Pirate risks in a region vary. Pirates could be other merchants, pirates could be commerce raiding warships, pirates could be a swarm of low tech small craft. Pirates could be trying to steal your cargo or pirates could be trying to hold your ship for ransom or pirates could be trying to kill you and take your ship.
The type of merchant varies. It could be 200 dtons or it could be 2000 dtons. The merchant in question could be a single free trader or it could be part of a large merchant corporation.
Responses to piracy threats (assuming 'whining to the Navy' is inadequate) could be "not going there" or could be armed traders or could be convoys or could be escort ships or could be q-ship pirate hunters. Depends on the profitability of trading and the resources of the merchant.
What we do know is that it is a "fact" of the setting that civilian craft can have lasers, anti-ship missiles, and sandcasters as weapons. We know from the real world that merchants are extremely unlikely to pay for armaments if they can find a better option.
Personally, I don't put a lot of credence in the "you need a larger power plant for lasers" argument because merchant ships can use essential systems only power setting to reduce primary energy demands to fire the lasers. The current edition Type A is weirdly powered anyway. It needs 60 power to operate full systems and one of either the J-Drive or the M-Drive. But it has 75 power, which is too much for that but not enough to run the M-Drive AND the J-Drive.
Missiles are certainly the most effective if they hit, but the current rules for EW & PD makes that fairly unlikely unless your merchant is dropping a large salvo of missiles. Whether that's affordable depends on the ship's resources. That might bankrupt an indie trader running on the ragged edge or it might just be a lot of paperwork and a review board hearing for a corporate captain.
The type of merchant varies. It could be 200 dtons or it could be 2000 dtons. The merchant in question could be a single free trader or it could be part of a large merchant corporation.
Responses to piracy threats (assuming 'whining to the Navy' is inadequate) could be "not going there" or could be armed traders or could be convoys or could be escort ships or could be q-ship pirate hunters. Depends on the profitability of trading and the resources of the merchant.
What we do know is that it is a "fact" of the setting that civilian craft can have lasers, anti-ship missiles, and sandcasters as weapons. We know from the real world that merchants are extremely unlikely to pay for armaments if they can find a better option.
Personally, I don't put a lot of credence in the "you need a larger power plant for lasers" argument because merchant ships can use essential systems only power setting to reduce primary energy demands to fire the lasers. The current edition Type A is weirdly powered anyway. It needs 60 power to operate full systems and one of either the J-Drive or the M-Drive. But it has 75 power, which is too much for that but not enough to run the M-Drive AND the J-Drive.
Missiles are certainly the most effective if they hit, but the current rules for EW & PD makes that fairly unlikely unless your merchant is dropping a large salvo of missiles. Whether that's affordable depends on the ship's resources. That might bankrupt an indie trader running on the ragged edge or it might just be a lot of paperwork and a review board hearing for a corporate captain.
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