Pirate Ship Design

locarno24

Cosmic Mongoose
As part of the Pirates of Drinax, it's quite likely that the players will want something heavier than the harrier - or will encounter same.

The existing pirate cruiser and type P corsair are fine, but with all the various things that have been added in High Guard, Scoundrel, etc, etc, I thought it might be an interesting thought exercise to put together a more capable pirate design. Theev, after all, is a genuine pirate world, and there is the possibility of getting designs built from the ground up with fiendish motives in mind. A type Arrrrr, if you like.

Anyway, if (given the current traveller rules) you were designing a pirate ship, how would you go about it?

My first thoughts:

- Must be jump capable
- Must be capable of at least jump-2; being jump-1 only makes your movements too predictable in somewhere like the reach
- Must be capable of refuelling itself
- Given the intercepting prey rules, it needs to be fast
- Concealed primary weapons are probably best
- Must have a pretty good cargo capacity
- A pirate is probably not going to want a ship of ~800 dTon plus - too big and too noticeable


Other thoughts? Suggested designs?
 
I think:
-400 tons
-J-2
-M-6
-3 pop up turrets... probably beams, sand and maybe a single P-beam
-1 pop up barbette, P-beam. (I've made pop up barbettes before... I don't see a problem)

Should be able to get at least 100 tons of cargo off that, even with 10 crew or so. Add some low berths for prisoners as well. Fuel processors enough to refuel in a day (or less if possible).
Streamlined.
Maybe stealth coating?

So yeah... thats a bit of a mess, but what are thoughts?
 
Definitely streamlined. Possibly even aerofins; using the rules in Secrets of the Ancients, the ability to drop a couple of thousand clicks into the atmosphere of a gas giant might be quite advantageous at times....

Not sure about particle weapons. On the one hand, you'll need it to take on a proper armoured opponent. On the other hand....why are you taking on an armoured opponent?

Stealth coating is a good call. Even if IYTU you don't see stealth coating as preventing you being detected in the first place, a generally blurry signature is a good thing when you don't want to be identified.

100 dTons cargo probably about right. You may well not get time to plunder much more than that anyway.
On a related note, either cargo 'bots or a grappling arm.
Sitting docked with a trader, watching your crew fail STR test after STR test trying to off load pharmaceutical containers with a flight of light fighters bearing down on them at 10G was a hair-raising experience to say the least.
 
Unless you plan on getting very close to someone and really need to hide your weapons don't bother with pop ups unless you are flying Q-Ship type. It just wastes Dtons.

P-Beams yes, a turret or barbette one at least. A frontier ship with armour 4 has a 66% chance of bouncing your standard missile or 1D laser. Be afraid if the scary pirate ship when his every attack has a 66% change of not hurting you, not :lol:

With crew morale being a factor you should be able to get ships to surrender without too much firing. Yo cargo captain, you are 2G, I am 6G so you cannot escape. I have a P-Beam that will teat you apart, surrender and help move your cargo to my cargo bay and you go free :twisted:

Streamlined yes for the raider, that is the one that is going to draw all the attention. Plus there is no reason why you have to hit ships while in space. A cargo ship on the ground at some backwater port with no more defences than a few single turrets and a squad of grunts with auto rifles is a valid target, come in low and fast to avoid detection and defensive fire, put a few shots towards the main buildings or any infantry movement and away you go.

Likewise any under defender facility anywhere. Asteroid mines, gas giant scoops, colonies or isolated facilities on any world that lacks serious defences. Any balkanised world plus you can form an alliance with one power, raid the others while having a safe port and maybe even get paid for a bit of star merc work while looting everything not nailed down.

Piracy isn’t restricted to just hitting a ship as it sails past, that’s the old stereotype. Your successful modern pirate will raid anything anywhere if its valuable and under defended.

Why not two ships. The uber fast raider/ambusher with significant range, armour and barbettes or a small bay if you can afford it and the wagon with slower speed but plenty of cargo and cargo handling gear.

With the limits on cargo moving unless you have an exact cargo manifest it is going to take you a while to find something that may be valuable. If you can only grab 10Dton pods from a 200Dton cargo hold you need to either know exactly which pods to grab or spend a lot of time checking every container.

With a wagon to lurk under EmCon and rush in once the target is taken you can have cargo waldos, conveyor belts and such like to grab most of the targets load.

You can dock to the target, change course and drift off while the raider either acts as a decoy or keeps watch.

By hand you may be able to grab 10 1Dton containers each worth Kcr100 but then leave the other 190 containers each worth Kcr10.

The existing corsairs etc can do the job with a single ship but you cannot handle anything which is also armed and since you are in the wilderness between empires any merchant not armed was taken a long time ago. Wasting a full quarter of your ship on cargo is highly inefficient. Either plant spies in every star port in the sector and plan to grab 10 -20 Dtons of the choice stuff or go for the lot.

You can actually steal your wagon rather than pay for it as long as it,s not going to be showing up at any port where people will respond badly. If you are operating within 1-2 jumps of a friendly port then your wagon should only ever dock there.

Of course there is always the chance some damm pirate will attack your wagon and steal your hard earned loot :roll:

Piracy is like any other business venture, Proper Planning Prevents DEATH :lol:
 
Unless you plan on getting very close to someone and really need to hide your weapons don't bother with pop ups unless you are flying Q-Ship type. It just wastes Dtons.

Depends on the weapons. If the weapons in question are something illegal for civilian ownership(particle beams) or theoretically legal but of highly suspicious nature (triple mount magnetic harpoon), you may want to be able to land at a tolerant/suspicious port or pass within sensor range of an SDB without displaying them.

A frontier ship with armour 4 has a 66% chance of bouncing your standard missile or 1D laser.
Yeah - missiles are right out; even a layer of crystaliron can cut their teeth. Beam lasers are okay for point defence, but not much else.

With the limits on cargo moving unless you have an exact cargo manifest it is going to take you a while to find something that may be valuable. If you can only grab 10Dton pods from a 200Dton cargo hold you need to either know exactly which pods to grab or spend a lot of time checking every container
.

Yes, there's a recon process when boarding a ship (assuming you don't already know the cargo) to make sure you're not wasting time hauling raw steel or water.

Actually, one of the most important things that could be fitted is a nice, large, multipurpose hangar bay - one of the most valuable things you can steal are smallcraft - an air/raft is over half a million credits in 4 dtons, and launches and cutters with their own M-Drives are even better value...

A decent sized cargo bay is nice - more to at least give the passing impression of being a courier/trader when required, or because you might come across two or three....'clients'.....between opportunities to dump goods than because you're likely to sieze 100 dTons of cargo in one go.

Why not two ships. The uber fast raider/ambusher with significant range, armour and barbettes or a small bay if you can afford it and the wagon with slower speed but plenty of cargo and cargo handling gear.
Good plan - the key problem is intercepting the target with the wagon if it's got a distress call off to someone, and a response is inbound; be nice if the ambusher could grab the loot and run by itself.


Add some low berths for prisoners as well

dunno. If someone's valuable enough to take hostage, personally I'd rather not trust them to a low berth unless there's a damn good medic on hand.
 
Pirates of Drinax is set in the wild and wooly regions between the Empires. If there are systems where P-Beams are illegal you are going to get shot if they catch you being a pirate or not, unless the loot is good there then just go somewhere else.

If a system has SDBs go elsewhere. An ambush corsair hanging around near the jump limit is going to be noticed and attacked fairly quickly. Q-Ship types can use Pop up turrets but then if you are in a system with SDB patrols you are asking for trouble opening fire anyway.

Any system with enough defences to make you concerned about showing P-Beams is probably too well defended for you to raid anyway :lol:

Also Drinax is not a traditional Pirate in the 3rd Imp type. Aside from the frontier nature of many of the sub sectors you can also make money with your ship as a star merc, run as a privateer or even act as escort to keep all those damm pirates at bay. Packing a lot of obvious firepower may draw attention but if in one system they know you as a privateer who sells catured loot they may well turn a blind eye to weapons, in another system where you have several times hit ships and had a running fight with a patrol craft they will open fire anyway so why bother hiding :twisted:

ANother option is to combine stuff, raid ships in a subsector while using one transponder code and be carefull to make sure no one is able to get a hull map or visual and wipe the computers of any targets. Then when trade is dropping off due to the pirate threat sell your services as an escort and run several convoys as a star merc. Then since you now have a good idea where people are shipping the valuables from and too since you just spent 6 months guarding them go pirate again :twisted:

Or hit the shipping from one world but not that from another, make an alliance with a world and protect them from pirates while attacking the ships of rival worlds. THe long term aim is to re-establish the empire/kingdom isn't it :lol:

About the ambusher grabing the loot and running. Another option is oversized engines and jump clamps. Disable the target, clamp to it and run for deep space while plotting a jump then spend a week looting it. Drop it and the crew off at the next system and you get a reputation for not being a killer (which means people are more likely to surrender, plus you can slways raid the ship again in a few months :twisted: )

A 400Dton ship with 6G can do 3G with another 400Dton ship on clamps. Not that fast but its enough to buy and hour or two of running away before you need to jump.
 
Id suggest a different paradigm. One of the most valuable things you can steal is... the whole ship.

Look at modern pirates, they don't faff about unloading cargo - they zoom up, board the ship and sail it to a safe port and ransom it back, or cut it up.

So, I think you'd want something like a long-legged tender with lots of fuel and the ability to jump away if caught, so at least 2 jumps of fuel. Then two or three fast attack boats with weapons to dissuade the target from running, low berths to store prisoners, an assault crew to take the target ship and sufficent extra fuel to refuel it if nessecary or run like hell, back to the tender or to a bolt hole, if the fuzz shows up.

G.
 
Ooh, I like that a lot. The only problem is you're going to be massing in at around 1000 tons at least, maybe even more.
600 tons of fuel aboard would give a 1000 ton ship J2 x 2 plus enough to refuel basically any prize.
12 boarders plus 12 crew is 96 tons of stateroom.
30 tons of bridge? so we're on 726 tons.
Lets say a boarding craft and two MP P-beam fighters with full hangars for quick launches. That's 130 tons, for a running total of 856.
Engineering for J-2, P-2, M-2 is 85 tons. Fuel for 4 weeks is 32 tons.
Running total is 973 tons.
6-10 PD weapons and minor Anti ship armaments is 7 tons lets say.
10 tons of low berths.
10 tons of cargo.

What do you think...
 
A 400Dton ship with 6G can do 3G with another 400Dton ship on clamps. Not that fast but its enough to buy and hour or two of running away before you need to jump.

Now that is a very smart idea. Perhaps not to the extent of equivalent sized ships, but being able to snatch and run with - say - a far trader, opens up a lot of options. Equally, it means you can even have a go at a capital-class freighter, because whilst you can't hope to loot it, you can order them at gunpoint to detach one of the 200 dTon cargo pods and take that.


Id suggest a different paradigm. One of the most valuable things you can steal is... the whole ship.

Look at modern pirates, they don't faff about unloading cargo - they zoom up, board the ship and sail it to a safe port and ransom it back, or cut it up.

So, I think you'd want something like a long-legged tender with lots of fuel and the ability to jump away if caught, so at least 2 jumps of fuel. Then two or three fast attack boats with weapons to dissuade the target from running, low berths to store prisoners, an assault crew to take the target ship and sufficent extra fuel to refuel it if nessecary or run like hell, back to the tender or to a bolt hole, if the fuzz shows up.

Yeah, boarding capability is definitely required regardless of your plan. Most ships in the reach (hell, most ships generally that aren't doing milk-runs between core systems) are able to refuel themselves, so I'm not sure a tanker is that crucial.
 
I would think that looking like any other typical ship found just about any where would be very important.

Otherwise, the target ship would recongize the pirate ship and try to get away before hand.

Unless you are faster by a lot than your prize ship, you will be chasing them for a long time.

The longer you chase, the more likely some one else could show up.

Dave Chase
 
I would consider having room for a couple of fighters. These ships could be used to cut off possible escape routes and with more than 6G acceleration, would be fast enough to do it. They would not really pose a serious threat to destroy a ship, but would be enough of a threat to make someone stop running.

Fighters are worthless against military or paramilitary ships, but why would a pirate be tangling with those types anyway? A single pulse laser, now that fat merchant has THREE targets to worry about...

Also, you essentially get another turret for less than 100 tons. Maybe a couple of 20-ton fighters?
 
A rail gun is described as a large gauss gun, the rules imply but do not state that rail guns are armor piercing just as guass rilfes are. So IMTU rail guns are armor piercing.
I would have at least one rail gun barbette in a pirate ship to help punch through armored hulls.
In heavily pirated areas, most freighters would have at least some armor.
 
Hm. I think I have a slightly different take on what would make a really effective pirate. Most of you seem to be thinking in terms of 'haul them over, rifle their holds'. I tend to think more in terms of Napoleonic-era privateering: make sure you're carrying enough extra hands to be a prize crew. Overhaul the target, demonstrate that they're outgunned enough to make a fight extremely stupid on their part (the particle weapons would be good for that), and then take the target crew prisoner and replace 'em with your own prize crew. You get the whole cargo manifest (instead of just what you can loot under the deadline) and the ship itself! The crew, too, if you're going in for slaving, but that would influence their likelihood of surrender. Maybe ransom the crew back.

A four- to six-hundred D-ton pocket frigate with an oversize crew would be my ideal model for that. Pack your prisoners in low berths (keeps down the chance of a jailbreak and the chance of losing your own ship), and don't worry much about cargo space - this is a privatized warship, not a commerce design. Make it fast, mobile (say, M6 and J2+), arm it with a couple of particle barbettes and a bunch of triple laser turrets (for the point defense, primarily, but it can also switch to offense if the target doesn't have missiles), and armor it up - say, 6 or 8 armor. Make it a raider that, in a pinch, can take on a SDB (although it shouldn't if it doesn't have to - no profit there) and has enough spare crew to prize-crew two to four merchies. If they're not off on a prize, they can serve as damage control or similar while waiting for their turn. A ship like that should be able to capture a few free traders each time out, or one, maybe two, bigger fish before returning to base to pick up their comrades and divvy the spoils.

Of course, all this depends on you being able to trust your comrades to play straight with you. Either a well-meshed team, or some supporting organization that will... discourage a prize crew running off with the loot...
 
Okay...first pass

Marauder (Type Arrrrrr - err...I mean 'R' - Courier)

A 'fast courier' with a distinctly unsavoury reputation, this manta-ray shaped ship is a common enough hull design in the reach - but the original is a Theev-built pirate gunship.

Hull
Hull - TL12 Streamlined Class 5
Hull Upgrades - Aerofins, Heat Shielding, Reflec, Stealth, Self-Sealing
Armour - Crystaliron/4

Armour 4(7) means immunity to beam lasers & sandcaster pebble rounds, which means most 'civilian' weapons are useless. Missiles are in theory still a threat but are best dealt with with point defence, anyway. The armour is not sufficient to ward off particle beams, and can be punched through with pulse lasers, but those will be dealt with by the traditional tactic of "scarper, it's the law!".

Stealth is good for stopping any accurate read of the signature, and may help protect the ship from long-range shots as she runs. Streamlining, Aerofins and a heat-shielded, self-sealing hull means that it can go pretty much anywhere in a system - lurking in micro-meteor-dense ring systems, gas giant atmospheres, close solar orbit, pretty much any complex environment rather than floating in open space with a bullseye painted on it's hull saying "ship behaving suspiciously, please investigate".


Engineering Space
Jump Drive - TL12 Jump-E (Jump-2)
Manouvre Drive - TL12 Manouvre-Q (Thrust-6) with Armoured Bulkhead
Power Plant - TL12 Fusion-Q
Fuel - 1 Jump-2 plus 4 Weeks
Fuel Processors - 160 dTons per 24 hours
Drone Bay - 20 Repair Drones

Sufficient for 6G manouvres, which helps with intercepting ships and with legging it afterwards. More importantly, it's also capable of 4G and jump-1 with a 300 dTon ship attached.

Crew Space
6 Double Staterooms
Armoury
Luxuries - Steward/0
Standard Bridge
Computer - Model 4 Computer, Fire Control/4, Autorepair/2, Jump Control/2
Electronics - Very Advanced Sensors with Armoured Bulkhead
Drone Bay - 5 Probe Drones

Twelve crew isn't that many, but ten men, properly armed with combat drugs, gauss rifles and combat armour are enough to take most merchants, especially with the advantage of point-of-entry control. The drones help with being sneaky, acting as a 'periscope' for the ship whilst it's hiding in a gas giant atmosphere, behind a moon, or whatever.

Weapons Space
Hardpoint #1 - Pop-Up Triple Turret - Pulse Laser/Pulse Laser/Magnetic Harpoon (All Accurate)
Hardpoint #2 - Pop-Up Triple Turret - Pulse Laser/Pulse Laser/Magnetic Harpoon (All Accurate)
Hardpoint #3 - Single Turret - Beam Laser (Accurate)
Hardpoint #4 - Single Turret - Beam Laser (Accurate)
Hardpoint #5 - Empty
3 Breaching Tubes

Pulse lasers because they're easier to get parts for legally than particle beams, and you can carry significantly more on the same number of concealed turrets. Also, the power of a particle weapon is often overkill; I don't want to kill the crew with radiation damage, nor when a ship's exterior hull is breached to I want to keep shooting it with a 3d6 damage weapon as it's likely to be blown to bits. Nor do I need the range of a particle beam when I'll be closing as fast as possible to adjacent range. Also, if legging it from a missile SDB, the pop-ups can act as secondary point defence turrets.

The Magnetic Harpoon is a weapon from S&P 57 and strikes me as a very useful thing for pirates because spending two or three turns trying to dock isn't good enough, and combined with the breaching tubes the negative DM goes away.

The beam lasers are there as perfectly legal (but very effective) flak cover. The fact that they are also perfectly suited to called shots at the engines of unarmoured merchants is purely coincidental.


Cargo Space
Cargo Bay - 55 dTons
2 Grappling Arms
Spares & Food (2 Month Endurance)
Modular Compartment - 50 dTons
Standard Module: Docking Clamp (300 dTon Capacity), Full Hangar (30 dTon Capacity)

Stores & Spares worked out as for High Guard capital ships. That extra month may be a lifesaver in the same way jump-2 capability might be - it makes the ship's movement's unpredictable, meaning a bounty hunter or navy patrol can't know when it next has to make landfall.
50 dTons isn't much but it's enough if targeting a ship with valuable cargo.
The 30 dTon hangar is there to stow any small craft captured.


Price: MCr 566


Other options:
Fitted with MCr0 Trade Module: 50 dTons additional cargo space - MCr 556
Fitted with MCr20 Combat Module: Particle Beam Bay - MCr 576

The former option pushes cargo space to 105 dTons and helps maintain the flimsy 'totally legitimate' cover story of the design, whilst the latter would obviously only ever be fitted to ships owned by system navies and licensed mercenary units. Honest.




The other thing to note is that a 'stripped down' version, without the more unpleasent options, is also in circulation - these are often produced by the same yards and sold at relatively low costs; the aim is to make sure enough legitimate Type R hulls are in circulation to avoid it being purely considered an illegal vessel.

The Courier version only ever comes with the Trade Module, this time hard-fitted, and loses the stealth, reflec and heat-shielding layers to the outer skin. The compact Manouvre-Q is replaced with a standard commercial Manouvre-L dropping it to a (still impressive) 4G manouvring speed.

The sensors are downgraded to 'merely' an advanced sensor fit, and the pop-up turrets and probe drones are removed. Fire control software is limited to Fire Control/2 and the armoury is replaced with a luxuriously appointed common room. For the most part, the space from the removed equipment is left empty, and these ships have a reputation for being easy to upgrade, with just shy of 30 dTons of 'spare' space. Hot-rodded Type Rs piloted by traders fancying themselves bad-boys and swashbucklers does little to help the ship's unsavoury reputation.

Combined with the 'standard design' discount, these ships - sometimes called the "flying alibi" by Theev shipwrights - come in at less than half the cost; an expensive-but-affordable MCr 243.
 
With regard to the ships being the most valuable thing you can steal. With the Drinax game this is worse than games deep inside the Imperium. Just who is going to buy those multi mega credit prizes?

The Campaign guide says:

Selling a stolen ship is virtually impossible – not only is a stolen
ship a ‘hot’ property, thanks to IFF beacons and serial numbers
woven into the hull’s molecular structure, but few brokers have
the ready cash to buy a ship. Some pirates who steal a ship
keep it and use it as a cargo store or even as a legitimate
merchant; others add it to their pirate fl eet. Another option is to
donate the stolen ship to a friendly system to curry favour with
the government there.

The IFF problem isn’t such an issue as you are far from the 3rdI but the money side remains very real. The powerful worlds such as Theev are unlikely to pay anything close to full value, why would they when they have shipyards making new ships or plenty of pirates of their own.

The best use for captured ships is to put them back into service but doing what?

The worlds of the kingdom of Drinax (all two of them) have no real trade, just collecting the food tithe. You could up gun some of them to expand your pirate fleet, fit out one or two as Q ships and go for some big prizes by infiltrating stupid convoys (the smart convoys check your ships before letting you joun). Maybe you could do some honest trade if you can avoid all those damm pirates

Something else to consider. Every time you take (as opposed to just loot) a ship you get -1D6, killing crew etc adds on to this. It doesn’t take much of this to get Imperial and/or Aslan hunters after you and dropping the attitude of every port not already friendly or better by one is going to be a pain early in a campaign as it cuts down on the places you can sell the loot.

You can decide you want revenge for the fall of the Kingdom and target only Aslan traders, using captured ships to transfer the cargos for sale via fences in the 3rdI while the Imperium turns a blind eye as long as you are careful. Or target the Imperium while making nice to the Aslan.

Those nice people on Theev who were so happy to repair your ship the last time may be less than willing after word gets around that the murdering scum who have taken a dozen ships and either killed the crew or sold them into slavery happen to be based on Theev and someone’s navy turns up looking for you. If you do enough to upset either side they will detach ships on long range training missions to ruin your week and you are never going to be able to stand off 1000Dton + warships so even a destroyer or a couple of destroyer escorts will crush you.


Anyway back to the ship design.

If you are building to go after deep space targets (ships) then the mix of prey you can encounter is roughly:

Small Freighter 10% (100-300Dton ships, light defences)

Medium Freighter 7.5% (400-1000Dton ships, generally more turrets)

Liner 5% (200-1000Dtons+ the ones with valuable passengers will have better defenses)

Heavy Freighter 2.5% (1000dtons plus, own defences may not be heavy but escorts likely)

Rich freighter 5% (variable, happy days. Some fool with a high value cargo in a rust bucket that couldn’t/didn’t join a convoy)

Convoys 7.5% (Lots of ships, lots of loot, lots of guns. Plus these are likely to be either corporate or Aslan/3rdI official. You need to hit them in the window between the two empires patrols and they will still have Mercs or route protectors. Good for those fleet actions when you want to max out your negative standing in one day )

% is out of total number of encounters and is approximate across all regions.

The most likely prey are small ships with small cargoes, allow roughly 25% of a targets cargo to be worth taking and 10% to be really worth taking. The small ships will probably result in up to 15Dtons of top end loot and maybe up to 45Dtons of ok stuff.

Medium ships will be carrying two to five times as much cargo meaning a single ship could yield 60Dtons+ of very valuable cargo, if you hit a 1000Dtonner you may not have enough time to even grab that much unless you have a lot of cargo handling gear.

Liners can have a lot of ransom able people and wealth aboard but unless you are willing to go through the nightmare of ransom exchanges its probably better to avoid taking hostages. Though you can take cargo and loot the valuables of the passengers.

Heavy freighters come with two problems, the escort and the simple mass of the cargo. Yes they may have millions of credits worth in a few 1Dton containers but if they are tucked away in the middle of the other 500Dtons of cargo in the bay it will take a while to get too. Plus the escort will probably do you some expensive damage.

To start with you are going to be looking at small freighters only, anything bigger will simply outgun you.

Once you start upgrading you can then move to medium sized targets both because you now have the firepower to take them and the cargo to loot them. You will quickly find yourself dropping containers you have because you found a few others that are slightly move valuable. Something for a few captured ships to do perhaps, ferry the loot home. 50Dtons is nothing when you start taking medium sized ships, even a single ship can fill your hold with loot.

Ships are expensive, repairs are expensive and you are far from home. Become crippled and you become prey, lots of those pirates they are everywhere will come after you if you are helpless.

To avoid damage to your ship, avoid combat with your ship. A flight of 10-12G fighters will catch any target and cripple it quickly, at this speed getting to short range is easy ready for those called shots to the drives. Accurate beam lasers or optional plasma/fusion weapons to quickly cripple the target.

A nice big circle of recon drones around both you and the target to give plenty of warning of an attack. ECM/jammers to stop any screams for help.

If you plan to be operating at the 100D limit and want to lurk beyond you need to decide are you going for quick snatch and grabs in defended systems or more timely lootings on the wilderness refuelling points on the trade routes.

Snatch and grabs require extensive cargo handling to shift containers fast and can also benefit from over sized M-drives and clamps. Your 1000Dton ship could be rated by itself at 6G but its drives and power plant could be able to drive 2000Dtons in total at 4-5G. It’s expensive with the larger drive and takes up room but it does let you run for it while looting.

Remember that unless you are using optional or house rules, ships have a fairly small sensor window. A responding escort or SDB that takes a few hours to reach gives you several hours to open the range, a decoy broadcasting the target transponder and mayday launched one way and you going the other at 4G+ can buy you enough time to get out of sensor range before the responders arrive. After that you make like a hole in space while rummaging through the cargo.

Collapsible fuel tankage in the cargo bay so you can jump in, transfer the fuel to your tanks for a fast jump out and free up plenty of cargo for loot. No need to go near a defended gas giant or world.

If your ship is intended to avoid combat you can reduce the armour, fit a bunch of P-Beams and triple beams/sand to worry anyone who thinks you are a target and otherwise act like a carrier.

There are many ways to be a pirate, you can be sneaking, you can infiltrate hijackers and take ships without a shot, you can build a reputation that causes most ships to surrender on the spot.

A carrier/tender type, not itself designed for combat but with plenty of guns. Moderate range (J2 or maybe J3 if you are using auxiliary loot haulers). 4-6 light Fighters and a 50Dton cutter type for storming the now crippled target. Clamps and maybe oversized M-Drives (grab and run), plenty of cargo handling, at least 20% of your size minimum as cargo, using collapsible fuel tanks to avoid wasting space on fuel. On a 1000Dton ship with J2, 300Dtons fuel for the first jump and power use then enough fuel in cargo for a second jump (200Dtons) plus extra cargo as well. Probably 300-400Dtons of cargo and hanger space in total. Recon/sensor drones, decoys etc.
Plus as I mentioned before you can do legit work in some places as well. If the pirates are that bad and people are desperate you can make a few million a run as a protected transport

Something to consider though. If your only option is a big hammer than all problems become nails, sooner or later you are going to realise that its pointless taking a few merchant ships here and there when you have a small fleet and enough troops to start taking star ports, cities or worlds. But that is a whole other set of problems :roll:
 
Um, Captain Jonah...

Yes, pirates are not going to receive anywhere near book value on a captured ship, but they're also not paying anywhere near book, either. Say they only get one-tenth of book: that's still megacredits - better than three and a half for a basic Type A. That's leaving aside the cargo, any additions, any potential ransoms...

All of this for maybe one to three expended missiles, if the merchie surrenders when it makes sense for him to do so.

Remember, pirates are thieves. They don't pay for the things they're selling, they take them. Kinda removes the whole "buy" factor from the traditional "buy low, sell high" mantra.

Of course, this is all balanced against the risks. That's why there aren't more pirates out there.
 
I live in Texas, one of the highest theft rates for cars (and anything else on wheels) in the U.S.
Within a couple of days, most stolen vehicles have been chopped into multiple parts and sent to Mexico.
So a common practice for pirates might be to chop up stolen ships major components, engines, power plants, sensors, etc... then strip the hull as need be.
 
Then all it takes is a plot device that allows mad science and they can chop up the bodies and sell Frankenstein style servants... :twisted:
Whoops, did I just drool brass allover this idea?
 
First question - is this a custom build pirate ship, or one converted from a merchant design? If you are designing it as military ship then as soon as they get scans off you they can tell you are designed for battle. But, if you LOOK like a clunky merchie, it's much easier to not only get closer, but also for you to potentially bypass nosy patrols, fighter fly-bys, etc. That's where those pop-up turrets come in handy.

I also agree with the idea that you need some additional small ships to scout for you. I would say, at a minimum, a pair of 20ton fighters so that they have some legs, or say half-dozen 10ton ships for when you are taking on tougher targets or you might need to have a few more lasers in space for anti-missile defense. Of course, this means you are pretty well funded pirates, and the loss of a fighter is a hefty purse hit.

As a pirate you are going to want to minimize your costs, so missiles are probably out since you have to buy them (and find someone to sell them to you.. not always easy when you are hunted). The fewer things you have that require stopping somewhere to get supplies for the better off you are.

As to the drives, I would stick with a 4G minimum if you can swing it. Which is going to be faster than most merchies and on par with many patrol craft. You can't outrun an interceptor, but you can buy yourself time. For the jump drive, think about going with a J-1, and fuel tankage to support J-1 PLUS 6-8weeks of stooging around in-system. Maybe even an alternate powerplant for long-term hiding. Make the cargo hold larger and keep some collapsible tanks for when you need additional fuel for a 2nd jump or longer duration. You could even, if you had the space, mount a 50Dton Modular cutter with a refueling module. But that would mean you would not be able to carry any fighters.
 
For extended stints "floating" in space waiting for a prize to come into your web, I would add solar panels. For not a lot of tons, you can greatly extend your life support without a lot of added fuel.
Love the idea of small spotter ships. Maybe even have a nice group of small drones that an operator can keep track of for any jump signatures, etc...
Also, what pirate isn't complete without at least 1 crybaby!
 
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