Sarna News: Bad 'Mechs - Icestorm

Difference between revisions of "Pirates"

m
 
(33 intermediate revisions by 17 users not shown)
Line 1: Line 1:
__TOC__
+
{{refimprove}}
Piracy exits through the ages. Pirates are people how enjoy this way of lives or how has no other option. Some founders of the great houses were also pirates. In times were is no central authority exits or is unable to protect the borders with enough forces, the piracy is a common evil. The borders region of the periphery and the chaos march are idle places for this sickness of mankind. Every new wars create new material
+
{{Cleanup|reason=review needed|date=September 2023}}
for another generation.
+
 
 +
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===
 +
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.
 +
*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.
  
*Mechs
+
===Aerospace===
:The normal size of a pirate band is equal a company. The mechs are superior than the normal armored militia vehicle and are no real danger.
+
*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.
:Mechs with hands make it easier to gahter the booty, get to the waiting dropship and liftoff before any real defenders can react.  
+
*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.
:Forces larger than battlion level are from bandit kingdoms. The mechs are too complecated to mantain it in large numbers. The kingdoms are a result when a  force surive long enought to get a base and expande their region of influence. Their gain is also a new weakness for any enemy. Terretory must be defended or is lost...
+
*JumpShips are the key to any success. The JumpShip navigators are held in high regard by pirate leaders.
  
*Aerospace
+
===Vehicles and Infantry===
:This branch is crucial to any pirate group. Before they can board a Dropship the brigands must destroy the defending forces like dropships and fighters. The elite pilots prefer designs with high trust, because the green pilots operate in larger groups.
+
*Considered in many cases as meaningless forces, they are used mostly for defensive purposes. Sometimes they can repel a raiding force by their own.{{cn}}
:The Dropship and Jumpships are another problem for them. In normal cases they need two: one for transport and one for transport (of the booty). The normal crew member is high skilled in zero combat situation to counter/assault when needed. The sitiuation demand fast handling of the booty and high effency.
 
:Jumpships are the key to any success. The jumpship navigators are highheld by the pirate leaders.  
 
  
*Vehicles and Infantry
+
===Specialists===
:Considered in many cases as meanless forces. They were used only for defensive purposes. Sometimes they can repell a raiding force by their own.
+
*Many pirates use specialists when needed, such as demolitions experts, assassins, and so on.
 
 
*Specialists
 
:Many pirates use this "experts" when needed as demolitions experts, assassins and so on.
 
  
 
==Tactics==
 
==Tactics==
 
+
Pirates commonly use only the crew that they need to fulfill their mission, use pirates with many "talents", and cheat. Some try to make their forces look larger than they really are, while others depend on altering radio traffic or masquerading as military units.{{cn}}
*3 criterias are common to select their force: only the crew that you to fulfill your mission, pirates with many "talents" and cheat.
+
==Notes==
::Possibiliy 1: make you larger than you are
+
''See Also: [[:Category:Pirate Commands|List of Pirate Commands]], [[:Category:Pirates|List of Pirates]]''
::Possibiliy 2: radio traffic increase/decrease
 
::Possibiliy 3: you are a other force
 
 
 
===Interdicting Jumpships===
 
 
 
*to get your prey
 
:- waiting a known interstellar crossroads
 
:- pay a engenier to "repair" the jumpship core and you get the ship with a minimal investment
 
:- a friendly navigator guide it right in your hand
 
:- jump after the doomed vessel
 
 
 
*raiding a planet
 
:- a plan to raid a planet
 
:1. jump in
 
:2. uses suprise and stealth to land
 
:3. battle the defenders to the ground
 
:4. get what you can gather
 
:5. lift of
 
:6. and pray that you get your jumpship
 
 
 
==Known Pirates==
 
 
 
*[[Lady Death]]
 
*[[Vance Rezak]]
 
*[[Morrison's Extractors]]
 
*[[New Belt Pirates]]
 
*[[Tortuga Fusiliers]]
 
*[[Shen-Se Tian]]
 
*[[Captain "Redeye" Laudin]]
 
*[[The Red Corsair]]
 
*[[Thano's Terribles]]
 
*[[Dark]]
 
*[[Mark Brady Gang]]
 
*[[Jewel's Picaroons]]
 
*[[The Marcadia Brothers]]
 
  
 
==References==
 
==References==
 
<references />
 
<references />
*''Field Manual: Periphery'', p. 122, 125
 
  
 
==Bibliography==
 
==Bibliography==
*''[[Field Manual: Periphery]]''
+
* ''[[Field Manual: Periphery]]''
 +
* ''[[Classic BattleTech Companion]]''
 +
 
 +
[[Category:Criminal Organizations]]
 +
[[Category:Inner Sphere Culture]]

Latest revision as of 22:07, 23 February 2024

One of humanity's most enduring activities, piracy continues to plague the people of the thirty-first century.[1] 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.[2] The largest pirate factions sometimes organize into Bandit Kingdoms.

Organization[edit]

BattleMechs[edit]

The normal size of a pirate band is equal to a Company. The 'Mechs are superior to the normal armored militia 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.
  • 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[edit]

  • 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.
  • The DropShip and JumpShips 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.
  • JumpShips are the key to any success. The JumpShip navigators are held in high regard by pirate leaders.

Vehicles and Infantry[edit]

  • Considered in many cases as meaningless forces, they are used mostly for defensive purposes. Sometimes they can repel a raiding force by their own.[citation needed]

Specialists[edit]

  • Many pirates use specialists when needed, such as demolitions experts, assassins, and so on.

Tactics[edit]

Pirates commonly use only the crew that they need to fulfill their mission, use pirates with many "talents", and cheat. Some try to make their forces look larger than they really are, while others depend on altering radio traffic or masquerading as military units.[citation needed]

Notes[edit]

See Also: List of Pirate Commands, List of Pirates

References[edit]

  1. Field Manual: Periphery, p. 122, 125
  2. Classic BattleTech Companion, pp. 217-218

Bibliography[edit]