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Pirates

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One of humanity's most enduring activities, piracy continues to plague the people of the 31st 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 non-existant) 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

Mechs

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 liftoff before any real 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 get 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

  • 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 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 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.

Vehicles and Infantry

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

Specialists

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

Tactics

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

Interdicting JumpShips

  • to get your prey
- waiting at 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


Notes

References

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

Bibliography