Maybe that's the Hostile (for some other random reason) shipJust to be a pedant, if the captain and crew steal the ship from the owner, it is barratry, not piracy![]()
Psycho Box. Int 4 armed with pulse lasersUsing the Robot Handbook, it was simple enough to construct a robot brain that all weapons systems should have already built in. The cost is trivial when compared to the weapon and it can always be overridden by a sophant operator if the ship desires. Gunnery problem solved.
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The Imperium also allows trade wars between corporations. It's a core element of The Traveller Adventure. Though those ships shouldn't be attacking random free traders....And if a company, noble or government entity hires mercenaries to harass competitors' shipping, it's privateering
Not that it is official or anything but there is a story in Freelance Traveller where it mentions ships have to have a live gunner, but a lot have one on the books but really use an automated system.Using the Robot Handbook, it was simple enough to construct a robot brain that all weapons systems should have already built in. The cost is trivial when compared to the weapon and it can always be overridden by a sophant operator if the ship desires. Gunnery problem solved.
Unless one of their competitors put it about that that free trader was actually a merc in their employ. That would be a legit target. But then it actually isn't... OoopsieThe Imperium also allows trade wars between corporations. It's a core element of The Traveller Adventure. Though those ships shouldn't be attacking random free traders....
What could possibly go wrong?Psycho Box. Int 4 armed with pulse lasers![]()
Just for context, how big is the navy supposed to be (in ships per system of possible) or can you provide a reference so I can look it up. Not that I have every supplement you understand.As I said before, the encounter chart is pretty much carried over from CT in its conception. The Spinward Marches in CT is a much more lawless and under patrolled region than the version in Mongoose Traveller.
If you want pirates, you have to reduce the amount of military around. Which is easy to do. If you want the sizable patrol fleets described in the recent sourcebooks, piracy won't be anywhere near as common as the encounter charts describe. It's just another one of the conflicting elements of how Charted Space is described.
Also, the encounter charts are generic Traveller rules. They are not customized to any specific region of Charted Space.
I think the issue you would run into is the general ban on Warbots in the imperiumUsing the Robot Handbook, it was simple enough to construct a robot brain that all weapons systems should have already built in. The cost is trivial when compared to the weapon and it can always be overridden by a sophant operator if the ship desires. Gunnery problem solved.
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Ah, but it isn't a warbot. It's not autonomous. It is under the direct oversight of sophants who must initiate the use of the weapons.I think the issue you would run into is the general ban on Warbots in the imperium
The Imperium is firmly opposed to the use of ‘warbots’ and autonomous armed systems in general. However, a need was perceived for a robotic platform to support defensive operations and boarding parties; the Model 899 was the result. Examples are available for sale to private operators, who can demonstrate suitable need and accountability, but by far the largest buyer is the Imperial Navy.
The Third Imperium has no one law or policy regarding robots, although the legacy of the Shudusham Concords and old Vilani legends of the Ancients’ war machines cast a shadow over most member world’s laws. None of the Imperium’s armed forces use lethal robots in the field. Although smart missiles and autonomous defence systems are widespread, the use of warbots or other directly lethal war machines is contrary to doctrine. Robots are mostly used in support roles such as logistics and construction.
My point was the only real advantage a Missile rack has over a long range beam laser is its range but if you can’t actually use the range to your advantage the missile loses it’s only real advantage. And as has been pointed out most ships are ID by their transponder which a pirate is going to be using a fake one. More often or not combats between freetraders and pirates are going to be closer range rather than long range. The only real advantage a missile has is its range, Beam Lasers cost only once even if you go for the long range option the beam laser is only costing .625 Mcr per laser which is cheaper than the .75 Mcr per missile rack plus the cost of the missiles. A free/fartrader would have to run two triple racks (rather it’s a turret or not really doesn’t matter) to even get a chance to get a hit on a pirate ship and that’s only it the pirate doesn’t have military sensor and a ECM suite. Yes missiles in theory do more damage but that’s if they hit which it’s been pointed out is hard unless you have a ton of them. Now don’t get me wrong missile are great for warships but for a merchantman it’s at best a sub optimal option.The concerns you state about sensors are valid, but they apply equally to any other sort of weapon. Missile fire is no more dependent on the the firing ships sensors than any other weapon. Sensor lock gives +2 to all attacks (and only Gunner skill and range modifiers are ignored for missiles). As for range, having a longer ranged weapon doesn't mean you cannot fire it at shorter range. Unless you are firing at close enough range to lose the smart trait, missiles fired at less than maximum range become more effective as they get to the target in less turns and therefore provide less opportunities for EW. Your sensors are less of an issue than the quality of the targets sensors as EW can rapidly negate your entire salvo.
Apologies I misread of 3rd para p57 on a you tube video. Below 10D is under absolute control of planet (with some agreed exceptions), Beyond 100D is under the absolute control of Empire. I missed the bit about 10D-100D being shared jurisdiction. Where there is shared jurisdiction there is confusion and rivalry.Those are the Imperial Navy vessels. The planetary governments have their own ships. So the Navy is supplementing them.
Not sure where you get the idea that the Imperial Navy doesn't have any jurisdiction within 100D.
But if they are system defence boats owned by the planetary government it is not their jurisdiction to patrol beyond 100D. They may patrol specific corridors (say between two in system planets) as that is classed as their jurisdiction, but not everyone will necessarily go the legal way (smugglers, paranoid belters etc.) These people make ideal pirate victims and the government might even say "your own fault".But it is kind of irrelevant. The Navy doesn't need to patrol the entire system with its corvettes. That's what System Defense Boats do.
That doesn't follow. I can believe that astrogation might get you within around 100D of a planetary body, but I do not see that it will get you into a specific flight lane. You might have to conform to a flight lane before you get too close to the planet (say 10D since that is when the planet takes full control), but you don't jump into the same spot. One of the primary benefits of jumping into the 100D limit is that there are so many places to arrive, the likelihood of arriving at the same time and place as another ship is vanishingly small. Start saying you all have to jump in to the same place and you will have chaos in heavy traffic planets and premature precipitation galore. Given you cannot predict when you will arrive you cannot be sure on the rotation of the planet or anything in orbit.They only need to patrol around trafficked areas. And that's basically the 100D limit of the starport, since Mongoose era jump drives are pretty accurate. You are going to have approach lanes the same way real life sea and airports do.
I believe they could be coming from any which way and contact with the starport assumes there is a starport to contact or that the starport isn't busy dealing with other people or that you want to advertise your arrival to the starport. Travellers have been known to jump into system and bypass the starport to find their own route to the planet.Ships aren't going to be coming from any which way or not be in contact with the starport.
100d is not necessarily that near. It is 4-5 hours travel for your average trader and could be a lot more. If you use the formula to calculate how far you can travel at a particular thrust rather than using the easy rules then you could find it takes several hours to travel to that trader under attack and he might not still be there when you get there.Pirates aren't going to have any targets that are not near planets because of how jump drives work.
Double the planets may be double the resources but the space you need to cover between them will be a far larger multiple. The most common intersystem travel will be to asteroid belts or gas giants for fuel. Fuel tankers make poor targets for pirates and the only pirates there will be wilderness refuelling and not behaving as pirates so not fair game. Asteroid belts on the other hand cover vast areas and will have sensor dead zones and multiple false readings. A pirate hunting there for belter ships (or even launches) to haul off could make easy pickings with not a lot the planetary government could do about it (since asteroid belts would be in their jurisdiction). A pirate that decided to use a planetoid hull and ran silent could be very difficult to spot there.IF you have a heavily developed system, then you can have ships moving between planets in real space. That will potentially increase the chances of pirates having an opportunity. But it also increases the resources available for counter piracy. However, the encounter charts are for PC ships, which are about 99% jump drive capable.
Not sure what you mean by that. 1.2 million km is a long way out, way beyond the usual orbits for our space junk. Do you mean the few scientific sensors at the Lagrange points? Lagrange points are determined by the interaction of the bodies in the solar system and may very well be useless (e.g. the other side of the sun and thus unable to communicate with the planet). Anything you put there can still only detect to the range of its sensors. That gives you a few isolated spheres of detection that are fixed, often far out in the boonies, easily plotted and can be avoided by a pirate. If the trader is in trouble halfway round the other side of that 100D limit then he'll be around 600,000 km away even at thrust 6 that is going to take a while (over 1.5 hours).We have sensor arrays at the 100D limit right now IRL. You think they aren't going to have a fighter base or something in the future in which merchant traffic is high?
The wilds are not the jump space bit, they are the 100D to the planet bit or the maybe the in system bit where planet to planet would take a few days rather than a week and 20 tons of fuel or conducted by a spaceship rather than a starship. Many law levels and planetary government types mean government control is effectively non-existent. With too low a TL they may not have the facilities to do anything about it anyway.Piracy in the real world doesn't happen in the English Channel. It happens in places where ships have constrained traffic patterns and the local governments are complicit or not existent. So off east Africa or in the straits around Malaysia. But in Traveller, you can teleport from port to port. You don't have to cross the wilds in between.
I think you have too much faith in the power of government. I work in government so I am more sceptical of the beneficial influence of bureaucracy.It is very easy to make all of this not true and make piracy an actual threat. It is just very difficult to have Imperial Sector Fleets, the Subsector Fleets, the Colonial Fleets, and the modern precision jump drives (not to mention early jump) and have any space for piracy.
Personally, I like to make basically every system extensively developed and make Jump 0 not a thing, so ships have to spend more time in real space between planets. Just makes for a more interesting situation, imho. You could also make jump arrival far more random than it is in Mongoose, so you can't have a fairly controllable arrival area. You could also just not run your game inside an organized state with a powerful military and heavy obsession with interstellar trade.
I agree they are probably a worse choice than a turreted beam or pulse laser. I considered the damage to be their biggest advantage. Not requiring a gunner was another but as we have seen you can trump that with a cheap gunner droid. For them to be effective as you say you both need to do that damage (so against a ship with low hull or armour overkill and the disadvantages outweigh the advantages) and you need to be able to hit (which is where we were considering that the rules for missiles were a bit rubbish and didn't take into account the options for robots in missile chassis). Standard missiles in small volleys are unlikely to survive long enough to do any damage and are more of a liability than a help.My point was the only real advantage a Missile rack has over a long range beam laser is its range but if you can’t actually use the range to your advantage the missile loses it’s only real advantage. And as has been pointed out most ships are ID by their transponder which a pirate is going to be using a fake one. More often or not combats between freetraders and pirates are going to be closer range rather than long range. The only real advantage a missile has is its range, Beam Lasers cost only once even if you go for the long range option the beam laser is only costing .625 Mcr per laser which is cheaper than the .75 Mcr per missile rack plus the cost of the missiles. A free/fartrader would have to run two triple racks (rather it’s a turret or not really doesn’t matter) to even get a chance to get a hit on a pirate ship and that’s only it the pirate doesn’t have military sensor and a ECM suite. Yes missiles in theory do more damage but that’s if they hit which it’s been pointed out is hard unless you have a ton of them. Now don’t get me wrong missile are great for warships but for a merchantman it’s at best a sub optimal option.
Truthfully I’d scrape the passenger staterooms increase the maneuver drive keep the turrets load them with a double long range beam laser in one double sandcasters in the other upgrade the sensors to military and add a ECM suiteI agree they are probably a worse choice than a turreted beam or pulse laser. I considered the damage to be their biggest advantage. Not requiring a gunner was another but as we have seen you can trump that with a cheap gunner droid. For them to be effective as you say you both need to do that damage (so against a ship with low hull or armour overkill and the disadvantages outweigh the advantages) and you need to be able to hit (which is where we were considering that the rules for missiles were a bit rubbish and didn't take into account the options for robots in missile chassis). Standard missiles in small volleys are unlikely to survive long enough to do any damage and are more of a liability than a help.
I am not even convinced you are safer with some sort of laser unless you invest fully and have decent sensors and a proper gunner (droid or otherwise). You could probably put a sandcaster on a fixed mount without it becoming a real detriment other than cost, but it might not be a benefit either.
Personally I'd take the extra cargo or maybe upgrade the manoeuvre drive.