Prey for Patient Pirates

sideranautae

Mongoose
As noted in this thread. http://forum.mongoosepublishing.com/viewtopic.php?f=89&t=73065

20-25% of ships make an inaccurate jump (several days away from target). Using Sol system as an example. 20-25% of ships jumping TO Earth end up somewhere else in the inner solar system. (outside Sun's 100D limit).

A pirate just parks itself, powered down, in the inner system waiting for a ship. In a busy system out on the frontier they'll hit pay-dirt fairly quickly.
 
Two observations:


The problem is where said raider parks itself.

Catching mis-jumps heading into orbit of the mainworld is a good plan, but since they are (by definition) scattered all over the system, you're best siting yourself at the mainworld rather than out-system. The further away you are, the more difficulty you'll have generating an intercept, but the closer you are, the more trouble you'll have with SDF patrols wanting to know why you're hanging around in their space (if you're powered up enough to run life support and passive sensors, a mainworld's fixed sensor arrays are still going to see you as you'll still be a thermal bloom). Most frontier worlds can still muster enough light fighters and armed ships to at least make lurking near or within their 100D perimiter a bad idea.

Lurking outsystem to catch cheapskates refuelling at the gas giant is a classic pirate trick. Much bigger gravity shadow and usually less fleet presence. Plus; thermally and electromagnetically complex environment to hide in.



Also, just as an observation, 25% sounds a touch high. Remember that 'most people' in an RPG universe don't run strictly by the rules - people don't make a pilot check every time they bring a ship in to land, for example, or about 1 starship landing in 3 would be a crash and the imperium would run out of starships very quickly.
 
sideranautae said:
A pirate just parks itself, powered down, in the inner system waiting for a ship. In a busy system out on the frontier they'll hit pay-dirt fairly quickly.
I'm probably missing something. Why inner system vs outer system?

Space is big. I'm not sure where rules are for determine where an inaccurate Jump puts a ship. Like looking for one specific rock in a asteroid belt, I'd think the vast majority are not all going to drop a ship in the pirates clutches.

As locarno24 indicates, I think being closer to the destination worlds allows a higher probability of intercepting a stray ship.

No science expert, but I the universe doesnt stand still. I'd think over time a powered down pirate would lose their vantage point as it can't maintain its location in relationship to the worlds movement. (unless in orbit or at the planet) Not sure how long this would take.
 
locarno24 said:
Also, just as an observation, 25% sounds a touch high. Remember that 'most people' in an RPG universe don't run strictly by the rules - people don't make a pilot check every time they bring a ship in to land, for example, or about 1 starship landing in 3 would be a crash and the imperium would run out of starships very quickly.


People always make a jump check. Unless HEAVILY house ruling. Since this is a forum made up of desperate people I only present broad ideas if based on RAW. I can't do otherwise really.

I see your other points. Good ones too. But remember, a pirate should have a higher G rating than merchies. You only have to match and catch up well before they get near the target planet. Odds are a track will be close enough in a moderately busy system within a week or so. Just odds.

Anyway. Just an idea as sometimes it's hard to get pirating going. :)
 
CosmicGamer said:
I'm probably missing something. Why inner system vs outer system?

The CRB says "inner system" is the destination for misjumps, but I think that's an error. A slight error in your jump calculations should put you in the inner or outer system. The rules are relatively nebulous on this, so it's going to be a house rule on just how far out you are from your target.

Pirates of any type are going to have to haunt the shipping lanes or be near a destination (planet, station, etc) to find prey. Just sitting doggo in deep space hoping for someone to pop in nearby wouldn't be the best use of their time. They, too, run the risk of something stumbling upon them accidentally, or worse, being discovered by system defense forces.
 
CosmicGamer said:
I'm probably missing something. Why inner system vs outer system?

The game assumption is that the habitable planets you are jumping to are in the inner system. The degree of inaccuracy is thus bounded to a max distance. Jumping for Earth you don't end up near Pluto.




CosmicGamer said:
No science expert, but I the universe doesnt stand still. I'd think over time a powered down pirate would lose their vantage point as it can't maintain its location in relationship to the worlds movement. (unless in orbit or at the planet) Not sure how long this would take.

Within the time frames we are talking (weeks) this is not an issue at all. No one would think about it.

If you hang round near the main planet you are likely to get smoked by the authorities. So, do NOT become a pirate, you're career will be painfully short. ;)
 
locarno24 said:
Also, just as an observation, 25% sounds a touch high.
I thought so too so I went to the other thread which I had stopped following to see whats what.

And yes, It is way high, as I will follow up on, but first I'll explain how I think the person got the figure. Please excuse and correct me if I am making any of the wrong assumptions.

Based on rules for jumping on page 141,
Roll 2d6 and add the following DMs. If the result is 0 or less, the ship misjumps (see below). If the result is 8+ the Jump is accurate. Any other result is an inaccurate Jump (which is only a minor setback).
I think the only DM allotted is for the Engineering skill where a Engineering(Jump) 2 was used. Thus if one rolled under a six there would be an inaccurate jump. I believe 2d6 odds of rolling a 5 or less is around 27%. Is that close to how the figure was arrived at? Perhaps the poster will chime in.

Just as an FYI while one could just say the average person is a DM+0, personally when I do rough estimates I often assume that people go into careers where they have a natural ability. What I'm getting at is does the guy with +1 DM INT and -1DM Dex become an athlete or a an Engineer? So I typically assume people have a +1DM for the characteristic needed in the skill check for these type of throw some numbers together average situation calculations.

But, for this following discussion, I'm willing to adhere to the suggested +2 DM for skill and a characteristic +0 DM.

First, one problem is that the rules on page 141 for Jump are not clear as to what characteristic to use or the task difficulty or how long it takes. So the poster, I'm assuming, either made a GM decision that the difficulty is average or decided that because no task difficulty DM was specified it should be 0. This is understandable but I believe it is an error.

As i said, there is no timing listed and also there is no characteristic listed for the task. The simple fact is that there is no proper task description on page 141. Like many things, the book has rules in varied locations. Perhaps because this was already covered on page 54 it was decided there was no need to repeat themselves. The detailed task from page 54 is

Making a Jump: Intelligence, 10–60 minutes, Routine (+2).

Again, I don't fault the poster for doing the best they could with the information provided on page 141 and missing this.

However, this results in a +2DM for skill, +0DM for characteristic, +0DM for timing, +2DM for task difficulty. A +4 DM. This alone brings the chance from around 27% to around 8%.

Another thing I like to point out for these type of skill calculations is wouldn't for just 1,450Cr (*1) there be a computer with the appropriate Expert program running to aid the person? I think so. That's another +1 DM. Now I believe the odds go down to around 3%. This may still be high to some. 3 out of every 100 ships for a busy system... Keep in mind though that with 2d6 this is the lowest chance without turning into a 0% chance.

Next, none of the DM's on page 141 were used. I agree with not using
–2 per Jump drive hit
–2 for using Unrefined fuel
–8 if still within the hundred-diameter limit
for a calculation of typical travel.

But
+ the Effect of the divert power Engineer check
is worthy of discussion.

Based on the rules
If insufficient power is available the Jump drive cannot be activated.
So the only way a jump task is made is if the Divert Power check succeeds. How often would the Divert Power check succeed and the effect be 0?

That is beyond my math skill but its worth noting that whatever that probability is, it lowers overall probability. Possibly by a considerable amount.

(*1) You can ask if you don't know how I came up with that figure.
 
CosmicGamer said:
How often would the Divert Power check succeed and the effect be 0?

You need to redo your calcs. Effect can be (and I assumed it would be) above 0 and still have an inaccurate jump.


Jump!: Roll 2d6 and add the following DMs. If the result is 0
or less, the ship misjumps (see below). If the result is 8+ the
Jump is accurate. Any other result is an inaccurate Jump


2D6 + effect if result is 1-7 = inaccurate Jump. Simple
 
sideranautae said:
CosmicGamer said:
How often would the Divert Power check succeed and the effect be 0?

You need to redo your calcs. Effect can be (and I assumed it would be) above 0 and still have an inaccurate jump.


Jump!: Roll 2d6 and add the following DMs. If the result is 0
or less, the ship misjumps (see below). If the result is 8+ the
Jump is accurate. Any other result is an inaccurate Jump


2D6 + effect if result is 1-7 = inaccurate Jump. Simple
Using the following:

Engineering(jump) skill level 2 +2 DM, characteristinc INT +0 DM, timing +0 DM, routine task +2 DM, using expert program +1 DM. That is +5 DM already. Minimum dice roll is snakeyes, a 2.

That gives a total of 7.

Using the above, any effect from Divert power that is over 0 will guarantee an 8 and a accurate Jump.

Calculation redone as per your request.

Where is my calculation wrong?
 
sideranautae said:
Can't use an Expert program. Computer is not big enough. Redo calcs.
wow, really?

I already posted this information earlier. It doesn't appear you are reading thoroughly.
CosmicGamer said:
However, this results in a +2DM for skill, +0DM for characteristic, +0DM for timing, +2DM for task difficulty. A +4 DM. This alone brings the chance from around 27% to around 8%.

Anything else?
 
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