Difference between revisions of "Pirates"

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: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.
 
: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.
 
:Mechs with hands make it easier to gahter the booty, get to the waiting dropship and liftoff before any real defenders can react.  
 
:Mechs with hands make it easier to gahter the booty, get to the waiting dropship and liftoff before any real defenders can react.  
: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...
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:Forces larger than battlion level are from bandit kingdoms. The mechs are too complicated to maintain it in large numbers. The kingdoms are a result when a  force survive long enough to get a base and expand their region of influence. Their gain is also a new weakness for any enemy. Territory must be defended or is lost...
  
 
*Aerospace
 
*Aerospace
 
: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.  
 
: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.  
: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.
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: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 situation demands fast handling of the booty and high efficiency.
 
:Jumpships are the key to any success. The jumpship navigators are highheld by the pirate leaders.  
 
:Jumpships are the key to any success. The jumpship navigators are highheld by the pirate leaders.  
  
 
*Vehicles and Infantry
 
*Vehicles and Infantry
:Considered in many cases as meanless forces. They were used only for defensive purposes. Sometimes they can repell a raiding force by their own.  
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:Considered in many cases as meaningless forces. They were used only for defensive purposes. Sometimes they can repel a raiding force by their own.  
  
 
*Specialists
 
*Specialists
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*3 criterias are common to select their force: only the crew that you to fulfill your mission, pirates with many "talents" and cheat.
 
*3 criterias are common to select their force: only the crew that you to fulfill your mission, pirates with many "talents" and cheat.
::Possibiliy 1: make you larger than you are
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::Possibility[[Media:Example.ogg]] 1: make you larger than you are
::Possibiliy 2: radio traffic increase/decrease
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::Possibility 2: radio traffic increase/decrease
::Possibiliy 3: you are a other force
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::Possibility 3: you are a other force
  
 
===Interdicting Jumpships===
 
===Interdicting Jumpships===
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*to get your prey
 
*to get your prey
 
:- waiting a known interstellar crossroads
 
:- waiting a known interstellar crossroads
:- pay a engenier to "repair" the jumpship core and you get the ship with a minimal investment
+
:- pay a engineer to "repair" the jumpship core and you get the ship with a minimal investment
 
:- a friendly navigator guide it right in your hand
 
:- a friendly navigator guide it right in your hand
 
:- jump after the doomed vessel
 
:- jump after the doomed vessel
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:- a plan to raid a planet
 
:- a plan to raid a planet
 
:1. jump in
 
:1. jump in
:2. uses suprise and stealth to land
+
:2. uses surprise and stealth to land
 
:3. battle the defenders to the ground
 
:3. battle the defenders to the ground
 
:4. get what you can gather
 
:4. get what you can gather

Revision as of 17:19, 30 October 2010

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 for another generation.

Organization

  • Mechs
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.
Mechs with hands make it easier to gahter the booty, get to the waiting dropship and liftoff before any real defenders can react.
Forces larger than battlion level are from bandit kingdoms. The mechs are too complicated to maintain it in large numbers. The kingdoms are a result when a force survive long enough to get a base and expand their region of influence. Their gain is also a new weakness for any enemy. Territory must be defended or is lost...
  • Aerospace
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.
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 situation demands fast handling of the booty and high efficiency.
Jumpships are the key to any success. The jumpship navigators are highheld by the pirate leaders.
  • Vehicles and Infantry
Considered in many cases as meaningless forces. They were used only for defensive purposes. Sometimes they can repel a raiding force by their own.
  • Specialists
Many pirates use this "experts" when needed as demolitions experts, assassins and so on.

Tactics

  • 3 criterias are common to select their force: only the crew that you to fulfill your mission, pirates with many "talents" and cheat.
PossibilityMedia:Example.ogg 1: make you larger than you are
Possibility 2: radio traffic increase/decrease
Possibility 3: you are a other force

Interdicting Jumpships

  • to get your prey
- waiting a known interstellar crossroads
- pay a engineer 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 surprise 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

References

  • Field Manual: Periphery, p. 122, 125

Bibliography