Pirate
Light from the red star was little more than a flicker in the
background this far out from the centre of the system. Small rocks and icy
dust was
the only
company to be found for light minutes in all directions. A lone ship hung
in space, not that it could be seen without the use of a battery of sensors.
For two days the pirate ship Remorseless scanned the region of space patiently
waiting.
A flicker on the sensors revealed the presence of interspatial resonance,
a ship was about to arrive from another system. Slowly space distorted
and peeled
back to reveal the presence of a freighter, rich pickings indeed. The Remorseless
having been ready for this moved to intercept, closing the gap and preventing
the freighter from engaging ISR drives. The freighter suddenly aware of their
predicament knew that the only way to survive was to get sufficient distance
to engage ISR drives. A torpedo with a vanguard of missiles left the pirate
vessel on a direct course for the freighter. In a desperate bid for freedom
though the captain had ordered the cargo dumped. The sudden drop in inertia
along with the weak engine thrust vectored the freighter in a spinning roll
causing the torpedo to fly clear along with most of the missiles. Of the
few that were able to correct in time three burst into flames, the targets
of gatling
laser defences leaving just two to score direct hits. These though caused
a searing line of explosions along the spine of the freighter. Gases erupted
along with twisted metal fragments. All this had occurred in the complete
silence
of space. The freighter however had survived and been thrown clear allowing
it to time to activate its ISR drives before the Remorseless could engage
a second time.
Having chased off the freighter the Remorseless slowly manoeuvred towards
the various transport pods spinning in space and rushing away at thousands
of kilometres
per hour. With practiced ease the ship matched vectors and grappled them
aboard. While still midway through this procedure though ripples in subspace
alerted
the ship, just not quick enough. Four Nebulon class Capital ships materialised
in close formation, weapons powered up and ready to engage….
- Somewhere in the Cluster Periphery
Introduction
Pirates are defined as ships that act independently of any authority.
This distinction separates them from Independent ships (IND) as Independent
ships abide by common law, this being not to initiate any aggressive actions.
Aggressive
action is defined by the use of enemy lists. While starbases, ground
parties and outposts can also be classified as pirates, this is normally
only done
to shield their true controllers.
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What can pirates do?
Pirates can add anyone to their enemy list. This
means that they can attack anything they want. They do not need to
be of a specific rank,
the do not
even need to carry a posted list. Each pirate ship is effectively
an admiral.
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What are the drawbacks?
Anyone can attack pirates. They can be added to any
ship’s enemy lists
irrespective of the ship’s rank or posted list. Many starbases
will have pirates on their enemy lists at all times and they
are generally not
welcome
anywhere. Also, once a ship has been declared a pirate, it will
normally remain pirate status forever. One important point is
to note that any positions
captured
by pirate positions themselves become pirate positions. If you
were thinking of using pirate ships to capture ships from an
enemy and seed them into
your affiliation, think again.
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How do you become a pirate?
This is simply a matter of issuing a special action
to change to a position from its current affiliation to pirate. The position
must be player owned
i.e. it could not be owned by the affiliation. In most circumstances
this will be
sufficient, but as with all special actions the Referee has
final say.
If a player has a political position, the position will still
be under the political position. This is important as game
mechanics prevent
a player
from accidentally attacking their own positions.
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Why run pirates with affiliation positions?
If you control affiliation assets,
using them to attack other affiliations often draws unwanted attention to
the rest of the affiliation. As such the
capability of performing acts of skulduggery are limited. By converting
some of your ships to pirate class, especially if they are ubiquitous classes
such as the Broadsword you can aggravate the enemy without them being able
to pin it on your affiliation. You can, should you wish, even use insider
knowledge to steal cargo from allies should you so desire. As your positions
will never attack pirate positions under the same political position, you
can feel free to pick-up and deliver to the pirate ships as you see fit,
provided that nobody knows what you are up to.
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What are the best tactics?
There are a number of strategies and tactics that
can be employed by pirates. Some of these will work only under special circumstances.
Becoming a successful
pirate is not easy. It is better to have a chain of contacts, preferably
amongst neutral people. If you prefer to go solo then it is advisable
to have a squadron
of sneaky ships. These need to have a high sensor power and a low sensor
profile.
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Hidden
Base
There are many small asteroids in the outer edges of every system. These
are near impossible to find, so when you do, it is good to make use of
them. Use
ships that you own (ones that will not show up on affiliation political
reports) to outfit a pirate base on one of these. This should have a few complexes
covering the basics for ship repairs and maintenance plus weaponry and
ammunition.
This
can then be used as a base of operations away from prying eyes. The base
can remain an outpost, thereby requiring only the occasional update.
A hidden base has other uses such as developing special pirate ships. This
is important, as more often than not a design of ship is associated with
either an affiliation or a technique that in turn is associated with an
affiliation. By creating a range of ships based on EEM techs or even new
ship techs, a
pirate
can completely separate his clandestine activities and identity from more
legitimate enterprises.
EEM techs and blueprints can be purchased from EEM starbases through the
use of a special action. The price though is not cheap and the EEM do not
have
an endless supply.
Techs can generally be bought for $150,000 plus $50,000 per supporting
principle.
EEM Courier Ships (supporting designs of any ship up to 25 hulls) - $200,000
EEM Standard Freighters (supporting designs of light hull ships up to 50
hulls) - $250,000
EEM Warships (supporting designs of heavy hull ships between 51 and 75
hulls) - $300,000
Blueprints are usually a quarter of the tech price.
EEM Courier blueprint - $50,000
EEM Broadsword blueprint - $75,000
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Hit and Run
This tactic requires that the type of position being targeted is
a merchant ship. Basically go in hard and try to destroy the ship. Freighters
are normally
built from lighter hulls that cannot withstand a pounding. The use of missiles
and torpedoes is often sufficient to destroy them in a single day. Presuming
that the battle is over in a single day, the pirate will be classified
as having completed combat and allowed to move prior to any attempt to block
it. Here
comes the sneaky bit; if the target has been destroyed or has dumped cargo,
providing that the pirate does not spend longer than the available TU’s
picking it up, it can move on even if an entire warfleet turns up….
Grab the stuff and run. It is important not to use the ‘pick-up item
type’ order
for everything as a plethora of item types could keep the ship in the same
location beyond the length of available TU’s; don’t be greedy
if time is of the essence.
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MercenariesAs long as you have contacts that are willing to pay you stellars,
items and such, there is nothing stopping a pirate from hitting targets for
a
third party.
The advantage of this is that you do not need to worry about cargo space
within your fleet to pick-up the spoils. You can effectively enter a
skirmish totally
tooled up, hit hard and fast and be gone before the cavalry arrives. The
choice of weapons for this sort of manoeuvre depends largely on the type
of target.
For heavy hull ships with armour, weapons with a high damage are required
in order to penetrate the armour. Photon cannons, torpedoes and kinetic
missiles
are advisable. For freighters, as they do not have much in the way of armour,
photon guns and light photon guns as well as missiles are the weapons of
choice. Light photon guns are excellent as they can pack a hell of a
punch and do incredibly
high damage to mass ratio that without the effects of armour absorption
will punch holes in a freighter. When attacking outposts, missiles and rail
guns
are extremely useful. Rail guns, while not as damaging as missiles, have
the benefit of not being affected by point defence. This will allow the
pirate
to indirectly target an outpost and hammer it safe in the knowledge that
beam weapons such as photon guns will not be able to shoot back.
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Disable
and board
This requires some precision from the attacker so should only be
conducted if the attacker has extremely accurate weapons such as space fighters
or beam weapons and a high base accuracy. The pirate should really be aiming
to get
a total targeting bonus of around 18 is possible. The tactic requires
that
the ship attempt to disable the target, preventing it from getting
away. The use of tractor beams is also quite handy. If you are flying blind
i.e. with
an entire affiliation on the enemy list, then it is best you will have
to try and pin the ship until the next day. When you receive your
turn
results
for
the first day, you will know the number of the position you are attacking.
That night send in orders to board the ship the next day. This is risky
as on the next day, help may come to the aid of the ship in question.
You can
presume that you board the ship in question and issue orders to deliver
items to it. Obviously, if the boarding action fails, so too will
the deliver orders
thus preventing you from giving items to the enemy. You cannot however
put in orders for the ship that you intend to board. This is because
at the start
of the day when the orders are checked, you will not own the ship so
the orders will be rejected. By the same token though, should the other
player put in
orders for the ship, they will be deleted if your boarding action is
successful.
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Specific Boarding
Some players are rather cavalier in their approach to running
ships. They will issue orders to move great distances. As a result of this,
their ships tend
to end up in orbital ring 10 of a system while they stack TU’s for
another week’s pending orders. During this time they are often scanned
by passing ships. With the right contacts, you can specifically target a
ship for a boarding action without the day’s worry of trying to pin
it and possibly changing from predator to prey when reinforcements arrive.
All that you need to do is turn up and issue the boarding action. Providing
that your ship is fast enough, you will be able to board.
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Spies and Scanning
There are two methods of initiating specific engagements
i.e. attempting to engage one specific ship. The first is through direct
scanning and the second
is through reliable sources of information.
A ship with a very low or negative sensor profile will often evade detection.
Large freighters however tend to have large sensor profiles. A small heavy
hulled ship is often able to scan positions while remaining undetected. They
can therefore be used as patrol ships, sniffing around likely locations such
as orbital ring 10 of a system looking for ships. This information can then
be used to launch attacks on sitting ducks. The information should be used
with haste as even the next day could mean that the scanned position moves
on.
Other players can pass on information to whomever they like. Should they
scan positions belonging to rivals, there is nothing to stop them passing
this information
on to pirates or players that know players that control pirates. If however
it becomes clear that there are always pirate attacks following ‘innocent’ encounters
with a certain ship or affiliation, players will start to add things up.
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Notes
on Boarding
A boarding action can be conducted as many times as desired
providing that the boarder has sufficient TU’s. They only drawback
is that first of all, the boarder has to run the gauntlet of four rounds
of directed
fire from
the vessel to be boarded. This barrage is completely one-sided and can,
if sufficient weapons are present, cripple the boarder before contact has
even been made. As this is outside the standard battle performed at the end
of a
day’s run, it can lead to some interesting encounters. Just make
sure that you have set up the boarding party for your ship so as not
badly reduce
the ship’s crew factors should everything go pear-shaped.
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Capture
of outposts
Outposts, especially those specialising in mining are rarely
adequately defended. This is because they are hard to find and wages are
high. Once they have
been constructed they are often ignored by the player for weeks and
sometimes months,
left to plod along gathering ores and stockpiling them for occasional
pick-ups. They rarely have platforms in orbit so do not even get
reconnaissance reports
on the occasionally requested update. This makes them excellent targets
for ground assaults. Once you have found one, land near it and scout
it. Then
you probably have plenty of time to trundle back and forth, bringing
in troops. Only choose weak outposts, as the last thing you want
is to get
involved
in
a prolonged ground battle. On the day of the battle, you want to
ensure that you have at least two days if possible to complete the attack
and get away
with as much as you can. A delaying tactic is to position a ship
in the tenth orbital of the same quadrant. One of the old highly visible
freighters
you
have previously captured and have no real use for is excellent for
this. Make sure that the ship has little of value beyond a load of
sensors
and appropriate
affiliations on the enemy list. As ships generally move to the appropriate
orbital quadrant of the planet they are moving to, it is often the
case that they will arrive along a predictable root. The freighter
will often
snare
ships desperate to arrive as they approach the planet. This may be
sufficient for
your ships to get out of trouble without being caught by the cavalry.
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What
to do with the Spoils?
There is no point in risking ships if there is nothing
to do with the spoils. If you are a player with affiliation ships as well
as pirate
ones, this
becomes easier. All that you need to do is simply deliver the
items to your other
ships and let them disseminate the items through your affiliation,
or even sell them
on the open market.
First of all, debris from ships will come in handy building new
ships or selling them on. Items installed on ships can also be
stripped
out and
used to as replacements
where appropriate on pirate ships.
Captured ships are another issue entirely. The boarded ship retains
its pirate status. There are limited uses for pirate freighters.
One option
is to use
the freighters to pick-up debris or dumped cargoes or only transport
items between your ships stationed in the outer edges of systems,
thus reducing
the chance of being attacked. Another option is to allow the
freighter to fall
to pieces and then collect the remaining hulls left after integrity
breakdown. This latter option can be speeded up by the use of
uninstall order to
remove items. It is best to undertake this option in an out of
the way location
such as a hidden starbase.
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Game Designer’s Notes
Pirates have been included to allow players to
indulge their evil side. They are as much about throwing a spanner in other
players’ carefully made
plans as well as being a little bit of light relief. This said,
they can, with some thought become more than just a thorn in
a rival’s side. There is
nothing stopping them becoming a threatening presence and a
bane to traders.
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