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Pirate crews | Troop Types
| Limitations | Costs
| Profits | Skills
| Characteristics | Special
Rules
See also the Background Page
The crew of the independent traders rather
unfairly known as space pirates are organised on a sort of functional
basis.
Obviously, the Captain is the most influential member of the crew,
but each of the officers has their own set of loyalists.
- Captain: In charge. Usually also a skilled astronaut (that
is someone who knows how to fly a starship)
- First Officer: Second in command. Generally accepted as the
person to take over if anything should happen to the Captain.
Also usually a trained astronaut.
- Technical Officer: The main task of a Tech Officer is to assist
with things like repairs and maintenance. This keeps the ship
flying.
- Combat Officers: More than just armed thugs, combat officers
are leaders of armed thugs.
All Officers are represented by players, so a typical crew will
be composed of 4 to 6 Officers.
For a more detailed explanation of equipment, see the accompanying
rules; Starship Marine which explain the weapons
and equipment in use.
Officer: This is the players personal figure. They
are always equipped as combat crewman (see below). The only officers
are players so if you want more officers on the team, you
must somehow recruit more players. Transfers of officers between
pirate crews are not unheard of.
Combat Crewman: A civilian crewman with some military training
or experience capable of using ex-marine armour and weaponry. The
standard kit on all combat crewmen consists of
- Armour
- SCA2
- 4 grenades
- 2 demo charges
Astronaut: These are the technical types needed to operate
a starship. Each starship requires a minimum number of these to
be able to work safely. Pirate crews often have additional astronauts
to act as prize crews should they happen to come across
another ship in need of some help.
Standard equipment for an astronaut would be just a Spacesuit
and SCA1.
Technicians (of various sorts): A specialist in their field
(Armourer, Robot Tec, Medic etc). Standard equipment is a spacesuit
and no weapon (all the suits hard points being taken up with
equipment etc).
Shuttle Pilot: Actually flies a shuttle. Only pilots can
fly shuttles. This is different to the Astronaut who are starship
systems technicians - the Pilots are more hands-on flyers and can
do things like planetary landing and take-off (PLATO) etc.
Standard equipment for a shuttle pilot would be just a Spacesuit
and SCA1.
Combat Robots, TRUCs, and Close Support Robots are explained
in the main rules.
The Modified Class 5000 Merchant Class of starship used by most
of the independent traders has a maximum crew capacity of 60.
This includes all specialists and combat crew.
The total does not include robots or other equipment (which are
stored in the cargo grid during travel, and hence does not drain
life support capability).
The costs for equipment are for a completely equipped individual
as described above.
Close Support Robots come with a full load of APGW.
| Item |
Black Market
|
Legitimate purchase with license and
EUC
|
|
Poor quality
|
Good quality
|
| One shot of MAD |
n.a.
|
1000
|
500
|
| Space Combat Armour |
300
|
600
|
400
|
| SCA1 |
-
|
40
|
20
|
| SCA3 |
-
|
100
|
80
|
| Combat Robot + SCA1 |
600
|
750
|
500
|
| Close Support Robot + 10 APGW |
900
|
1200
|
800
|
| Grenade/ Demo charge Reloads (Per
combat crewman, complete sets only) |
40
|
40
|
10
|
| Manpack APGW system (6 APGW) |
900
|
1200
|
800
|
| 6 x APGW Reload (per manpack) |
60
|
60
|
30
|
| 10 x APGW Reload (per CSR) |
100
|
100
|
50
|
| Multi-Cannon fit for a shuttle
or ship |
-
|
10,000
|
2000
|
| Multi-Cannon Ammo Pod (10 shots) |
-
|
500
|
200
|
| SCA3 Turret fit for a shuttle
or ship |
-
|
2,500
|
1000
|
| Robot spares unit |
-
|
10
|
5
|
| Armour spares unit |
-
|
15
|
10
|
| Microgrenades (teargas / radiation / HE) |
50
|
75
|
50
|
| GF Armour |
3,600
|
5,000
|
1,800
|
| GF Armour support, maintenace and diagnostic kit. |
1,200
|
2,500
|
600
|
| SLA2 |
200
|
400
|
120
|
| SLA3 |
|
|
200
|
| Grenade/ ammo Reloads (Per GF Armour unit, complete
sets only) |
80
|
80
|
40
|
| Ceramic gun |
250
|
500
|
200
|
| Man-pack LRGM Launcher Unit (no missiles |
-
|
2,500
|
250
|
| LRGM (per missile) |
-
|
1,000
|
500
|
| Man-pack ATGW Launcher (no missiles) |
-
|
2,500
|
250
|
| ATGW (per missile) |
-
|
400
|
200
|
| Wirepod (per unit) |
-
|
-
|
not available
|
| Spacefoam (per unit) |
-
|
-
|
not available
|
| Supercharge |
-
|
-
|
not available
|
| |
|
|
|
| Available legitimately on the Open Market |
| 'Safety Vest' (light armour) |
50
|
80
|
|
| AutoDoc Medic Unit |
-
|
250,000
|
|
| Light Shuttle (10
PAX) |
20,000
|
35,000
|
|
| Medium Shuttle (25 PAX) |
40,000
|
60,000
|
|
| Large Shuttle (40 PAX) |
75,000
|
100,000
|
|
| Decent suit of clothes |
25
|
300
|
|
| Spacesuit |
-
|
100
|
|
| TRUC Robot |
50
|
100
|
|
| Maint Robot |
75
|
150
|
|
| Portable Air-Lock |
-
|
250
|
|
| Personal Transport Vehicle (planetside) |
3000
|
20,000
|
|
Being traders, you will want to know what items are likely to
be of value to you.
Equipment listed above can be resold to the totally dishonest
traders back at Freeport for half their purchase value (this doesn't
include personnel, whom you may not sell to traders).
Other things might be valuable:
| Description |
Est.Resale Value (credits)
|
| Destroyed combat robot (scrap
value) |
50
|
| Destroyed maintenance robot (scrap
value) |
20
|
| Plasmatic boring device (PBD) |
350
|
| Portable power unit |
200
|
| Portable MediKit |
150
|
| Hostages ransomed |
Variable according to rank - minimum of
100
|
| Recovery value of weapons and
equipment |
Half the purchase cost (see list above)
|
Each officer can have two skills. It is recommended that 'Combat'
is one of them.
For all skills, 1d6+3 score for how skillful you are to start with.
| Skill |
Use |
| Astronavigation |
Flying starships from place to place. |
| Armoury |
Repair and maintenance of armour,
spacesuits and personal weapons |
| Drive Tech |
Repair and maint of HSD and thrusters |
| Power Tech |
Repair and maint of power systems |
| Medic |
Treating wounded and sick |
| Ship System Tech |
Repair and maint of internal
systems - doors, internal comms, cabling etc. |
| Combat |
Able to use combat armour and weaponry |
| Pilot |
Flying shuttles, pacifiers etc |
| Interrogation |
Asking important questions |
| Nutrition |
Preparing and cooking food |
| Communications Tech |
Repair and maint of ship to ship and long range
communications systems |
| Entertainer |
Expert at keeping people amused on long journeys |
| Ship Weapons Tech |
Repair and maint of ship to ship weapon systems
(must be ex-Navy or shipyard worker) |
| Robot Tech |
Repair and maint of robots |
|
|
Skills tend only to be improved after long practice or training
- periods of years are normally required. Remind the GM when you've
spent more than 200 days doing the same skill-related job.
In general to pass a skill roll, roll 1d12 and score under the
skill rating for success (unless otherwise stated by the GM)
| Characteristic |
Description |
Value
|
| Charisma |
The number of followers you can attract and keep (Starting
score 1d6).
You cannot attract more followers than you have charisma.
Charisma can be increased by making successful grandstanding
actions, or by have a long standing record of success (at
GM's discretion or by acclaimation of your peers).
|
1-10
|
| Leadership |
Bonus to morale when leading an attack
Starting score d6:
1 = -1
2 = 0
3-4 = +1
5 = +2
6 = +3
Improved by combat experience.
|
Between -1 and +3
|
| Dread |
The degree to which you are feared by others. Starting score
= 2d6
The higher your dread, the more people fear you. This may
be a disadvantage when wanting people to help you rather than
run away screaming. To make a dread test, roll percentage
die and score current dread of less to be feared.
|
Any number
|
| Reputation |
How famous you are. Starting score = 2d6.
Typical Reputation scores -
| Who? |
<20 |
| known in same city / port |
21+ |
| Known in same system |
40+ |
| Wanted in same polity |
80+ |
| Infamous throughout the quadrant |
160+ |
| Infamous in 2 quadrants |
320+ |
| Wanted throughout human space |
640+ |
| Go into politics |
1280+ |
|
Any number
|
|
|
|
Astronaut
In order for the pirate's starship itself to be operated safely,
a minimum number of astronauts are required.
This varies with the class of ship
|
Class
|
Minimum Astronauts
|
|
1000
|
2
|
|
2000
|
3
|
|
3000
|
3
|
|
4000
|
4
|
|
5000
|
4
|
If the minimum crew level is not met, dire things can happen when
you try and fly the ship (especially on entering hyperspace).
Medic
May assess the condition of any downed combat crew, and increase
the chance of them being fit to continue fighting.
Roll 1d6, score 5 or 6 and the individual is fit to fight once
more.
Roll once per figure only. Repeat rolls are not permitted.
However, the armour will need repair before they can go on (see
Armourer)
If the individual is deemed not fit, they can still be
returned to an AutoDoc for further treatment (See below AutoDoc
Medical Unit).
It takes an entire turn to assess and/or recover one figure.
Robot Tech
May repair downed robots and make them operational again.
Roll 1d6: A damaged combat robot can be made operational again
on a 5 or 6
A wrecked robot of any type can be repaired on a 6.
You may roll repeatedly for any given robot, on subsequent turns
( the time taken to get a 6 reflecting variable repair time).
Successful repair also includes any weapons fitted.
It takes an entire turn to assess and/or repair one figure.
This does not apply to repairing alien robot types - consult Game
Control should you want to attempt to work on alien equipment.
Armourer
Assesses and repairs the armour and weapons of downed combat crew.
Roll 1d6: A damaged suit of combat armour can be made operational
again on a roll of 6
Obviously, the crew inside will need medical attention before
they can operate the repaired suit. (See Medic)
You may roll repeatedly for any given suit of armour on subsequent
turns (reflecting variable repair time).
It takes an entire turn to assess and/or repair one figure.
Successful repair also includes any weapons fitted.
AutoDoc Medical Unit
This is an expensive piece of kit that must be installed in the
Pirate Ship itself.
Any casualty brought back to the AMU has a chance of recovering,
even if a medic tried and failed to revive them earlier.
The AMU is represented by a flowchart, and the figure being treated
is moved around the chart until deemed recovered or unsavable by
the Virtual Doctor™ software.
A standard AutoDoc can treat 2 casualties at once.
Identification Friend or Foe (IFF)
The armour and weaponry used by the combat crew is of a basic
military specification. The military have systems built-in to the
weaponry and armour that detects friendly troops and the weapon
refuses to fire if targeted at a friend.
The IFF system uses a variable coding algorithm, which can be
selected at the start of an action. Once selected, it can be switched
off, but not altered (the re-coding process takes a while and needs
an armourer).
The IFF system means that you may not fire on friendly troops
with SCA or APGW. This isn't a choice - the weapons will simply
not fire, no matter how hard or often you pull the trigger.
Grenades, on the other hand, are indiscriminate and are not limited
by IFF.
The IFF is also used in the suit's retinal display system to tell
the occupant who is a friend or not (since most fights are in the
dark using radar and IR to 'see' and are usually very confused).
If a friend turns off his or her IFF in action, their display icon
changes immediately - in game terms this means you must announce
the fact if you turn off your IFF. Once turned off, it cannot
be restarted.
In the case of co-operative actions like this mission, teams may
agree to have a common IFF algorithm - thus making 'accidental'
kills from friendly fire less likely. Normally, all the crew
of the same ship will have the same IFF code.
If it becomes necessary, crews may specify the code algorithm
by selecting a number between 1 and 10,000, writing it down and
handing it to an umpire.
© Jim Wallman 2003-4
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