trojan Horse: Pirates park near calculated inboud routes and broadcast a distress signal to lure their prey to them.
The weak can never forgive. Forgiveness is the attribute of the strong.    * Attributed to Mahatma Gandhi

Ascent's picture
Ascent
September 18, 2009 - 7:17pm
That's more like a snare (think carrot under the propped box) than a trojan horse (see 9 parenthetical).
View my profile for a list of articles I have written, am writing, will write.
"It's yo' mama!" —Wicket W. Warrick, Star Wars Ep. VI: Return of the Jedi
"That guy's wise." —Logray, Star Wars Ep.VI: Return of the Jedi
Do You Wanna Date My Avatar? - Felicia Day (The Guild)

Will's picture
Will
September 18, 2009 - 8:04pm

Pirates use an assault scout or frigate with all the right markings(local militia or Spacefleet)to offer escort to their unsuspecting prey.

Or, in the case of megacorp shipments, what better than to sidle up to a, say, PGC freighter, with a frigate in corporate colors, come to offer an escort in these pirate-haunted deeps....

"You're everything that's base in humanity," Cochrane continued. "Drawing up strict, senseless rules for the sole reason of putting you at the top and excluding anyone you say doesn't belong or fit in, for no other reason than just because you say so."


—Judith and Garfield Reeves-Stephens, Federation

jedion357's picture
jedion357
September 18, 2009 - 9:45pm
Will wrote:

Pirates use an assault scout or frigate with all the right markings(local militia or Spacefleet)to offer escort to their unsuspecting prey.

Or, in the case of megacorp shipments, what better than to sidle up to a, say, PGC freighter, with a frigate in corporate colors, come to offer an escort in these pirate-haunted deeps....



or an assault scout with the right markings and it orders a ship to heave too for inspection.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

umungus's picture
umungus
September 18, 2009 - 11:05pm
Great ideas guys!

How about a pirate posing as a down on his luck ship owner. Saya that he has a disabled ship with some valuable cargo to some would be salvage crew. Says he will cut them in if they help him out. When they show up at the hulk the pirates pounce.

At least I got to scare an alien rabbit thingy......


jedion357's picture
jedion357
September 19, 2009 - 6:48am
umungus wrote:
Great ideas guys!

How about a pirate posing as a down on his luck ship owner. Saya that he has a disabled ship with some valuable cargo to some would be salvage crew. Says he will cut them in if they help him out. When they show up at the hulk the pirates pounce.


even more devious- leading the lambs to the slaughter
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Georgie's picture
Georgie
September 19, 2009 - 7:21am
Ascent wrote:
That's more like a snare (think carrot under the propped box) than a trojan horse (see 9 parenthetical).


Unless my mythology is really screwed up, pretending to be something that you're not in order to get your opponent to do what you want them to do is a Trojan Horse scenario. Cool

A snare is more like #6.
The weak can never forgive. Forgiveness is the attribute of the strong.    * Attributed to Mahatma Gandhi

Will's picture
Will
September 19, 2009 - 8:30am
jedion357 wrote:
Will wrote:

Pirates use an assault scout or frigate with all the right markings(local militia or Spacefleet)to offer escort to their unsuspecting prey.

Or, in the case of megacorp shipments, what better than to sidle up to a, say, PGC freighter, with a frigate in corporate colors, come to offer an escort in these pirate-haunted deeps....



or an assault scout with the right markings and it orders a ship to heave too for inspection.


Even better, the Osprey capture attempt in reverse....

"You're everything that's base in humanity," Cochrane continued. "Drawing up strict, senseless rules for the sole reason of putting you at the top and excluding anyone you say doesn't belong or fit in, for no other reason than just because you say so."


—Judith and Garfield Reeves-Stephens, Federation

Ascent's picture
Ascent
September 19, 2009 - 11:33am
Georgie wrote:
Ascent wrote:
That's more like a snare (think carrot under the propped box) than a trojan horse (see 9 parenthetical).


Unless my mythology is really screwed up, pretending to be something that you're not in order to get your opponent to do what you want them to do is a Trojan Horse scenario. Cool

A snare is more like #6.

Hehe. 6  is an ambush, not a snare. Tongue out
View my profile for a list of articles I have written, am writing, will write.
"It's yo' mama!" —Wicket W. Warrick, Star Wars Ep. VI: Return of the Jedi
"That guy's wise." —Logray, Star Wars Ep.VI: Return of the Jedi
Do You Wanna Date My Avatar? - Felicia Day (The Guild)

Will's picture
Will
September 19, 2009 - 12:17pm
A drum is a snare.

Speaking of ambushes and pirate tactics, refer to SFKH1, The Dramune Run. The ambush of the Gullwind and her escorts is a good example of pirate tactics.

"You're everything that's base in humanity," Cochrane continued. "Drawing up strict, senseless rules for the sole reason of putting you at the top and excluding anyone you say doesn't belong or fit in, for no other reason than just because you say so."


—Judith and Garfield Reeves-Stephens, Federation

umungus's picture
umungus
September 19, 2009 - 3:49pm
Nah, A trojan horse is a giant horse that has a bucha sandalled spear dudes in it....

At least I got to scare an alien rabbit thingy......


Will's picture
Will
September 19, 2009 - 5:17pm
umungus wrote:
Nah, A trojan horse is a giant horse that has a bucha sandalled spear dudes in it....


Really? I always thought it was the reason I had to buy anti-virus software....

"You're everything that's base in humanity," Cochrane continued. "Drawing up strict, senseless rules for the sole reason of putting you at the top and excluding anyone you say doesn't belong or fit in, for no other reason than just because you say so."


—Judith and Garfield Reeves-Stephens, Federation

pineappleleader's picture
pineappleleader
September 19, 2009 - 6:59pm
Will wrote:
umungus wrote:
Nah, A trojan horse is a giant horse that has a bucha sandalled spear dudes in it....


Really? I always thought it was the reason I had to buy anti-virus software....


Well...Do you want a giant wooden horse on wheels, with a bunch of heavily armed bronze age Greeks inside it, running amok inside your computer? I think not. Look what they did to the city of Troy - looted it, put the inhabitants to the sword, and burned it to the ground. Think of your poor, faithful, computer.

Will's picture
Will
September 19, 2009 - 7:03pm
Pineapple Head wrote:
Well...Do you want a giant wooden horse on wheels, with a bunch of heavily armed bronze age Greeks inside it, running amok inside your computer?

 
No, that would be bad.

pineappleleader wrote:
Look what they did to the city of Troy - looted it, put the inhabitants to the sword, and burned it to the ground. Think of your poor, faithful, computer.

 
No worries. I listen to my Cassandra 2.0. Laughing

"You're everything that's base in humanity," Cochrane continued. "Drawing up strict, senseless rules for the sole reason of putting you at the top and excluding anyone you say doesn't belong or fit in, for no other reason than just because you say so."


—Judith and Garfield Reeves-Stephens, Federation

Anonymous's picture
w00t (not verified)
September 19, 2009 - 8:50pm
Pirates have a legit ship that they use to dock at busy cargo handling areas where many ships are loaded at one time. They sneak about or have a contact with the Dock Master and replace shipping labels with their own.

They load the re-labeled cargo onto their ship and might create a diversion on the docks to keep people busy as they subtly leave the docks.

----

A legit ship is loaded with legit cargo. While in transit it's "attacked, boarded and robbed"! The ship limps back to port. The Dock Masters notices this ship seems to get in a little to much trouble and while he is happy nobody is hurt...I guess it's just bad luck.
Pirate types; Ut oh.. time to sell the ship and get a new one.
Muhahhahaha!



jedion357's picture
jedion357
September 20, 2009 - 6:36am
w00t wrote:
Pirates have a legit ship that they use to dock at busy cargo handling areas where many ships are loaded at one time. They sneak about or have a contact with the Dock Master and replace shipping labels with their own.

They load the re-labeled cargo onto their ship and might create a diversion on the docks to keep people busy as they subtly leave the docks.

----

A legit ship is loaded with legit cargo. While in transit it's "attacked, boarded and robbed"! The ship limps back to port. The Dock Masters notices this ship seems to get in a little to much trouble and while he is happy nobody is hurt...I guess it's just bad luck.
Pirate types; Ut oh.. time to sell the ship and get a new one.
Muhahhahaha!




or pirates just storm the cargo station to rape, pillage, then burn becuase the system has no militia

or pirates just change their transponder settings and make cosmetic changes to the ship and just try the same ruse in another system.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Shadow Shack's picture
Shadow Shack
September 21, 2009 - 6:31am
My thoughts ---

pirates "patrol" deeper space, as in not too close to the civilized worlds (so as to avoid militia craft)but not so deep as to be near the outer fringes either. In short, they'd position themselves halfway between a civilized world and the jump route to the neighboring system.

In a perfect set-up, they would have long range sensors on unihabited worlds: radars and energy sensors with much greater range than that of a typical starship sensor array. Anything that can be mounted on a ship can be built to a much larger scale and mounted to a planet. These sensor stations can alert the ships (which could be based on the same planet or one of its lower grav moons) to inbound vessels.

Another good method would be the employment of a small freighter or two based on a resource or industry rich world (or rather its station) keeping an eye as to which cargoes are being commissioned to which ships, and conveying this info to ships in the deeper orbits. Once the preferred cargo vessel is captured, the small freighter(s) would launch to assist in recovery, possibly even escorted to a buyer-system by their allied pirate craft.

One thing I like to keep in mind: unless the target vessel is a smaller one, the pirates are not likely to take the ship with them. The reason being most of them will be unskilled for anything larger than HS:6 (re: assault scout and frigate pilot certifications) and they certainly wouldn't have extensive spare crewmembers handy to take on the duties of another ship (the bulk of the non-officers would be troops to overtake the target ship), not to mention they won't be doing much in the way of out-running Star Law with a slow & sloppy space barge that can barely get out of its own way.

Another one I like to employ is a freighter sporting a small contingent of fighter craft. These fighters would be manned by a crew of two and armament would consist of smaller scale laser battery weapons ("pod laser turrets" as I have them in my game, shorter ranged versions of the big boys). The fighters swarm the target vessel and disable it, landing at a remote station (in the asteroid belt, small moon, etc) as the mother ship acquires the valuable load to be transported to said station later. A network of "legitimate" haulers would be used to offload these goods in other systems.
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

jedion357's picture
jedion357
September 21, 2009 - 7:26am
Shadow Shack wrote:
One thing I like to keep in mind: unless the target vessel is a smaller one, the pirates are not likely to take the ship with them. The reason being most of them will be unskilled for anything larger than HS:6 (re: assault scout and frigate pilot certifications) and they certainly wouldn't have extensive spare crewmembers handy to take on the duties of another ship (the bulk of the non-officers would be troops to overtake the target ship), not to mention they won't be doing much in the way of out-running Star Law with a slow & sloppy space barge that can barely get out of its own way.


I have to disagree- when a HS2 ship can price out at 1 mil. the value of a large freighter is "cha-ching" and it will gall any greedy person to leave behind money like that. if the money is there for the taking they will find a way to take it. plus as per the original white light mod any pilot can fly the next size up ship just not in combat or compliacted docking manuevers. The pirates only need a handful of crew to make off with a ship plus a few of the grunts holding guns to the heads of captured crew can make them fly the ship though no body would trust a captured astrogator- to much potential for him to screw you.

Plus if they fly the ship out of the system then there's no evidence that it was taken by pirates- maybe they misjumped. Though you'd have to set up a fence somewhere. Dramune? somewhere in the Rim, location not on the charts? maybe some pirates have gone into the mining business somewhere setting up a Pirate Planet- dumping all their captives there to work as slaves- the Red Devil did it.

with a legit opperation going on there would be no pressure to take a ship every month. they could lie low if the heat was on. Taking ships would be just something to do to keep the troops' minds occupied.

any really big ships that would be to dangerous to try to sell because of recognizability could be brought to the pirate planet and turned into an impromptu docking/ cargo station in orbit.

Ps shadow I like the fighter idea- it reminds me of something form an old star wars comic
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Shadow Shack's picture
Shadow Shack
September 21, 2009 - 8:13pm

Keep in mind the arguements I'm making are simply adhering to canon rules. It falls apart with the SFMan "Skilled Frontier" or other such rules alterations.


"But who's gonna fly it, kid...you?" (another blatant SW reference LOL)

That's the inherent issue. I just don't forese too many pirate captains above LVL:3 (frigate pilots). Pirates need small fast ships to evade authorities. Which means they're not filled with lots of space for crew cabins to support an auxilliary crew. Sure, it can happen on occasion...but for the most part it's unlikely.


Consider the typical assault scout: 8 inhabitants. If the scout does the boarding, then the entire crew has to bum rush the ship. Hopefully all of eight of them survive assuming there's one each in pilot, engineer, and astrogator fields among them, or they have to leave at least one ship behind.

Which makes the Corvette better for such actions, as any pilots will be LVL:3 (and I don't see many LVL:4 pilot pirates serving on such craft). They'll be able to have more troops as such (about 20-25 crew tops), without risk to the officers. But with such a small hold...it's still useless for recovery of goods, not to mention easily acquired by militia craft thanks to lower performance. But again, their pilots limit the potential stolen ship to HS:6 tops.

And that brings us to the grand daddy of pirate ships: the frigate. Faster and better armed than the Vette and with up to 40 crew members. But again, being a warship there's not much cargo space. So most feasibly any LVL:4 pirate pilots will be found aboard a frigate. One with a LVL:3 co-pilot, but those LVL:4 pilots will still be few and far between.


But the big issue is performance. The corvette is the slowest and sloppiest of pirate craft, rivaled only by civilian ships HS:5-6 in size (in terms of typical pilot levels for pirates anyway). So at best, the few LVL:4 pilots amongst pirates could snatch up to a HS:12 ship. HS:13-14 ships still have similar corvette grade performance, but now you need a LVL:5 pilot. Once you hit HS:15, forget it...at ADF/MR:2/2 they're just too slow and sloppy when the authorities arrive. If you're slow, you're caught. If you're caught, you're dead.

Now, as for the potential next level down scenario via Warriors of White Light: Those restrictions are in system restrictions. As a GM I just couldn't see a ship entering the void under such a crew, considering how the pilot is severely limited in operations and jumps are a very tricky affair. After all, if the ADF/MR: 2/1 restriction is what gets applied to a 5/4 assault scout with a lower certified pilot...what would the restrictions be for a 3/3 rated craft? I would rule ADF:1 and MR 1 every other turn (meaning MR:0 on turn 1 and MR:1 on turn 2, repeat the pattern) at best. No way is a ship jumping with such a hindrance, let alone will it evade authorities. Shoot, a starliner with Ion Drives can catch it.


Which, in the inevitable absence of an available pirate pilot, only leaves not killing the other ship's crew. Another tricky endeavor, considering the low skills of pirate "marines": They'll equip themselves with whatever they can get their hands on, up to and including slug throwers and gyrojets (which many GMs frown upon as not ship safe weaponry). Most likely the takeover will occur in a vaccuum, all it takes is one automatic weapons burst and each crew member has more holes in their vacc suit than patches to seal said holes. And assuming the crew is taken alive, there's still no gaurantee that they'll cooperate. Any ship owner should know that they'll be looking at a best case scenario of returning safely to civilization with a huge outstanding debt on their shoulders in the form of a missing ship (and a greater debt in the form of any missing cargo to boot).

Alas, I do agree that the slave trade is alive and well in the pirate camps, it's one thing they're notorious for. I just don't see it as a main objective outside of ransacking a liner, it's more of an "icing on the cake" result of any freighter takeover. Their main focus is the swag that can be much more readily converted into cash. But, it's certainly feasible. It just isn't going to happen each and every time.

One other major point I would stress: repairing the captured vessel. Keep in mind that unless the crew willingly heeded to the approaching pirates (pretty rare), the drives and maneuvering systems will have been shot out in order to take the craft. Before any ship theft can take place, these systems will need to be restored at 30 minute intervals at best (half the time needed to manually unload one unit of cargo, or the same time to unload one unit with the use of a cargo arm). A 3/3 rated ship could feasibly take 3 hours to fix assuming the dice are unfriendly enough to warrant 1 point per repair (and that assumes each and every DCR check is successful), and doesn't take into account the automatic failure rolls or rolls that require dry docking to fix. In other words, it can feasibly take as much time to fix the ship as it would to offload the cargo to a waiting ship, which is a gauranted method of load acquisition compared to an "iffy" fix factor.

In the end, it's the cargo that is the main objective. It would be a case by case synopsis after each boarding action to determine just how much "bonus" material can be had after that. Which is why, most likely, any pirate faction will have one or two HS:5-6 freighters in their employ. And to that end, perhaps any "ship acquisition" crews could be kept aboard these vessels as well, but again you're just not going to find very many LVL:4 pilots in the general pirate population.

I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

Georgie's picture
Georgie
September 22, 2009 - 8:53am
Adequately argued. As counter points, let me offer the following.

  • With the corvette, you are assuming factory standards. Ditch the masking screens and you can gain at least 1 ADF or 1 MR and add cargo space. Ditch the LC and substiture an AR launcher (or launchers) and you can gain another ADF or MR and cargo space. Suddenly you have a 4/4 performance and sufficient cargo capacity for high value items.
  • Regarding ship capture, take a lesson from modern day Somalia. Even at reduced speeds due to pilot inexperience, you can move a ship far enough away from the capture point to make it very difficult to find. Space is HUGE. If the drives are disabled, you could tow it even as you attempt repairs. Again, you won't be fast, but if you were successful in blocking any distress signal, time will be on your side.
For my part, I have no issue with there being advanced level pilots at the controls of a pirate ship. Throughout history there are examples of pirates who where very good and experienced seamen. The tactics they will use will depend on whatever type of ship (or ships) that they can get their hands on. A larger ship, despite its speed disadvantage vs. frigates and assault scouts, can make a wonderful pirate vessel in the hands of someone who knows how to use it.

For example, a HS12 (pilot level 4) could pack in 6 laser batteries at a cost of 2 ADF/MR points, leaving you with 2/2 performance, more then enough to catch lumbering (but cost effective) ion driven freighters. LBs are ideal because they are compact, have rapid fire (used in both attack and defesive phases), and have very good range. Chances are that you will outgun your prey, especially if you consider that the standard penny pinching freighter probably doesn't carry personel whose primary responsibility is gunnery - unless the cargo is such that the customer provides them. The HS12 pirate ship's fire suppiority is likely to be significant enough that you can take the HP hit and add another ADF for 3/2 performance, or even add yet another LB. At HS12, you have plenty of space to carry small ships such as fighters or shuttles to act as pickets, or even carry remote probes for that same purpose. You will have ample warning before the cavalry arrives - if you pick your targets well.
The weak can never forgive. Forgiveness is the attribute of the strong.    * Attributed to Mahatma Gandhi

Shadow Shack's picture
Shadow Shack
September 22, 2009 - 6:20pm
Georgie wrote:


  • With the corvette, you are assuming factory standards.

Exactly, like I said in my prior post I'm assuming canon. I should also add that I am defining "standard tactics" assuming standard/average NPCs in conjunction with canon, which I would percieve as "kill (or possibly enslave, depending on host ship's LS capacity) the crew, steal the goods, sink the ship".

Quote:

  • Regarding ship capture, take a lesson from modern day Somalia. Even at reduced speeds due to pilot inexperience, you can move a ship far enough away from the capture point to make it very difficult to find. Space is HUGE. If the drives are disabled, you could tow it even as you attempt repairs. Again, you won't be fast, but if you were successful in blocking any distress signal, time will be on your side.

True. But as far as grapples go, that's a MHS:5 item so it's not feasible for scouts and vettes. A pirate frigate could have it, although I would think the ship would have to sacrafice something for the install (re: modifying ships rules) since in "stock" guise they aren't equipped as such (at least I found no mention of it). Even if you go by allocated space, the grapple system is 50% larger than a laser cannon (60 cubic meters for the grapples vs 40 on the LC).

Quote:
For my part, I have no issue with there being advanced level pilots at the controls of a pirate ship.


Again, I'm merely citing canon...average pirate pilot is LVL:3. And I too have no qualms about introducing "above average" bad guys to players. I'm just saying for the most part, the LVL:4 pilot isn't going to be common, so those above average types aren't going to be encountered all the time. As such, given the choice*, I would think unless said LVL:4+ pilot had a LOG:30 he would want to helm a frigate over the vette. Simply put, the frigate has everything that the vette does and then some: it has the vette's LC, LB,and MS, in addition it also has ICMs, torpedoes, an RB, not to mention the same hull points as a vette and scout combined and a higher DCR for more effective repairs. All that and it's faster than the vette. But without such a choice available (re: Planoran Pirates, all they had was a flight of corvettes), an above average pilot would simply be considered as a "commander" or "commodore" of the group.

As for the HS:12 ship, again that falls upon the above average crew perks. And again I have no problem with introducing special encounters as such. I'm merely defining a standard textbook encounter rather than the special/custom encounters...but an enhanced encounter is what makes a game more interesting and as such, it would have to be backed by an enhanced staff. All I would say on the matter of such special encounters: utilize special NPCs as average NPCs wouldn't be capable of pulling the encounter off. Just realize the unique nature of the encounter and that it wouldn't be something that could be used all the time.

And on that premise, anything goes. Freighters converted as carriers, liners converted as cargo hauler with larger compliments of troops (thus luring unwary freighters into their midst), scientific research vessels luring civilian ships into traps, mining vessels with holds replaced by guns, and custom one-off pirate cruisers are all within the realm of "surprise,surprise". There's always a new angle to explore to keep players on their toes, and it all starts with the basics. Define the basics, then expand those horizons.


* choice is something I would think an above averae person could afford, failing that the sheer charisma behind above averageness should be enough to inspire the means to enable that choice (via mutiny etc).
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

Georgie's picture
Georgie
September 22, 2009 - 8:57pm
"shadow shack" wrote:
...like I said in my prior post I'm assuming canon.

My bad.

"shadow shack" wrote:
I should also add that I am defining "standard tactics" assuming standard/average NPCs in conjunction with canon, which I would percieve as "kill (or possibly enslave, depending on host ship's LS capacity) the crew, steal the goods, sink the ship".

Ugh. How boring. ;)

I once had a GM that did almost nothing "standard", unless he was lulling you into a trap. His adventures were always the best, you had to be on your toes and thinking non-stop. You make a lot of good and valid points that I don't disagree with. I also think that jedi has the standard stuff down, and part of the purpose of this topic is to seek non-standard ideas.

"shadow shack" wrote:
As such, given the choice*, I would think unless said LVL:4+ pilot had a LOG:30 he would want to helm a frigate over the vette.

I would agree. Given the limited choice between the two, almost any pilot would prefer the larger, faster, more heavily armed ship. Unless... cirmcumstances will often dictate choice. Before you just randomly select ship types for pirates, decide on the 5 W's - Who supports the pirates (if anyone), Where are they based, What do they hope to accomplish/steal, When are they likely to strike, and hoW did they become pirates? This will give you clues to their ship types and tactics. Optionally, you can reverse engineer it. Come up with a ship (or ships) you want to use, then create the 5 W's behind its existence.

"Georgie" wrote:
If the drives are disabled, you could tow it even as you attempt repairs.

"shadow shack" wrote:
But as far as grapples go, that's a MHS:5 item so it's not feasible for scouts and vettes.

Who said anything about grapples? From what I understand in the canon rules, grapples are a boarding tool, not a towing tool. (not that they can't be used as a towing tool...)

"shadow shack" wrote:
Just realize the unique nature of the encounter and that it wouldn't be something that could be used all the time.

Bingo! I couldn't agree more! I wish I had said it. Mix it up. Be creative. And back it up with reason and purpose. These will make the encounters fun and memorable.
The weak can never forgive. Forgiveness is the attribute of the strong.    * Attributed to Mahatma Gandhi

Shadow Shack's picture
Shadow Shack
September 22, 2009 - 9:48pm
It's cool, good debate is healthy and some of the ideas presented here so far have already widened my campaign a bit. And not to give anything away, I have a nifty idea that's nearing completion right now that should be posted in the Deck Plans project soon, it's a good follow up/antagonist to another craft I posted there. Don't wanna divluge too much info until it's done, but it fits the realm of this topic.

Quote:
Who said anything about grapples? From what I understand in the canon rules, grapples are a boarding tool, not a towing tool. (not that they can't be used as a towing tool...)


Ya know...you're on to something there. 

I just always presumed that they were the standard equipment used to tow a crippled ship. After reading up on them again (just now, in fact LOL), canon really doesn't define grapples as clearly as it could, and with what they do define they are intended as more of a boarding tool. I could see any ship latching a simple series of tow cables between the hulls, presuming the tow ship has the drives capable of moving the mass (re: scouts wouldn't be able to move a HS:6 ship with their class A drives, etc).
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

Anonymous's picture
w00t (not verified)
October 3, 2009 - 9:09pm
I was reading the textual description of the East Indiaman freighter from Issue 6 and noticed Deck C: Forward Crew Quarters has an area devoted to Guard Cabins.
Quote:
Guard Cabins: Cargo guards, (provided by the cargo owners) to prevent the ship and cargo being 'lost', are allocated special cabins. These differ from normal cabins in that the doors are fortified, a
weapon power clip/pack recharging station is provided and the computer terminal is allowed access to Analysis, Information Storage, Commerce, and Installation Security programs.


(I do not use the clip/pack recharging station)

Some of the ideas presented here would have to deal with cargo guards. Just wanted to throw some more ideas in the pot.
Smile

Shadow Shack's picture
Shadow Shack
October 4, 2009 - 3:18am
You'll notice in my TT-456 Container Ship deck plans that the cargo modules have quarters for such a purpose. And as such any guards assigned will have some say in the "jettisoning of cargo" for increased performance...since the module itself has a computer it ends up being a virtual net throw down to determine if the ship's crew can ditch the module or not under such dire circumstances.
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

Anonymous's picture
w00t (not verified)
October 4, 2009 - 3:19pm
Shadow Shack wrote:
You'll notice in my TT-456 Container Ship deck plans that the cargo modules have quarters for such a purpose. And as such any guards assigned will have some say in the "jettisoning of cargo" for increased performance...since the module itself has a computer it ends up being a virtual net throw down to determine if the ship's crew can ditch the module or not under such dire circumstances.


I must have missed it. Undecided

TT-456 Container Ship

Shadow Shack's picture
Shadow Shack
October 5, 2009 - 5:38am
"The ship may, at the crew's discretion, jettison a container to improve performance. Of course, any crew assigned to the container may have something to say about this act, and any computer experts in said crews can become involved in a virtual cyber battle with the host ship crew in over-riding the other system to prevent such acts.

Cargo Container layout
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website