Why Corsairs?

I always called the Corsair a "Corporate Raider" and used it for more than pirates anyway. So the idea of pirates using any ship that worked just feels right to me. :mrgreen:
 
1e Corebook says, "The Corsair design was originally intended as a raider and pocket warship, but has been adopted by criminal and terrorist gangs across known space." This sounds like the difference between privateer and pirate. It was design for and still has a legal purpose. Like other small starships, the wrong element found a more larcenous use though you can say it was actually built that way.... for legitimate uses.

Still waiting for the hard copy High Guard so I had to wonder if it was moved out of the Core to there. Guess not. Pirates are also missing. Makes me think it's destined for a revised Scoundrel just like the pirate career had moved to there. Either that or Mongoose decided no more specialist pirates just roll any other character and use a Free Trader like every other citizen in the Traveller universe. I must assume Pirates and Unusually Daring Pirates are created that way now.

"Banks will give you 30-year loans on them, provided you can give the bank a good business plan and/or if you have a good credit rating.... "

I think the outfits obtaining these craft or even building them are not always legitimate. When you take a loan out with them, skipping out is a lot more nefarious and painful. I'm sure you might be obligated to be very fruitful in your endeavors so payments are on time. You might be also asked to perform favors in lieu of a payments and this 'bank might be also where you almost exclusively fence what you haul in. Small craft suddenly become very important prizes toward your next payment.
 
Reynard said:
Still waiting for the hard copy High Guard so I had to wonder if it was moved out of the Core to there. Guess not. Pirates are also missing. Makes me think it's destined for a revised Scoundrel just like the pirate career had moved to there. Either that or Mongoose decided no more specialist pirates just roll any other character and use a Free Trader like every other citizen in the Traveller universe. I must assume Pirates and Unusually Daring Pirates are created that way now.

The Pirate career is still around (it's a specialization of Rogue), but the Corsair does appear to have been made into a niche design that will appear in some supplement. Which I'm a fan of, honestly.
 
nawara said:
... but the Corsair does appear to have been made into a niche design that will appear in some supplement. Which I'm a fan of, honestly.
I would not mind seeing the old Book 6: Scoundrel get a face lift and re-work. Not just pirates, but other areas just like the 1e version. In fact I would not mind seeing many of the 1e "Book" line get the 2e treatment. :mrgreen:
 
Ya know I ws just thinking ...if the corsairs were originally intended for privateer and commerce raider work by semi/quasi-legitimate groups it would explain why the Stock corsair in the book is so poorly armed. It was stripped down and demilitarized before being disposed of as surplus.The end u in the hands of mercenaries or other groups that reequip them as they can. As a poor man's Merc Cruiser they do have enough room to carry ground vehicles and small craft.

And if mercs decide to occasionally do a bit of piracy when they can they have a ship that can scoop up cargo and be on it's way. If they are questioned about why they are operating a corsair they can point out.."Well, we're private security contractors...we use it for legitimate contract work."..."oh that cargo...we picked it up as part of our pay for our last job....stolen, really????...guess the target was fencing stolen goods...well then we'll be happy to turn it over to the appropriate authorities... Is there a finders fee?"

a crewman with advocate, and admin would be a good investment for such a group....
 
Space is big, and starships like lots of it personal; any approach to within weapons range is going to be looked at suspiciously, especially in the middle of nowhere.

The corsair would want to close fast and prevent their new clients from talking to anyone.
 
Condottiere said:
Space is big, and starships like lots of it personal; any approach to within weapons range is going to be looked at suspiciously, especially in the middle of nowhere.

The corsair would want to close fast and prevent their new clients from talking to anyone.
Thus the image of pirates stalking the gas giants catching refueling ships off guard made sense to me. :D
 
Free lunch depends on whether you are venus or the fly.

its_a_trap_star_wars.gif
 
-Daniel- said:
Condottiere said:
Space is big, and starships like lots of it personal; any approach to within weapons range is going to be looked at suspiciously, especially in the middle of nowhere.

The corsair would want to close fast and prevent their new clients from talking to anyone.
Thus the image of pirates stalking the gas giants catching refueling ships off guard made sense to me. :D

Sort of like a predator staking out the Local watering hole.

Thrust 3 is slow but not so slow you couldn't outpace a commercial vessel. It doesn't need to outrun military vessels, or fighters. Just hit the 100 diameter limit before intercept occurs. since they can pretend to be an innocent law abiding ship if a patrol does pass though while they are loitering near the gas giant all they have to do is pretend to skim fuel and then jump away.
 
"The Pirate career is still around (it's a specialization of Rogue), "

Oh... there it is. They were hiding. Yeah, look at that, no corsair but ship shares towards any ship they could use as their jolly roger vessel. Seems Mongoose made use of their description of typical pirates using normal ships. They're jumpcussers.

Still, the various pirate starships in Scoundrel as well as the Corsair can still be upgraded to HG2e and live on. The MCr30 Type-S Jumpcusser would be a good starting pirate ship. They can outrun the Free and Far Traders, the Safari ship, Subsidized liner and merchant, Yacht, and launches while keeping pace to the Lab ship, Scout and Seeker. Someday when your pirate buddies hit the big leagues, they can acquire a Pirate Interceptor.

An interesting alternative. Without a corsair available and you start with a normal adventure ship, how would you trick it out to make it a more efficient tool of piracy? The Jumpcusser is an example but how about Free and Far Traders? Obviously a Fast Trader would be more dangerous while not looking dangerous. In some ways I see these as the Anti Q-ships.
 
Reynard said:
Yeah, look at that, no corsair but ship shares towards any ship they could use as their jolly roger vessel.
So you get shares during creation. You use them to buy into a nice ship with other like minded wanna-be pirates. You head out into the vast unknown. See a big fat merchant and make your first move.... turns out to be a Q-Ship. Now you are dealing with four fighters and lots of weapons. Ship Shares down the drain. :lol:

Of course I would never do such a think to the player characters.... :twisted:
 
Reynard said:
Obviously the referee of that situation had issues with the players to TPK so easily.
Oh the characters don't die. The ship does. Then the characters realize being a pirate can be a costly choice. :lol:
 
" Then the characters realize being a pirate can be a costly choice"

It sounds more like proving a personal opinion by making it happen no matter what. I believe pirates can't win in Traveller so I will run a game in which the pirates will lose no matter what. I won't do that to any military career character because they always win. Merchants should be more targeted for failure as if they have some special protection from the dangers of space travel and interstellar interaction. If one sets players up to fail they will. The pirate career should be as viable as any other. Considering that Traveller has been associated with the Age of Sail, they are most appropriate. Playing space pirates should be as fun as playing traders (another age of Sail analog).
 
Reynard said:
" Then the characters realize being a pirate can be a costly choice"

It sounds more like proving a personal opinion by making it happen no matter what. I believe pirates can't win in Traveller so I will run a game in which the pirates will lose no matter what. I won't do that to any military career character because they always win. Merchants should be more targeted for failure as if they have some special protection from the dangers of space travel and interstellar interaction. If one sets players up to fail they will. The pirate career should be as viable as any other. Considering that Traveller has been associated with the Age of Sail, they are most appropriate. Playing space pirates should be as fun as playing traders (another age of Sail analog).
I am unsure what your issue is. There is no personal opinion to prove nor GM issues. I spoke of a possible outcome not something I think you must do as a GM. You play the game you want to and if it works for you and your players then it is a good game. Give your players anything you wish or not, let them break any laws without consequence if you wish, it really does not matter as long as everyone at the table has a good time. This is an RPG, there is no "Win or Lose" rather there is just a fun game or not. If you want to have a game where breaking laws has no consequence, great, have fun. Like I said, it is all about what you and your players want to do.
 
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