Sarna News: Bad 'Mechs - Icestorm

Editing Pirates

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
 
{{refimprove}}
 
{{refimprove}}
{{Cleanup|reason=review needed|date=September 2023}}
+
{{cleanup}}
  
One of humanity's most enduring activities, piracy continues to plague the people of the [[thirty-first century]].<ref>''Field Manual: Periphery'', p. 122, 125</ref> '''Pirates''' can usually be divided between those who took up their outlaw lifestyle out of strict necessity and those who simply enjoy to live without any rules. Pirates tend to thrive on power vacuums, when there is only weak (or nonexistent) central authority to impose the rule of law; this is why many of these bandits can be found prowling the border regions of the [[Periphery]] and the [[Chaos March]].<ref>''Classic BattleTech Companion'', pp. 217-218</ref> The largest pirate factions sometimes organize into Bandit Kingdoms.
+
One of humanity's most enduring activities, piracy continues to plague the people of the [[thirty-first century]].<ref>''Field Manual: Periphery'', p. 122, 125</ref> '''Pirates''' can usually be divided between those who took up their outlaw lifestyle out of strict necessity and those who simply enjoy to live without any rules. Pirates tend to thrive on power vacuums, when there is only weak (or nonexistent) central authority to impose the rule of law, this is why many of these bandits can be found prowling the border regions of the [[Periphery]] and the [[Chaos March]].<ref>''Classic BattleTech Companion'', pp. 217-218</ref> The largest pirate factions sometimes organize into Bandit Kingdoms.
  
 
==Organization==
 
==Organization==
 
===BattleMechs===
 
===BattleMechs===
 
The normal size of a pirate band is equal to a [[Company]]. The '[[Mech]]s are superior to the normal armored militia [[Combat Vehicle|vehicle]] which are no real danger.
 
The normal size of a pirate band is equal to a [[Company]]. The '[[Mech]]s are superior to the normal armored militia [[Combat Vehicle|vehicle]] which are no real danger.
*'Mechs with hands make it easier to gather the booty, get to the waiting [[DropShip]] and lift off before enough defenders can react.  
+
*'Mechs with hands make it easier to gather the booty, get to the waiting [[DropShip]] and liftoff before enough defenders can react.  
 
*Forces larger than [[Battalion]] level form Bandit Kingdoms. Their 'Mechs are too complicated to maintain in large numbers. The kingdoms are a result when a  force survives long enough to establish a base and expand their region of influence. Their gain is also a new weakness for any enemy. Territory must be defended or it is lost.
 
*Forces larger than [[Battalion]] level form Bandit Kingdoms. Their 'Mechs are too complicated to maintain in large numbers. The kingdoms are a result when a  force survives long enough to establish a base and expand their region of influence. Their gain is also a new weakness for any enemy. Territory must be defended or it is lost.
  
 
===Aerospace===
 
===Aerospace===
*This branch is crucial to any pirate group. Before they can board a DropShip the brigands must destroy the defending force's DropShips and fighters. Their elite pilots prefer designs with high thrust, because the green pilots operate in larger groups.  
+
*This branch is crucial to any pirate group. Before they can board a DropShip the brigands must destroy the defending force's DropShips and fighters. Their elite pilots prefer designs with high trust, because the green pilots operate in larger groups.  
*The DropShip and [[JumpShip]]s are another problem for them. In normal cases they need two: one for transport of units and one for transport of loot. The normal crew member is highly skilled in zero combat situations to counterassaults when needed. Many situations demand fast and efficient handling of stolen goods.
+
*The DropShip and [[JumpShip]]s are another problem for them. In normal cases they need two: one for transport of units and one for transport of loot. The normal crew member is highly skilled in zero combat situations to counter assaults when needed. Many situations demand fast and efficient handling of stolen goods.
 
*JumpShips are the key to any success. The JumpShip navigators are held in high regard by pirate leaders.
 
*JumpShips are the key to any success. The JumpShip navigators are held in high regard by pirate leaders.
  
Line 33: Line 33:
 
* ''[[Classic BattleTech Companion]]''
 
* ''[[Classic BattleTech Companion]]''
  
[[Category:Criminal Organizations]]
+
[[Category:Factions]]
[[Category:Inner Sphere Culture]]
 

Please note that all contributions to BattleTechWiki are considered to be released under the GNU FDL 1.2 (see BattleTechWiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To edit this page, please answer the question that appears below (more info):

Cancel Editing help (opens in new window)

Advanced templates:

Editing: {{Merge}}   {{Moratorium}}   {{Otheruses| | | }}

Notices: {{NoEdit}}   {{Sign}}   {{Unsigned|name}}   {{Welcome}}

Administration: {{Essay}}   {{Policy}}   {{Procedure}}